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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = cvar("cl_zoomsensitivity");
131         zoomfactor = cvar("cl_zoomfactor");
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = cvar("cl_zoomspeed");
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_CAMPINGRIFLE && campingrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_CAMPINGRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         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
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
342 float view_set;
343 float camera_mode;
344 float reticle_type;
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
348
349 vector freeze_pmove_org, freeze_input_angles;
350 entity nightvision_noise, nightvision_noise2;
351
352 float pickup_crosshair_time, pickup_crosshair_fade;
353
354 void CSQC_UpdateView(float w, float h)
355 {
356         entity e;
357         float fov;
358         float f, i, j;
359         vector v, vo;
360         vector vf_size, vf_min;
361
362         vf_size = R_SetView3fv(VF_SIZE);
363         vf_min = R_SetView3fv(VF_MIN);
364         vid_width = vf_size_x;
365         vid_height = vf_size_y;
366
367         vector reticle_pos, reticle_size;
368
369         WaypointSprite_Load();
370
371         if(spectatee_status)
372                 myteam = GetPlayerColor(spectatee_status - 1);
373         else
374                 myteam = GetPlayerColor(player_localentnum - 1);
375
376         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
377         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
378
379         warpzone_fixview_origin = pmove_org + vo;
380         warpzone_fixview_cl_viewangles = input_angles;
381         warpzone_fixview_angles = view_angles;
382         WarpZone_FixView();
383         pmove_org = warpzone_fixview_origin - vo;
384         input_angles = warpzone_fixview_cl_viewangles;
385         view_angles = warpzone_fixview_angles;
386
387         if(cvar("cl_lockview") || (autocvar__hud_configure && spectatee_status <= 0))
388         {
389                 pmove_org = freeze_pmove_org;
390                 input_angles = view_angles = freeze_input_angles;
391                 R_SetView(VF_ORIGIN, pmove_org + vo);
392                 R_SetView(VF_ANGLES, view_angles);
393                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
394         }
395         freeze_pmove_org = pmove_org;
396         freeze_input_angles = input_angles;
397
398         // Render the Scene
399         if(!intermission || !view_set)
400         {
401                 view_origin = pmove_org + vo;
402                 view_angles = input_angles;
403                 makevectors(view_angles);
404                 view_forward = v_forward;
405                 view_right = v_right;
406                 view_up = v_up;
407                 view_set = 1;
408         }
409
410 #ifdef BLURTEST
411         if(time > blurtest_time0 && time < blurtest_time1)
412         {
413                 float r, t;
414
415                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
416                 r = t * blurtest_radius;
417                 f = 1 / pow(t, blurtest_power) - 1;
418
419                 cvar_set("r_glsl_postprocess", "1");
420                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
421         }
422         else
423         {
424                 cvar_set("r_glsl_postprocess", "0");
425                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
426         }
427 #endif
428
429         TargetMusic_Advance();
430         Fog_Force();
431
432         drawframetime = max(0.000001, time - drawtime);
433         drawtime = time;
434
435         // watch for gametype changes here...
436         // in ParseStuffCMD the cmd isn't executed yet :/
437         // might even be better to add the gametype to TE_CSQC_INIT...?
438         if(!postinit)
439                 PostInit();
440
441         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
442                 if(calledhooks & HOOK_START)
443                 {
444                         localcmd("\ncl_hook_gameend\n");
445                         calledhooks |= HOOK_END;
446                 }
447
448         CheckForGamestartChange();
449         serverAnnouncer();
450         maptimeAnnouncer();
451         carrierAnnouncer();
452
453         fov = cvar("fov");
454         if(button_zoom || fov <= 59.5)
455         {
456                 if(!zoomscript_caught)
457                 {
458                         localcmd("+button4\n");
459                         zoomscript_caught = 1;
460                         ignore_plus_zoom += 1;
461                 }
462         }
463         else
464         {
465                 if(zoomscript_caught)
466                 {
467                         localcmd("-button4\n");
468                         zoomscript_caught = 0;
469                         ignore_minus_zoom += 1;
470                 }
471         }
472
473         ColorTranslateMode = cvar("cl_stripcolorcodes");
474         activeweapon = getstati(STAT_SWITCHWEAPON);
475         f = cvar("teamplay");
476         if(f != teamplay)
477         {
478                 teamplay = f;
479                 HUD_InitScores();
480         }
481
482         if(last_weapon != activeweapon) {
483                 weapontime = time;
484                 last_weapon = activeweapon;
485
486                 e = get_weaponinfo(activeweapon);
487                 if(e.netname != "")
488                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
489                 else
490                         localcmd("\ncl_hook_activeweapon none\n");
491         }
492
493         // ALWAYS Clear Current Scene First
494         R_ClearScene();
495
496         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
497         R_SetView(VF_SIZE, vf_size);
498         R_SetView(VF_MIN, vf_min);
499
500         // Assign Standard Viewflags
501         // Draw the World (and sky)
502         R_SetView(VF_DRAWWORLD, 1);
503
504         // Set the console size vars
505         vid_conwidth = cvar("vid_conwidth");
506         vid_conheight = cvar("vid_conheight");
507         vid_pixelheight = cvar("vid_pixelheight");
508
509         R_SetView(VF_FOV, GetCurrentFov(fov));
510
511         // Camera for demo playback
512         if(camera_active)
513         {
514                 if(cvar("camera_enable"))
515                         CSQC_Demo_Camera();
516                 else
517                 {
518                         cvar_set("chase_active", ftos(chase_active_backup));
519                         cvar_set("cl_demo_mousegrab", "0");
520                         camera_active = FALSE;
521                 }
522         }
523 #ifdef CAMERATEST
524         else if(cvar("camera_enable"))
525 #else
526         else if(cvar("camera_enable") && isdemo())
527 #endif
528         {
529                 // Enable required Darkplaces cvars
530                 chase_active_backup = cvar("chase_active");
531                 cvar_set("chase_active", "2");
532                 cvar_set("cl_demo_mousegrab", "1");
533                 camera_active = TRUE;
534                 camera_mode = FALSE;
535         }
536
537         // Draw the Crosshair
538         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
539
540         // Draw the Engine Status Bar (the default Quake HUD)
541         R_SetView(VF_DRAWENGINEHUD, 0);
542
543         // fetch this one only once per frame
544         hud_showbinds = cvar("hud_showbinds");
545         hud_showbinds_limit = cvar("hud_showbinds_limit");
546
547         // Update the mouse position
548         /*
549            mousepos_x = vid_conwidth;
550            mousepos_y = vid_conheight;
551            mousepos = mousepos*0.5 + getmousepos();
552          */
553
554         e = self;
555         for(self = world; (self = nextent(self)); )
556                 if(self.draw)
557                         self.draw();
558         self = e;
559
560         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
561         R_RenderScene();
562
563         // now switch to 2D drawing mode by calling a 2D drawing function
564         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
565         // next R_RenderScene call
566         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
567
568         if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
569         {
570                 // apply night vision effect
571                 vector rgb, tc_00, tc_01, tc_10, tc_11;
572                 float a;
573
574                 if(!nightvision_noise)
575                 {
576                         nightvision_noise = spawn();
577                         nightvision_noise.classname = "nightvision_noise";
578                 }
579                 if(!nightvision_noise2)
580                 {
581                         nightvision_noise2 = spawn();
582                         nightvision_noise2.classname = "nightvision_noise2";
583                 }
584
585                 // color tint in yellow
586                 drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
587
588                 // draw BG
589                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
590                 rgb = '1 1 1';
591                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
592                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
593                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
594                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
595                 tc_11 = tc_01 + tc_10 - tc_00;
596                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
597                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
598                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
599                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
600                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
601                 R_EndPolygon();
602
603                 // draw FG
604                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
605                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
606                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
607                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
608                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
609                 tc_11 = tc_01 + tc_10 - tc_00;
610                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
611                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
612                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
613                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
614                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
615                 R_EndPolygon();
616         }
617
618         // Draw the aiming reticle for weapons that use it
619         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
620         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
621         // the view to go back to normal, so reticle_type would become 0 as we fade out)
622         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
623                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
624         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
625                 reticle_type = 2; // nex zoom
626         else if(button_zoom || zoomscript_caught)
627                 reticle_type = 1; // normal zoom
628         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
629                 reticle_type = 2; // nex zoom
630
631         if(cvar("cl_reticle_stretch"))
632         {
633                 reticle_size_x = vid_conwidth;
634                 reticle_size_y = vid_conheight;
635                 reticle_pos_x = 0;
636                 reticle_pos_y = 0;
637         }
638         else
639         {
640                 reticle_size_x = max(vid_conwidth, vid_conheight);
641                 reticle_size_y = max(vid_conwidth, vid_conheight);
642                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
643                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
644         }
645
646         f = current_zoomfraction;
647         if(zoomscript_caught)
648                 f = 1;
649         if(cvar("cl_reticle_item_normal"))
650         {
651                 precache_pic("gfx/reticle_normal");
652                 if(reticle_type == 1 && f)
653                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
654         }
655         if(cvar("cl_reticle_item_nex"))
656         {
657                 precache_pic("gfx/reticle_nex");
658                 if(reticle_type == 2 && f)
659                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
660         }
661
662         // Draw the mouse cursor
663         // NOTE: drawpic must happen after R_RenderScene for some reason
664         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
665         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
666         //self = edict_num(player_localnum);
667         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
668         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
669         // as long as the ctf part isn't in, this is useless
670         if(menu_visible)
671                 menu_show();
672
673         /*if(gametype == GAME_CTF)
674           {
675           ctf_view();
676           } else */
677
678         // draw 2D entities
679         e = self;
680         for(self = world; (self = nextent(self)); )
681                 if(self.draw2d)
682                         self.draw2d();
683         self = e;
684
685         scoreboard_active = HUD_WouldDrawScoreboard();
686
687         float hud;
688         hud = getstati(STAT_HUD);
689         if(hud == HUD_SPIDERBOT)
690                 CSQC_SPIDER_HUD();
691         else if(hud == HUD_WAKIZASHI)
692         CSQC_WAKIZASHI_HUD();
693     else if(hud == HUD_RAPTOR)
694         CSQC_RAPTOR_HUD();
695         else
696         {
697                 if(cvar("r_letterbox") == 0)
698                         if(cvar("viewsize") < 120)
699                                 CSQC_common_hud();
700
701                 // crosshair goes VERY LAST
702                 if(!scoreboard_active && !camera_active && intermission != 2) {
703                         // TrueAim check
704                         float shottype;
705                         float bullets, ring_scale;
706                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
707                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
708                         wcross_origin_z = 0;
709                         if(cvar("crosshair_hittest"))
710                         {
711                                 vector wcross_oldorigin;
712                                 wcross_oldorigin = wcross_origin;
713                                 shottype = TrueAimCheck();
714                                 if(shottype == SHOTTYPE_HITWORLD)
715                                 {
716                                         v = wcross_origin - wcross_oldorigin;
717                                         v_x /= vid_conwidth;
718                                         v_y /= vid_conheight;
719                                         if(vlen(v) > 0.01)
720                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
721                                 }
722                                 if(!cvar("crosshair_hittest_showimpact"))
723                                         wcross_origin = wcross_oldorigin;
724                         }
725                         else
726                                 shottype = SHOTTYPE_HITWORLD;
727
728                         string wcross_style;
729                         wcross_style = cvar_string("crosshair");
730
731                         if (wcross_style != "0") {
732                                 vector wcross_color, wcross_size;
733                                 string wcross_wep, wcross_name;
734                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
735
736                                 wcross_color_x = cvar("crosshair_color_red");
737                                 wcross_color_y = cvar("crosshair_color_green");
738                                 wcross_color_z = cvar("crosshair_color_blue");
739                                 wcross_alpha = cvar("crosshair_color_alpha");
740                                 wcross_resolution = cvar("crosshair_size");
741                                 if (cvar("crosshair_per_weapon")) {
742                                         e = get_weaponinfo(activeweapon);
743                                         if (e && e.netname != "")
744                                         {
745                                                 wcross_wep = e.netname;
746                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
747                                                 if(wcross_style == "")
748                                                         wcross_style = e.netname;
749
750                                                 if(!cvar("crosshair_color_override"))
751                                                 {
752                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
753                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
754                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
755                                                 }
756
757                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
758                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
759                                         }
760                                 }
761
762                                 wcross_name = strcat("gfx/crosshair", wcross_style);
763
764                                 if(cvar("crosshair_effect_scalefade"))
765                                 {
766                                         wcross_scale = wcross_resolution;
767                                         wcross_resolution = 1;
768                                 }
769                                 else
770                                 {
771                                         wcross_scale = 1;
772                                 }
773
774                                 if(pickup_crosshair_time < getstatf(STAT_PICKUP_CROSSHAIR))
775                                 {
776                                         pickup_crosshair_fade = 1;
777                                         pickup_crosshair_time = getstatf(STAT_PICKUP_CROSSHAIR);
778                                 }
779                                 if(pickup_crosshair_fade > 0)
780                                         pickup_crosshair_fade -= 0.01;
781                                 else
782                                         pickup_crosshair_fade = 0;
783                                 wcross_scale += sin(pickup_crosshair_fade);
784
785                                 if(shottype == SHOTTYPE_HITENEMY)
786                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
787                                 if(shottype == SHOTTYPE_HITTEAM)
788                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
789
790                                 f = cvar("crosshair_effect_speed");
791                                 if(f < 0)
792                                         f *= -2 * g_weaponswitchdelay;
793                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
794                                 {
795                                         wcross_changedonetime = time + f;
796                                 }
797                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
798                                 {
799                                         wcross_name_changestarttime = time;
800                                         wcross_name_changedonetime = time + f;
801                                         if(wcross_name_goal_prev_prev)
802                                                 strunzone(wcross_name_goal_prev_prev);
803                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
804                                         wcross_name_goal_prev = strzone(wcross_name);
805                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
806                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
807                                         wcross_resolution_goal_prev = wcross_resolution;
808                                 }
809
810                                 wcross_scale_goal_prev = wcross_scale;
811                                 wcross_alpha_goal_prev = wcross_alpha;
812                                 wcross_color_goal_prev = wcross_color;
813
814                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
815                                 {
816                                         wcross_blur = 1;
817                                         wcross_alpha *= 0.75;
818                                 }
819                                 else
820                                         wcross_blur = 0;
821                                 // *_prev is at time-frametime
822                                 // * is at wcross_changedonetime+f
823                                 // what do we have at time?
824                                 if(time < wcross_changedonetime)
825                                 {
826                                         f = frametime / (wcross_changedonetime - time + frametime);
827                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
828                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
829                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
830                                 }
831
832                                 wcross_scale_prev = wcross_scale;
833                                 wcross_alpha_prev = wcross_alpha;
834                                 wcross_color_prev = wcross_color;
835
836                                 wcross_scale *= 1 - cvar("_menu_alpha");
837                                 wcross_alpha *= 1 - cvar("_menu_alpha");
838
839                                 ring_scale = cvar("crosshair_ring_size");
840
841                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
842
843                                 float nex_charge;
844                                 nex_charge = getstatf(STAT_NEX_CHARGE);
845
846                                 // ring around crosshair representing bullets left in camping rifle clip
847                                 if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
848                                 {
849                                         bullets = getstati(STAT_BULLETS_LOADED);
850                                         f = bound(0, bullets / cr_maxbullets, 1);
851
852                                         a = cvar("crosshair_campingrifle_bulletcounter_alpha");
853                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
854                                 }
855                                 else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
856                                 {
857                                         a = cvar("crosshair_nexvelocity_alpha");
858                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
859                                 }
860
861 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
862                                 do \
863                                 { \
864                                         if(wcross_blur > 0) \
865                                         { \
866                                                 for(i = -2; i <= 2; ++i) \
867                                                         for(j = -2; j <= 2; ++j) \
868                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
869                                         } \
870                                         else \
871                                         { \
872                                                 M(0,0,sz,wcross_name,wcross_alpha); \
873                                         } \
874                                 } \
875                                 while(0)
876
877 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
878                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
879
880 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
881                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
882
883                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
884                                 {
885                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
886                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
887                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
888                                         f = 1 - f;
889                                 }
890                                 else
891                                 {
892                                         f = 1;
893                                 }
894
895                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
896                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
897
898                                 if(cvar("crosshair_dot"))
899                                         CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
900
901                                 wcross_name_alpha_goal_prev = f;
902                         }
903                 }
904                 else
905                 {
906                         wcross_scale_prev = 0;
907                         wcross_alpha_prev = 0;
908                         wcross_scale_goal_prev = 0;
909                         wcross_alpha_goal_prev = 0;
910                         wcross_changedonetime = 0;
911                         if(wcross_name_goal_prev)
912                                 strunzone(wcross_name_goal_prev);
913                         wcross_name_goal_prev = string_null;
914                         if(wcross_name_goal_prev_prev)
915                                 strunzone(wcross_name_goal_prev_prev);
916                         wcross_name_goal_prev_prev = string_null;
917                         wcross_name_changestarttime = 0;
918                         wcross_name_changedonetime = 0;
919                         wcross_name_alpha_goal_prev = 0;
920                         wcross_name_alpha_goal_prev_prev = 0;
921                         wcross_resolution_goal_prev = 0;
922                         wcross_resolution_goal_prev_prev = 0;
923                 }
924         }
925
926         if(NextFrameCommand)
927         {
928                 localcmd("\n", NextFrameCommand, "\n");
929                 NextFrameCommand = string_null;
930         }
931
932         // we must do this check AFTER a frame was rendered, or it won't work
933         if(cs_project_is_b0rked == 0)
934         {
935                 string w0, h0;
936                 w0 = cvar_string("vid_conwidth");
937                 h0 = cvar_string("vid_conheight");
938                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
939                 //R_SetView(VF_FOV, '90 90 0');
940                 R_SetView(VF_ORIGIN, '0 0 0');
941                 R_SetView(VF_ANGLES, '0 0 0');
942                 R_SetView(VF_PERSPECTIVE, 1);
943                 makevectors('0 0 0');
944                 vector v1, v2;
945                 cvar_set("vid_conwidth", "800");
946                 cvar_set("vid_conheight", "600");
947                 v1 = cs_project(v_forward);
948                 cvar_set("vid_conwidth", "640");
949                 cvar_set("vid_conheight", "480");
950                 v2 = cs_project(v_forward);
951                 if(v1 == v2)
952                         cs_project_is_b0rked = 1;
953                 else
954                         cs_project_is_b0rked = -1;
955                 cvar_set("vid_conwidth", w0);
956                 cvar_set("vid_conheight", h0);
957         }
958
959         if(autocvar__hud_configure)
960                 HUD_Panel_Mouse();
961
962         // let's reset the view back to normal for the end
963         R_SetView(VF_MIN, '0 0 0');
964         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
965 }
966
967 #define spider_h "gfx/vehicles/hud_bg.tga"
968 #define spider_b "gfx/vehicles/sbot.tga"
969 #define spider_r "gfx/vehicles/sbot_rpods.tga"
970 #define spider_g "gfx/vehicles/sbot_mguns.tga"
971 #define spider_s "gfx/vehicles/shiled.tga"
972 #define spider_a1 "gfx/hud/sb_rocket.tga"
973 #define spider_a2 "gfx/sb_bullets.tga"
974
975 void CSQC_SPIDER_HUD()
976 {
977         float rockets, reload, heat, hp, shield;
978         vector picsize, hudloc;
979
980     // Fetch health & ammo stats
981     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
982         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
983         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
984         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
985         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
986
987     // Draw the crosshairs
988     picsize = drawgetimagesize(SPIDER_CROSS);
989     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
990     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
991     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
992
993     hudloc_y =  4;
994     hudloc_x = 4;
995
996     picsize = drawgetimagesize(spider_h) * 0.5;
997     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
998
999     picsize = drawgetimagesize(spider_a2) * 0.5;
1000     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1001
1002     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1003     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1004     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1005
1006     picsize = drawgetimagesize(spider_a1) * 0.85;
1007     if(rockets == 9)
1008     {
1009         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1010         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1011     }
1012     else
1013     {
1014         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1015         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1016     }
1017
1018     picsize = drawgetimagesize(spider_b) * 0.5;
1019     hudloc_y = 10.5;
1020     hudloc_x = 10.5;
1021
1022     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1023     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1024     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1025     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1026
1027
1028         /*
1029         // Draw health bar
1030         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1031         p = p + '0 1 0' * vid_conheight - '0 32 0';
1032         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1033         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1034         p_y += 8;
1035         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1036         p_x += 256 * hp;
1037         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1038
1039         // Draw minigun heat indicator
1040         p = '0.5 0 0' * (vid_conwidth - 256);
1041         p = p + '0 1 0' * vid_conheight - '0 34  0';
1042         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1043         p_x += 256 * (1-heat);
1044         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1045
1046
1047         // Draw rocket icons for loaded/empty tubes.
1048         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1049         pp += '0 1 0' * vid_conheight - '0 64 0';
1050         for(i = 0; i < 8; ++i)
1051         {
1052                 p = pp + '1 0 0' * (rkt_size * i);
1053                 if(rockets == 8)
1054                 {
1055                         if(floor(reload * 8) == i)
1056                         {
1057                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1058                         }
1059                         else if(i < reload * 8)
1060                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1061                         else
1062                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1063                 }
1064                 else
1065                 {
1066                         if(i < rockets)
1067                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1068                         else
1069                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1070                 }
1071         }
1072         */
1073
1074         if (scoreboard_showscores)
1075         {
1076                 HUD_DrawScoreboard();
1077                 HUD_DrawCenterPrint();
1078         }
1079
1080 }
1081
1082 #define raptor_h "gfx/vehicles/hud_bg.tga"
1083 #define raptor_b "gfx/vehicles/raptor.tga"
1084 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1085 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1086 #define raptor_s "gfx/vehicles/shiled.tga"
1087
1088 void CSQC_RAPTOR_HUD()
1089 {
1090         float reload, hp, shield, energy;
1091         vector picsize, hudloc;
1092
1093     // Fetch health & ammo stats
1094     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1095         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1096         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1097         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1098
1099     // Draw the crosshairs
1100     picsize = drawgetimagesize(SPIDER_CROSS);
1101     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1102     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1103     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1104
1105     hudloc_y =  4;
1106     hudloc_x = 4;
1107
1108     picsize = drawgetimagesize(raptor_h) * 0.5;
1109     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1110
1111     picsize = drawgetimagesize(spider_a2) * 0.5;
1112     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1113
1114     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1115     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1116     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1117
1118
1119     picsize = drawgetimagesize(spider_a1) * 0.85;
1120     if(reload == 1)
1121     {
1122         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1123         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1124     }
1125     else
1126     {
1127         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1128         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1129     }
1130
1131     picsize = drawgetimagesize(raptor_b) * 0.5;
1132     hudloc_y = 10.5;
1133     hudloc_x = 10.5;
1134
1135     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1136     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1137     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1138     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1139
1140
1141         if (scoreboard_showscores)
1142         {
1143                 HUD_DrawScoreboard();
1144                 HUD_DrawCenterPrint();
1145         }
1146
1147 }
1148
1149 #define waki_h "gfx/vehicles/hud_bg.tga"
1150 #define waki_b "gfx/vehicles/waki.tga"
1151 #define waki_e "gfx/vehicles/waki_e.tga"
1152 #define waki_g "gfx/vehicles/waki_guns.tga"
1153 #define waki_r "gfx/vehicles/waki_rockets.tga"
1154 #define waki_s "gfx/vehicles/shiled.tga"
1155
1156 #define waki_a1 "gfx/hud/sb_rocket.tga"
1157 #define waki_a2 "gfx/sb_cells.tga"
1158
1159 void CSQC_WAKIZASHI_HUD()
1160 {
1161         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1162         float health, shield, energy, rockets;
1163         vector picsize, hudloc;
1164
1165     picsize = drawgetimagesize(SPIDER_CROSS);
1166     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1167     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1168     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1169
1170 /*
1171 const float STAT_VEHICLESTAT_HEALTH  = 60;
1172 const float STAT_VEHICLESTAT_SHIELD  = 61;
1173 const float STAT_VEHICLESTAT_ENERGY  = 62;
1174 const float STAT_VEHICLESTAT_AMMO1   = 63;
1175 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1176 const float STAT_VEHICLESTAT_AMMO2   = 65;
1177 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1178 */
1179     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1180         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1181         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1182         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1183
1184     hudloc_y =  4;
1185     hudloc_x = 4;
1186
1187     picsize = drawgetimagesize(waki_h) * 0.5;
1188     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1189
1190     picsize = drawgetimagesize(waki_a2) * 0.7;
1191     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1192
1193
1194     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1195     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1196
1197     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1198
1199     picsize = drawgetimagesize(waki_a1) * 0.75;
1200     if(rockets == 1)
1201     {
1202         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1203         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1204     }
1205     else
1206     {
1207         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1208         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1209         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1210     }
1211
1212     picsize = drawgetimagesize(waki_b) * 0.5;
1213     hudloc_y = 10.5;
1214     hudloc_x = 10.5;
1215
1216     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1217     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1218     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1219     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1220
1221
1222
1223         /*
1224         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1225         p = p + '0 1 0' * vid_conheight - '0 32 0';
1226
1227         // Draw health bar
1228         p_y += 8;
1229         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1230         p_x += 256 * health;
1231         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1232
1233         // Draw shiled bar
1234         p_x -= 256 * health;
1235         p_y += 4;
1236         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1237
1238         // Draw energy
1239         //p_x -= 256 * health;
1240         p_y -= 8;
1241         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1242
1243         // Draw rockets bar
1244         p_y += 12;
1245         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1246         */
1247
1248
1249
1250
1251         if (scoreboard_showscores)
1252         {
1253                 HUD_DrawScoreboard();
1254                 HUD_DrawCenterPrint();
1255         }
1256
1257 }
1258
1259
1260 void CSQC_common_hud(void)
1261 {
1262         // HUD_SortFrags(); done in HUD_Draw
1263         float hud;
1264         hud = getstati(STAT_HUD);
1265
1266         //hud = 10;
1267         switch(hud)
1268         {
1269                 case HUD_NORMAL:
1270                         // do some accuracy var caching
1271                         float i;
1272                         if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
1273                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1274                         {
1275                                 if(acc_color_levels)
1276                                         strunzone(acc_color_levels);
1277                                 acc_color_levels = strzone(cvar_string("hud_panel_weapons_accuracy_color_levels"));
1278                                 acc_levels = tokenize(acc_color_levels);
1279                                 if (acc_levels > MAX_ACCURACY_LEVELS)
1280                                         acc_levels = MAX_ACCURACY_LEVELS;
1281
1282                                 for (i = 0; i < acc_levels; ++i)
1283                                         acc_lev[i] = stof(argv(i));
1284                         }
1285
1286                         HUD_Main(); // always run these functions for alpha checks
1287                         HUD_DrawScoreboard();
1288
1289                         if (scoreboard_active) // scoreboard/accuracy
1290                         {       
1291                                 HUD_Reset();
1292                                 // HUD_DrawScoreboard takes care of centerprint_start
1293                         }
1294                         else if (intermission == 2) // map voting screen
1295                         {
1296                                 HUD_FinaleOverlay();
1297                                 HUD_Reset();
1298
1299                                 centerprint_start_x = 0;
1300                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1301                         }
1302                         else // hud
1303                         {
1304                                 centerprint_start_x = 0;
1305                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1306                         }
1307
1308                         HUD_DrawCenterPrint();
1309                         break;
1310
1311                 case HUD_SPIDERBOT:
1312                         CSQC_SPIDER_HUD();
1313                         break;
1314
1315                 case HUD_WAKIZASHI:
1316                         CSQC_WAKIZASHI_HUD();
1317                         break;
1318         }
1319 }
1320
1321
1322 // following vectors must be global to allow seamless switching between camera modes
1323 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1324 void CSQC_Demo_Camera()
1325 {
1326         float speed, attenuation, dimensions;
1327         vector tmp, delta;
1328
1329         if( cvar("camera_reset") || !camera_mode )
1330         {
1331                 camera_offset = '0 0 0';
1332                 current_angles = '0 0 0';
1333                 camera_direction = '0 0 0';
1334                 camera_offset_z += 30;
1335                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1336                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1337                 current_origin = view_origin;
1338                 current_camera_offset  = camera_offset;
1339                 cvar_set("camera_reset", "0");
1340                 camera_mode = CAMERA_CHASE;
1341         }
1342
1343         // Camera angles
1344         if( camera_roll )
1345                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1346
1347         if(cvar("camera_look_player"))
1348         {
1349                 local vector dir;
1350                 local float n;
1351
1352                 dir = normalize(view_origin - current_position);
1353                 n = mouse_angles_z;
1354                 mouse_angles = vectoangles(dir);
1355                 mouse_angles_x = mouse_angles_x * -1;
1356                 mouse_angles_z = n;
1357         }
1358         else
1359         {
1360                 tmp = getmousepos() * 0.1;
1361                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1362                 {
1363                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1364                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1365                 }
1366         }
1367
1368         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1369         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1370         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1371         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1372
1373         // Fix difference when angles don't have the same sign
1374         delta = '0 0 0';
1375         if(mouse_angles_y < -60 && current_angles_y > 60)
1376                 delta = '0 360 0';
1377         if(mouse_angles_y > 60 && current_angles_y < -60)
1378                 delta = '0 -360 0';
1379
1380         if(cvar("camera_look_player"))
1381                 attenuation = cvar("camera_look_attenuation");
1382         else
1383                 attenuation = cvar("camera_speed_attenuation");
1384
1385         attenuation = 1 / max(1, attenuation);
1386         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1387
1388         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1389         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1390         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1391         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1392
1393         // Camera position
1394         tmp = '0 0 0';
1395         dimensions = 0;
1396
1397         if( camera_direction_x )
1398         {
1399                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1400                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1401                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1402                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1403                 ++dimensions;
1404         }
1405
1406         if( camera_direction_y )
1407         {
1408                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1409                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1410                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1411                 ++dimensions;
1412         }
1413
1414         if( camera_direction_z )
1415         {
1416                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1417                 ++dimensions;
1418         }
1419
1420         if(cvar("camera_free"))
1421                 speed = cvar("camera_speed_free");
1422         else
1423                 speed = cvar("camera_speed_chase");
1424
1425         if(dimensions)
1426         {
1427                 speed = speed * sqrt(1 / dimensions);
1428                 camera_offset += tmp * speed;
1429         }
1430
1431         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1432
1433         // Camera modes
1434         if( cvar("camera_free") )
1435         {
1436                 if ( camera_mode == CAMERA_CHASE )
1437                 {
1438                         current_camera_offset = current_origin + current_camera_offset;
1439                         camera_offset = current_origin + camera_offset;
1440                 }
1441
1442                 camera_mode = CAMERA_FREE;
1443                 current_position = current_camera_offset;
1444         }
1445         else
1446         {
1447                 if ( camera_mode == CAMERA_FREE )
1448                 {
1449                         current_origin = view_origin;
1450                         camera_offset = camera_offset - current_origin;
1451                         current_camera_offset = current_camera_offset - current_origin;
1452                 }
1453
1454                 camera_mode = CAMERA_CHASE;
1455
1456                 if(cvar("camera_chase_smoothly"))
1457                         current_origin += (view_origin - current_origin) * attenuation;
1458                 else
1459                         current_origin = view_origin;
1460
1461                 current_position = current_origin + current_camera_offset;
1462         }
1463
1464         R_SetView(VF_ANGLES, current_angles);
1465         R_SetView(VF_ORIGIN, current_position);
1466 }