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rename a couple of cvars: Nex ring does not show "nexvelocity" anymore, so let's...
[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_size;
353 float use_nex_charge_pool;
354
355 void CSQC_UpdateView(float w, float h)
356 {
357         entity e;
358         float fov;
359         float f, i, j;
360         vector v, vo;
361         vector vf_size, vf_min;
362         float a;
363
364         vf_size = R_SetView3fv(VF_SIZE);
365         vf_min = R_SetView3fv(VF_MIN);
366         vid_width = vf_size_x;
367         vid_height = vf_size_y;
368
369         vector reticle_pos, reticle_size;
370
371         WaypointSprite_Load();
372
373         if(spectatee_status)
374                 myteam = GetPlayerColor(spectatee_status - 1);
375         else
376                 myteam = GetPlayerColor(player_localentnum - 1);
377
378         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
379         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
380
381         warpzone_fixview_origin = pmove_org + vo;
382         warpzone_fixview_cl_viewangles = input_angles;
383         warpzone_fixview_angles = view_angles;
384         WarpZone_FixView();
385         pmove_org = warpzone_fixview_origin - vo;
386         input_angles = warpzone_fixview_cl_viewangles;
387         view_angles = warpzone_fixview_angles;
388
389         if(cvar("cl_lockview") || (autocvar__hud_configure && spectatee_status <= 0))
390         {
391                 pmove_org = freeze_pmove_org;
392                 input_angles = view_angles = freeze_input_angles;
393                 R_SetView(VF_ORIGIN, pmove_org + vo);
394                 R_SetView(VF_ANGLES, view_angles);
395                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
396         }
397         freeze_pmove_org = pmove_org;
398         freeze_input_angles = input_angles;
399
400         // Render the Scene
401         if(!intermission || !view_set)
402         {
403                 view_origin = pmove_org + vo;
404                 view_angles = input_angles;
405                 makevectors(view_angles);
406                 view_forward = v_forward;
407                 view_right = v_right;
408                 view_up = v_up;
409                 view_set = 1;
410         }
411
412 #ifdef BLURTEST
413         if(time > blurtest_time0 && time < blurtest_time1)
414         {
415                 float r, t;
416
417                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
418                 r = t * blurtest_radius;
419                 f = 1 / pow(t, blurtest_power) - 1;
420
421                 cvar_set("r_glsl_postprocess", "1");
422                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
423         }
424         else
425         {
426                 cvar_set("r_glsl_postprocess", "0");
427                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
428         }
429 #endif
430
431         TargetMusic_Advance();
432         Fog_Force();
433
434         drawframetime = max(0.000001, time - drawtime);
435         drawtime = time;
436
437         // watch for gametype changes here...
438         // in ParseStuffCMD the cmd isn't executed yet :/
439         // might even be better to add the gametype to TE_CSQC_INIT...?
440         if(!postinit)
441                 PostInit();
442
443         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
444                 if(calledhooks & HOOK_START)
445                 {
446                         localcmd("\ncl_hook_gameend\n");
447                         calledhooks |= HOOK_END;
448                 }
449
450         CheckForGamestartChange();
451         serverAnnouncer();
452         maptimeAnnouncer();
453         carrierAnnouncer();
454
455         fov = cvar("fov");
456         if(button_zoom || fov <= 59.5)
457         {
458                 if(!zoomscript_caught)
459                 {
460                         localcmd("+button4\n");
461                         zoomscript_caught = 1;
462                         ignore_plus_zoom += 1;
463                 }
464         }
465         else
466         {
467                 if(zoomscript_caught)
468                 {
469                         localcmd("-button4\n");
470                         zoomscript_caught = 0;
471                         ignore_minus_zoom += 1;
472                 }
473         }
474
475         ColorTranslateMode = cvar("cl_stripcolorcodes");
476         activeweapon = getstati(STAT_SWITCHWEAPON);
477         f = cvar("teamplay");
478         if(f != teamplay)
479         {
480                 teamplay = f;
481                 HUD_InitScores();
482         }
483
484         if(last_weapon != activeweapon) {
485                 weapontime = time;
486                 last_weapon = activeweapon;
487
488                 e = get_weaponinfo(activeweapon);
489                 if(e.netname != "")
490                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
491                 else
492                         localcmd("\ncl_hook_activeweapon none\n");
493         }
494
495         // ALWAYS Clear Current Scene First
496         R_ClearScene();
497
498         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
499         R_SetView(VF_SIZE, vf_size);
500         R_SetView(VF_MIN, vf_min);
501
502         // Assign Standard Viewflags
503         // Draw the World (and sky)
504         R_SetView(VF_DRAWWORLD, 1);
505
506         // Set the console size vars
507         vid_conwidth = cvar("vid_conwidth");
508         vid_conheight = cvar("vid_conheight");
509         vid_pixelheight = cvar("vid_pixelheight");
510
511         R_SetView(VF_FOV, GetCurrentFov(fov));
512
513         // Camera for demo playback
514         if(camera_active)
515         {
516                 if(cvar("camera_enable"))
517                         CSQC_Demo_Camera();
518                 else
519                 {
520                         cvar_set("chase_active", ftos(chase_active_backup));
521                         cvar_set("cl_demo_mousegrab", "0");
522                         camera_active = FALSE;
523                 }
524         }
525 #ifdef CAMERATEST
526         else if(cvar("camera_enable"))
527 #else
528         else if(cvar("camera_enable") && isdemo())
529 #endif
530         {
531                 // Enable required Darkplaces cvars
532                 chase_active_backup = cvar("chase_active");
533                 cvar_set("chase_active", "2");
534                 cvar_set("cl_demo_mousegrab", "1");
535                 camera_active = TRUE;
536                 camera_mode = FALSE;
537         }
538
539         // Draw the Crosshair
540         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
541
542         // Draw the Engine Status Bar (the default Quake HUD)
543         R_SetView(VF_DRAWENGINEHUD, 0);
544
545         // fetch this one only once per frame
546         hud_showbinds = cvar("hud_showbinds");
547         hud_showbinds_limit = cvar("hud_showbinds_limit");
548
549         // Update the mouse position
550         /*
551            mousepos_x = vid_conwidth;
552            mousepos_y = vid_conheight;
553            mousepos = mousepos*0.5 + getmousepos();
554          */
555
556         e = self;
557         for(self = world; (self = nextent(self)); )
558                 if(self.draw)
559                         self.draw();
560         self = e;
561
562         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
563         R_RenderScene();
564
565         // now switch to 2D drawing mode by calling a 2D drawing function
566         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
567         // next R_RenderScene call
568         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
569
570         if(cvar("r_fakelight") >= 2 || cvar("r_fullbright") >= 1)
571         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
572         {
573                 // apply night vision effect
574                 vector rgb, tc_00, tc_01, tc_10, tc_11;
575
576                 if(!nightvision_noise)
577                 {
578                         nightvision_noise = spawn();
579                         nightvision_noise.classname = "nightvision_noise";
580                 }
581                 if(!nightvision_noise2)
582                 {
583                         nightvision_noise2 = spawn();
584                         nightvision_noise2.classname = "nightvision_noise2";
585                 }
586
587                 // color tint in yellow
588                 drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
589
590                 // draw BG
591                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
592                 rgb = '1 1 1';
593                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
594                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
595                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
596                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
597                 tc_11 = tc_01 + tc_10 - tc_00;
598                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
599                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
600                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
601                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
602                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
603                 R_EndPolygon();
604
605                 // draw FG
606                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
607                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
608                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
609                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
610                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
611                 tc_11 = tc_01 + tc_10 - tc_00;
612                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
613                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
614                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
615                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
616                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
617                 R_EndPolygon();
618         }
619
620         // Draw the aiming reticle for weapons that use it
621         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
622         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
623         // the view to go back to normal, so reticle_type would become 0 as we fade out)
624         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
625                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
626         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
627                 reticle_type = 2; // nex zoom
628         else if(button_zoom || zoomscript_caught)
629                 reticle_type = 1; // normal zoom
630         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
631                 reticle_type = 2; // nex zoom
632
633         if(cvar("cl_reticle_stretch"))
634         {
635                 reticle_size_x = vid_conwidth;
636                 reticle_size_y = vid_conheight;
637                 reticle_pos_x = 0;
638                 reticle_pos_y = 0;
639         }
640         else
641         {
642                 reticle_size_x = max(vid_conwidth, vid_conheight);
643                 reticle_size_y = max(vid_conwidth, vid_conheight);
644                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
645                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
646         }
647
648         f = current_zoomfraction;
649         if(zoomscript_caught)
650                 f = 1;
651         if(cvar("cl_reticle_item_normal"))
652         {
653                 precache_pic("gfx/reticle_normal");
654                 if(reticle_type == 1 && f)
655                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
656         }
657         if(cvar("cl_reticle_item_nex"))
658         {
659                 precache_pic("gfx/reticle_nex");
660                 if(reticle_type == 2 && f)
661                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
662         }
663
664         // Draw the mouse cursor
665         // NOTE: drawpic must happen after R_RenderScene for some reason
666         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
667         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
668         //self = edict_num(player_localnum);
669         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
670         //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);
671         // as long as the ctf part isn't in, this is useless
672         if(menu_visible)
673                 menu_show();
674
675         /*if(gametype == GAME_CTF)
676           {
677           ctf_view();
678           } else */
679
680         // draw 2D entities
681         e = self;
682         for(self = world; (self = nextent(self)); )
683                 if(self.draw2d)
684                         self.draw2d();
685         self = e;
686
687         scoreboard_active = HUD_WouldDrawScoreboard();
688
689         float hud;
690         hud = getstati(STAT_HUD);
691         if(hud == HUD_SPIDERBOT)
692                 CSQC_SPIDER_HUD();
693         else if(hud == HUD_WAKIZASHI)
694         CSQC_WAKIZASHI_HUD();
695     else if(hud == HUD_RAPTOR)
696         CSQC_RAPTOR_HUD();
697         else
698         {
699                 if(cvar("r_letterbox") == 0)
700                         if(cvar("viewsize") < 120)
701                                 CSQC_common_hud();
702
703                 // crosshair goes VERY LAST
704                 if(!scoreboard_active && !camera_active && intermission != 2) {
705                         string wcross_style;
706                         float wcross_alpha, wcross_resolution;
707                         wcross_style = cvar_string("crosshair");
708                         if (wcross_style == "0")
709                                 return;
710                         wcross_resolution = cvar("crosshair_size");
711                         if (wcross_resolution == 0)
712                                 return;
713                         wcross_alpha = cvar("crosshair_alpha");
714                         if (wcross_alpha == 0)
715                                 return;
716
717                         // TrueAim check
718                         float shottype;
719                         float bullets, ring_scale;
720                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
721                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
722                         wcross_origin_z = 0;
723                         if(cvar("crosshair_hittest"))
724                         {
725                                 vector wcross_oldorigin;
726                                 wcross_oldorigin = wcross_origin;
727                                 shottype = TrueAimCheck();
728                                 if(shottype == SHOTTYPE_HITWORLD)
729                                 {
730                                         v = wcross_origin - wcross_oldorigin;
731                                         v_x /= vid_conwidth;
732                                         v_y /= vid_conheight;
733                                         if(vlen(v) > 0.01)
734                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
735                                 }
736                                 if(!cvar("crosshair_hittest_showimpact"))
737                                         wcross_origin = wcross_oldorigin;
738                         }
739                         else
740                                 shottype = SHOTTYPE_HITWORLD;
741
742                         vector wcross_color, wcross_size;
743                         string wcross_wep, wcross_name;
744                         float wcross_scale, wcross_blur;
745
746                         if (cvar("crosshair_per_weapon") || cvar("crosshair_color_per_weapon")) {
747                                 e = get_weaponinfo(activeweapon);
748                                 if (e && e.netname != "")
749                                 {
750                                         wcross_wep = e.netname;
751                                         if(cvar("crosshair_per_weapon"))
752                                         {
753                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
754                                                 if (wcross_resolution == 0)
755                                                         return;
756                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
757                                                 if (wcross_alpha == 0)
758                                                         return;
759
760                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
761                                                 if(wcross_style == "" || wcross_style == "0")
762                                                         wcross_style = wcross_wep;
763                                         }
764                                 }
765                         }
766                         if(wcross_wep != "" && cvar("crosshair_color_per_weapon"))
767                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
768                         else
769                                 wcross_color = stov(cvar_string("crosshair_color"));
770
771                         wcross_name = strcat("gfx/crosshair", wcross_style);
772
773                         if(cvar("crosshair_effect_scalefade"))
774                         {
775                                 wcross_scale = wcross_resolution;
776                                 wcross_resolution = 1;
777                         }
778                         else
779                         {
780                                 wcross_scale = 1;
781                         }
782
783                         if(cvar("crosshair_pickup"))
784                         {
785                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
786                                 {
787                                         pickup_crosshair_size = 1;
788                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
789                                 }
790
791                                 if(pickup_crosshair_size > 0)
792                                         pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;
793                                 else
794                                         pickup_crosshair_size = 0;
795
796                                 wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");
797                         }
798
799                         if(shottype == SHOTTYPE_HITENEMY)
800                                 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
801                         if(shottype == SHOTTYPE_HITTEAM)
802                                 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
803
804                         f = cvar("crosshair_effect_speed");
805                         if(f < 0)
806                                 f *= -2 * g_weaponswitchdelay;
807                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
808                         {
809                                 wcross_changedonetime = time + f;
810                         }
811                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
812                         {
813                                 wcross_name_changestarttime = time;
814                                 wcross_name_changedonetime = time + f;
815                                 if(wcross_name_goal_prev_prev)
816                                         strunzone(wcross_name_goal_prev_prev);
817                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
818                                 wcross_name_goal_prev = strzone(wcross_name);
819                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
820                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
821                                 wcross_resolution_goal_prev = wcross_resolution;
822                         }
823
824                         wcross_scale_goal_prev = wcross_scale;
825                         wcross_alpha_goal_prev = wcross_alpha;
826                         wcross_color_goal_prev = wcross_color;
827
828                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
829                         {
830                                 wcross_blur = 1;
831                                 wcross_alpha *= 0.75;
832                         }
833                         else
834                                 wcross_blur = 0;
835                         // *_prev is at time-frametime
836                         // * is at wcross_changedonetime+f
837                         // what do we have at time?
838                         if(time < wcross_changedonetime)
839                         {
840                                 f = frametime / (wcross_changedonetime - time + frametime);
841                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
842                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
843                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
844                         }
845
846                         wcross_scale_prev = wcross_scale;
847                         wcross_alpha_prev = wcross_alpha;
848                         wcross_color_prev = wcross_color;
849
850                         wcross_scale *= 1 - cvar("_menu_alpha");
851                         wcross_alpha *= 1 - cvar("_menu_alpha");
852
853                         ring_scale = cvar("crosshair_ring_size");
854
855                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
856
857                         float nex_charge, nex_charge_pool;
858                         nex_charge = getstatf(STAT_NEX_CHARGE);
859                         nex_charge_pool = getstatf(STAT_NEX_CHARGEPOOL);
860
861                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
862                                 nex_charge_movingavg = nex_charge;
863
864                         // ring around crosshair representing bullets left in camping rifle clip
865                         if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
866                         {
867                                 bullets = getstati(STAT_BULLETS_LOADED);
868                                 f = bound(0, bullets / cr_maxbullets, 1);
869
870                                 a = cvar("crosshair_ring_campingrifle_alpha");
871                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
872                         }
873                         else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
874                         {
875                                 vector rgb;
876                                 if(nex_charge_pool || use_nex_charge_pool)
877                                 {
878                                         use_nex_charge_pool = 1;
879
880                                         a = cvar("crosshair_ring_nex_inner_alpha");
881                                         rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");
882                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_charge_pool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
883                                 }
884                                 else
885                                 {
886                                         // indicate how much we're charging right now with an inner circle
887                                         a = cvar("crosshair_ring_nex_inner_alpha");
888                                         nex_charge_movingavg = (1 - cvar("crosshair_ring_nex_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_ring_nex_currentcharge_movingavg_rate") * nex_charge;
889
890                                         rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");
891                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_ring_nex_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
892                                 }
893
894                                 // draw the charge
895                                 a = cvar("crosshair_ring_nex_outer_alpha");
896                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
897                         }
898
899 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
900                         do \
901                         { \
902                                 if(wcross_blur > 0) \
903                                 { \
904                                         for(i = -2; i <= 2; ++i) \
905                                                 for(j = -2; j <= 2; ++j) \
906                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
907                                 } \
908                                 else \
909                                 { \
910                                         M(0,0,sz,wcross_name,wcross_alpha); \
911                                 } \
912                         } \
913                         while(0)
914
915 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
916                         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)
917
918 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
919                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
920
921                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
922                         {
923                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
924                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
925                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
926                                 f = 1 - f;
927                         }
928                         else
929                         {
930                                 f = 1;
931                         }
932
933                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
934                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
935
936                         if(cvar("crosshair_dot"))
937                                 CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
938
939                         wcross_name_alpha_goal_prev = f;
940                 }
941                 else
942                 {
943                         wcross_scale_prev = 0;
944                         wcross_alpha_prev = 0;
945                         wcross_scale_goal_prev = 0;
946                         wcross_alpha_goal_prev = 0;
947                         wcross_changedonetime = 0;
948                         if(wcross_name_goal_prev)
949                                 strunzone(wcross_name_goal_prev);
950                         wcross_name_goal_prev = string_null;
951                         if(wcross_name_goal_prev_prev)
952                                 strunzone(wcross_name_goal_prev_prev);
953                         wcross_name_goal_prev_prev = string_null;
954                         wcross_name_changestarttime = 0;
955                         wcross_name_changedonetime = 0;
956                         wcross_name_alpha_goal_prev = 0;
957                         wcross_name_alpha_goal_prev_prev = 0;
958                         wcross_resolution_goal_prev = 0;
959                         wcross_resolution_goal_prev_prev = 0;
960                 }
961         }
962
963         if(NextFrameCommand)
964         {
965                 localcmd("\n", NextFrameCommand, "\n");
966                 NextFrameCommand = string_null;
967         }
968
969         // we must do this check AFTER a frame was rendered, or it won't work
970         if(cs_project_is_b0rked == 0)
971         {
972                 string w0, h0;
973                 w0 = cvar_string("vid_conwidth");
974                 h0 = cvar_string("vid_conheight");
975                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
976                 //R_SetView(VF_FOV, '90 90 0');
977                 R_SetView(VF_ORIGIN, '0 0 0');
978                 R_SetView(VF_ANGLES, '0 0 0');
979                 R_SetView(VF_PERSPECTIVE, 1);
980                 makevectors('0 0 0');
981                 vector v1, v2;
982                 cvar_set("vid_conwidth", "800");
983                 cvar_set("vid_conheight", "600");
984                 v1 = cs_project(v_forward);
985                 cvar_set("vid_conwidth", "640");
986                 cvar_set("vid_conheight", "480");
987                 v2 = cs_project(v_forward);
988                 if(v1 == v2)
989                         cs_project_is_b0rked = 1;
990                 else
991                         cs_project_is_b0rked = -1;
992                 cvar_set("vid_conwidth", w0);
993                 cvar_set("vid_conheight", h0);
994         }
995
996         if(autocvar__hud_configure)
997                 HUD_Panel_Mouse();
998
999         // let's reset the view back to normal for the end
1000         R_SetView(VF_MIN, '0 0 0');
1001         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1002 }
1003
1004 #define spider_h "gfx/vehicles/hud_bg.tga"
1005 #define spider_b "gfx/vehicles/sbot.tga"
1006 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1007 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1008 #define spider_s "gfx/vehicles/shiled.tga"
1009 #define spider_a1 "gfx/hud/sb_rocket.tga"
1010 #define spider_a2 "gfx/sb_bullets.tga"
1011
1012 void CSQC_SPIDER_HUD()
1013 {
1014         float rockets, reload, heat, hp, shield;
1015         vector picsize, hudloc;
1016
1017     // Fetch health & ammo stats
1018     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1019         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1020         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1021         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1022         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1023
1024     // Draw the crosshairs
1025     picsize = drawgetimagesize(SPIDER_CROSS);
1026     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1027     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1028     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);
1029
1030     hudloc_y =  4;
1031     hudloc_x = 4;
1032
1033     picsize = drawgetimagesize(spider_h) * 0.5;
1034     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1035
1036     picsize = drawgetimagesize(spider_a2) * 0.5;
1037     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1038
1039     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1040     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1041     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1042
1043     picsize = drawgetimagesize(spider_a1) * 0.85;
1044     if(rockets == 9)
1045     {
1046         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1047         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1048     }
1049     else
1050     {
1051         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1052         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1053     }
1054
1055     picsize = drawgetimagesize(spider_b) * 0.5;
1056     hudloc_y = 10.5;
1057     hudloc_x = 10.5;
1058
1059     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1060     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1061     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1062     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1063
1064
1065         /*
1066         // Draw health bar
1067         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1068         p = p + '0 1 0' * vid_conheight - '0 32 0';
1069         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1070         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1071         p_y += 8;
1072         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1073         p_x += 256 * hp;
1074         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1075
1076         // Draw minigun heat indicator
1077         p = '0.5 0 0' * (vid_conwidth - 256);
1078         p = p + '0 1 0' * vid_conheight - '0 34  0';
1079         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1080         p_x += 256 * (1-heat);
1081         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1082
1083
1084         // Draw rocket icons for loaded/empty tubes.
1085         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1086         pp += '0 1 0' * vid_conheight - '0 64 0';
1087         for(i = 0; i < 8; ++i)
1088         {
1089                 p = pp + '1 0 0' * (rkt_size * i);
1090                 if(rockets == 8)
1091                 {
1092                         if(floor(reload * 8) == i)
1093                         {
1094                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1095                         }
1096                         else if(i < reload * 8)
1097                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1098                         else
1099                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1100                 }
1101                 else
1102                 {
1103                         if(i < rockets)
1104                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1105                         else
1106                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1107                 }
1108         }
1109         */
1110
1111         if (scoreboard_showscores)
1112         {
1113                 HUD_DrawScoreboard();
1114                 HUD_DrawCenterPrint();
1115         }
1116
1117 }
1118
1119 #define raptor_h "gfx/vehicles/hud_bg.tga"
1120 #define raptor_b "gfx/vehicles/raptor.tga"
1121 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1122 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1123 #define raptor_s "gfx/vehicles/shiled.tga"
1124
1125 void CSQC_RAPTOR_HUD()
1126 {
1127         float reload, hp, shield, energy;
1128         vector picsize, hudloc;
1129
1130     // Fetch health & ammo stats
1131     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1132         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1133         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1134         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1135
1136     // Draw the crosshairs
1137     picsize = drawgetimagesize(SPIDER_CROSS);
1138     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1139     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1140     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);
1141
1142     hudloc_y =  4;
1143     hudloc_x = 4;
1144
1145     picsize = drawgetimagesize(raptor_h) * 0.5;
1146     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1147
1148     picsize = drawgetimagesize(spider_a2) * 0.5;
1149     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1150
1151     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1152     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1153     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1154
1155
1156     picsize = drawgetimagesize(spider_a1) * 0.85;
1157     if(reload == 1)
1158     {
1159         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1160         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1161     }
1162     else
1163     {
1164         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1165         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1166     }
1167
1168     picsize = drawgetimagesize(raptor_b) * 0.5;
1169     hudloc_y = 10.5;
1170     hudloc_x = 10.5;
1171
1172     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1173     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1174     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1175     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1176
1177
1178         if (scoreboard_showscores)
1179         {
1180                 HUD_DrawScoreboard();
1181                 HUD_DrawCenterPrint();
1182         }
1183
1184 }
1185
1186 #define waki_h "gfx/vehicles/hud_bg.tga"
1187 #define waki_b "gfx/vehicles/waki.tga"
1188 #define waki_e "gfx/vehicles/waki_e.tga"
1189 #define waki_g "gfx/vehicles/waki_guns.tga"
1190 #define waki_r "gfx/vehicles/waki_rockets.tga"
1191 #define waki_s "gfx/vehicles/shiled.tga"
1192
1193 #define waki_a1 "gfx/hud/sb_rocket.tga"
1194 #define waki_a2 "gfx/sb_cells.tga"
1195
1196 void CSQC_WAKIZASHI_HUD()
1197 {
1198         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1199         float health, shield, energy, rockets;
1200         vector picsize, hudloc;
1201
1202     picsize = drawgetimagesize(SPIDER_CROSS);
1203     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1204     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1205     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);
1206
1207 /*
1208 const float STAT_VEHICLESTAT_HEALTH  = 60;
1209 const float STAT_VEHICLESTAT_SHIELD  = 61;
1210 const float STAT_VEHICLESTAT_ENERGY  = 62;
1211 const float STAT_VEHICLESTAT_AMMO1   = 63;
1212 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1213 const float STAT_VEHICLESTAT_AMMO2   = 65;
1214 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1215 */
1216     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1217         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1218         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1219         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1220
1221     hudloc_y =  4;
1222     hudloc_x = 4;
1223
1224     picsize = drawgetimagesize(waki_h) * 0.5;
1225     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1226
1227     picsize = drawgetimagesize(waki_a2) * 0.7;
1228     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1229
1230
1231     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1232     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1233
1234     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1235
1236     picsize = drawgetimagesize(waki_a1) * 0.75;
1237     if(rockets == 1)
1238     {
1239         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1240         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1241     }
1242     else
1243     {
1244         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1245         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1246         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1247     }
1248
1249     picsize = drawgetimagesize(waki_b) * 0.5;
1250     hudloc_y = 10.5;
1251     hudloc_x = 10.5;
1252
1253     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1254     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1255     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1256     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1257
1258
1259
1260         /*
1261         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1262         p = p + '0 1 0' * vid_conheight - '0 32 0';
1263
1264         // Draw health bar
1265         p_y += 8;
1266         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1267         p_x += 256 * health;
1268         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1269
1270         // Draw shiled bar
1271         p_x -= 256 * health;
1272         p_y += 4;
1273         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1274
1275         // Draw energy
1276         //p_x -= 256 * health;
1277         p_y -= 8;
1278         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1279
1280         // Draw rockets bar
1281         p_y += 12;
1282         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1283         */
1284
1285
1286
1287
1288         if (scoreboard_showscores)
1289         {
1290                 HUD_DrawScoreboard();
1291                 HUD_DrawCenterPrint();
1292         }
1293
1294 }
1295
1296
1297 void CSQC_common_hud(void)
1298 {
1299         // HUD_SortFrags(); done in HUD_Draw
1300         float hud;
1301         hud = getstati(STAT_HUD);
1302
1303         //hud = 10;
1304         switch(hud)
1305         {
1306                 case HUD_NORMAL:
1307                         // do some accuracy var caching
1308                         float i;
1309                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1310                         {
1311                                 if(cvar_string("accuracy_color_levels") != acc_color_levels)
1312                                 {
1313                                         if(acc_color_levels)
1314                                                 strunzone(acc_color_levels);
1315                                         acc_color_levels = strzone(cvar_string("accuracy_color_levels"));
1316                                         acc_levels = tokenize(acc_color_levels);
1317                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1318                                                 acc_levels = MAX_ACCURACY_LEVELS;
1319
1320                                         for (i = 0; i < acc_levels; ++i)
1321                                                 acc_lev[i] = stof(argv(i));
1322                                 }
1323                                 // let know that acc_col[] needs to be loaded
1324                                 acc_col_x[0] = -1;
1325                         }
1326
1327                         HUD_Main(); // always run these functions for alpha checks
1328                         HUD_DrawScoreboard();
1329
1330                         if (scoreboard_active) // scoreboard/accuracy
1331                         {       
1332                                 HUD_Reset();
1333                                 // HUD_DrawScoreboard takes care of centerprint_start
1334                         }
1335                         else if (intermission == 2) // map voting screen
1336                         {
1337                                 HUD_FinaleOverlay();
1338                                 HUD_Reset();
1339
1340                                 centerprint_start_x = 0;
1341                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1342                         }
1343                         else // hud
1344                         {
1345                                 centerprint_start_x = 0;
1346                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1347                         }
1348
1349                         HUD_DrawCenterPrint();
1350                         break;
1351
1352                 case HUD_SPIDERBOT:
1353                         CSQC_SPIDER_HUD();
1354                         break;
1355
1356                 case HUD_WAKIZASHI:
1357                         CSQC_WAKIZASHI_HUD();
1358                         break;
1359         }
1360 }
1361
1362
1363 // following vectors must be global to allow seamless switching between camera modes
1364 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1365 void CSQC_Demo_Camera()
1366 {
1367         float speed, attenuation, dimensions;
1368         vector tmp, delta;
1369
1370         if( cvar("camera_reset") || !camera_mode )
1371         {
1372                 camera_offset = '0 0 0';
1373                 current_angles = '0 0 0';
1374                 camera_direction = '0 0 0';
1375                 camera_offset_z += 30;
1376                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1377                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1378                 current_origin = view_origin;
1379                 current_camera_offset  = camera_offset;
1380                 cvar_set("camera_reset", "0");
1381                 camera_mode = CAMERA_CHASE;
1382         }
1383
1384         // Camera angles
1385         if( camera_roll )
1386                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1387
1388         if(cvar("camera_look_player"))
1389         {
1390                 local vector dir;
1391                 local float n;
1392
1393                 dir = normalize(view_origin - current_position);
1394                 n = mouse_angles_z;
1395                 mouse_angles = vectoangles(dir);
1396                 mouse_angles_x = mouse_angles_x * -1;
1397                 mouse_angles_z = n;
1398         }
1399         else
1400         {
1401                 tmp = getmousepos() * 0.1;
1402                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1403                 {
1404                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1405                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1406                 }
1407         }
1408
1409         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1410         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1411         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1412         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1413
1414         // Fix difference when angles don't have the same sign
1415         delta = '0 0 0';
1416         if(mouse_angles_y < -60 && current_angles_y > 60)
1417                 delta = '0 360 0';
1418         if(mouse_angles_y > 60 && current_angles_y < -60)
1419                 delta = '0 -360 0';
1420
1421         if(cvar("camera_look_player"))
1422                 attenuation = cvar("camera_look_attenuation");
1423         else
1424                 attenuation = cvar("camera_speed_attenuation");
1425
1426         attenuation = 1 / max(1, attenuation);
1427         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1428
1429         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1430         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1431         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1432         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1433
1434         // Camera position
1435         tmp = '0 0 0';
1436         dimensions = 0;
1437
1438         if( camera_direction_x )
1439         {
1440                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1441                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1442                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1443                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1444                 ++dimensions;
1445         }
1446
1447         if( camera_direction_y )
1448         {
1449                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1450                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1451                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1452                 ++dimensions;
1453         }
1454
1455         if( camera_direction_z )
1456         {
1457                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1458                 ++dimensions;
1459         }
1460
1461         if(cvar("camera_free"))
1462                 speed = cvar("camera_speed_free");
1463         else
1464                 speed = cvar("camera_speed_chase");
1465
1466         if(dimensions)
1467         {
1468                 speed = speed * sqrt(1 / dimensions);
1469                 camera_offset += tmp * speed;
1470         }
1471
1472         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1473
1474         // Camera modes
1475         if( cvar("camera_free") )
1476         {
1477                 if ( camera_mode == CAMERA_CHASE )
1478                 {
1479                         current_camera_offset = current_origin + current_camera_offset;
1480                         camera_offset = current_origin + camera_offset;
1481                 }
1482
1483                 camera_mode = CAMERA_FREE;
1484                 current_position = current_camera_offset;
1485         }
1486         else
1487         {
1488                 if ( camera_mode == CAMERA_FREE )
1489                 {
1490                         current_origin = view_origin;
1491                         camera_offset = camera_offset - current_origin;
1492                         current_camera_offset = current_camera_offset - current_origin;
1493                 }
1494
1495                 camera_mode = CAMERA_CHASE;
1496
1497                 if(cvar("camera_chase_smoothly"))
1498                         current_origin += (view_origin - current_origin) * attenuation;
1499                 else
1500                         current_origin = view_origin;
1501
1502                 current_position = current_origin + current_camera_offset;
1503         }
1504
1505         R_SetView(VF_ANGLES, current_angles);
1506         R_SetView(VF_ORIGIN, current_position);
1507 }