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Smooth the fading effect
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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/", autocvar_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 = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_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_SNIPERRIFLE && sniperrifle_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, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " 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_SNIPERRIFLE:
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(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         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
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // 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
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
360
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
363
364 vector myhealth_gentlergb;
365
366 float contentavgalpha, liquidalpha_prev;
367 vector liquidcolor_prev;
368
369 void CSQC_UpdateView(float w, float h)
370 {
371         entity e;
372         float fov;
373         float f, i, j;
374         vector v, vo;
375         vector vf_size, vf_min;
376         float a;
377
378         vf_size = R_SetView3fv(VF_SIZE);
379         vf_min = R_SetView3fv(VF_MIN);
380         vid_width = vf_size_x;
381         vid_height = vf_size_y;
382
383         vector reticle_pos, reticle_size;
384         vector splash_pos, splash_size;
385
386         WaypointSprite_Load();
387
388         if(spectatee_status)
389                 myteam = GetPlayerColor(spectatee_status - 1);
390         else
391                 myteam = GetPlayerColor(player_localentnum - 1);
392
393         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
394         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
395
396         warpzone_fixview_origin = pmove_org + vo;
397         warpzone_fixview_cl_viewangles = input_angles;
398         warpzone_fixview_angles = view_angles;
399         WarpZone_FixView();
400         pmove_org = warpzone_fixview_origin - vo;
401         input_angles = warpzone_fixview_cl_viewangles;
402         view_angles = warpzone_fixview_angles;
403
404         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
405         {
406                 pmove_org = freeze_pmove_org;
407                 input_angles = view_angles = freeze_input_angles;
408                 R_SetView(VF_ORIGIN, pmove_org + vo);
409                 R_SetView(VF_ANGLES, view_angles);
410                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
411         }
412         freeze_pmove_org = pmove_org;
413         freeze_input_angles = input_angles;
414
415         // Render the Scene
416         if(!intermission || !view_set)
417         {
418                 view_origin = pmove_org + vo;
419                 view_angles = input_angles;
420                 makevectors(view_angles);
421                 view_forward = v_forward;
422                 view_right = v_right;
423                 view_up = v_up;
424                 view_set = 1;
425         }
426
427 #ifdef BLURTEST
428         if(time > blurtest_time0 && time < blurtest_time1)
429         {
430                 float r, t;
431
432                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
433                 r = t * blurtest_radius;
434                 f = 1 / pow(t, blurtest_power) - 1;
435
436                 cvar_set("r_glsl_postprocess", "1");
437                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
438         }
439         else
440         {
441                 cvar_set("r_glsl_postprocess", "0");
442                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
443         }
444 #endif
445
446         TargetMusic_Advance();
447         Fog_Force();
448
449         drawframetime = max(0.000001, time - drawtime);
450         drawtime = time;
451
452         // watch for gametype changes here...
453         // in ParseStuffCMD the cmd isn't executed yet :/
454         // might even be better to add the gametype to TE_CSQC_INIT...?
455         if(!postinit)
456                 PostInit();
457
458         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
459                 if(calledhooks & HOOK_START)
460                 {
461                         localcmd("\ncl_hook_gameend\n");
462                         calledhooks |= HOOK_END;
463                 }
464
465         CheckForGamestartChange();
466         serverAnnouncer();
467         maptimeAnnouncer();
468         carrierAnnouncer();
469
470         fov = autocvar_fov;
471         if(button_zoom || fov <= 59.5)
472         {
473                 if(!zoomscript_caught)
474                 {
475                         localcmd("+button4\n");
476                         zoomscript_caught = 1;
477                         ignore_plus_zoom += 1;
478                 }
479         }
480         else
481         {
482                 if(zoomscript_caught)
483                 {
484                         localcmd("-button4\n");
485                         zoomscript_caught = 0;
486                         ignore_minus_zoom += 1;
487                 }
488         }
489
490         ColorTranslateMode = autocvar_cl_stripcolorcodes;
491         activeweapon = getstati(STAT_SWITCHWEAPON);
492         f = (serverflags & SERVERFLAG_TEAMPLAY);
493         if(f != teamplay)
494         {
495                 teamplay = f;
496                 HUD_InitScores();
497         }
498
499         if(last_weapon != activeweapon) {
500                 weapontime = time;
501                 last_weapon = activeweapon;
502
503                 e = get_weaponinfo(activeweapon);
504                 if(e.netname != "")
505                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
506                 else
507                         localcmd("\ncl_hook_activeweapon none\n");
508         }
509
510         // ALWAYS Clear Current Scene First
511         R_ClearScene();
512
513         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
514         R_SetView(VF_SIZE, vf_size);
515         R_SetView(VF_MIN, vf_min);
516
517         // Assign Standard Viewflags
518         // Draw the World (and sky)
519         R_SetView(VF_DRAWWORLD, 1);
520
521         // Set the console size vars
522         vid_conwidth = autocvar_vid_conwidth;
523         vid_conheight = autocvar_vid_conheight;
524         vid_pixelheight = autocvar_vid_pixelheight;
525
526         R_SetView(VF_FOV, GetCurrentFov(fov));
527
528         // Camera for demo playback
529         if(camera_active)
530         {
531                 if(autocvar_camera_enable)
532                         CSQC_Demo_Camera();
533                 else
534                 {
535                         cvar_set("chase_active", ftos(chase_active_backup));
536                         cvar_set("cl_demo_mousegrab", "0");
537                         camera_active = FALSE;
538                 }
539         }
540 #ifdef CAMERATEST
541         else if(autocvar_camera_enable)
542 #else
543         else if(autocvar_camera_enable && isdemo())
544 #endif
545         {
546                 // Enable required Darkplaces cvars
547                 chase_active_backup = autocvar_chase_active;
548                 cvar_set("chase_active", "2");
549                 cvar_set("cl_demo_mousegrab", "1");
550                 camera_active = TRUE;
551                 camera_mode = FALSE;
552         }
553
554         // Draw the Crosshair
555         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
556
557         // Draw the Engine Status Bar (the default Quake HUD)
558         R_SetView(VF_DRAWENGINEHUD, 0);
559
560         // fetch this one only once per frame
561         hud_showbinds = autocvar_hud_showbinds;
562         hud_showbinds_limit = autocvar_hud_showbinds_limit;
563
564         // Update the mouse position
565         /*
566            mousepos_x = vid_conwidth;
567            mousepos_y = vid_conheight;
568            mousepos = mousepos*0.5 + getmousepos();
569          */
570
571         e = self;
572         for(self = world; (self = nextent(self)); )
573                 if(self.draw)
574                         self.draw();
575         self = e;
576
577         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
578         R_RenderScene();
579
580         // now switch to 2D drawing mode by calling a 2D drawing function
581         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
582         // next R_RenderScene call
583         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
584
585         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
586         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
587         {
588                 // apply night vision effect
589                 vector rgb, tc_00, tc_01, tc_10, tc_11;
590
591                 if(!nightvision_noise)
592                 {
593                         nightvision_noise = spawn();
594                         nightvision_noise.classname = "nightvision_noise";
595                 }
596                 if(!nightvision_noise2)
597                 {
598                         nightvision_noise2 = spawn();
599                         nightvision_noise2.classname = "nightvision_noise2";
600                 }
601
602                 // color tint in yellow
603                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
604
605                 // draw BG
606                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
607                 rgb = '1 1 1';
608                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
609                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
610                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
611                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
612                 tc_11 = tc_01 + tc_10 - tc_00;
613                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
614                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
615                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
616                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
617                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
618                 R_EndPolygon();
619
620                 // draw FG
621                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
622                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
623                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
624                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
625                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
626                 tc_11 = tc_01 + tc_10 - tc_00;
627                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
628                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
629                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
630                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
631                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
632                 R_EndPolygon();
633         }
634
635         // Draw the aiming reticle for weapons that use it
636         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
637         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
638         // the view to go back to normal, so reticle_type would become 0 as we fade out)
639         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
640                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
641         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
642                 reticle_type = 2; // nex zoom
643         else if(button_zoom || zoomscript_caught)
644                 reticle_type = 1; // normal zoom
645         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
646                 reticle_type = 2; // nex zoom
647
648         if (reticle_type)
649         {
650                 if(autocvar_cl_reticle_stretch)
651                 {
652                         reticle_size_x = vid_conwidth;
653                         reticle_size_y = vid_conheight;
654                         reticle_pos_x = 0;
655                         reticle_pos_y = 0;
656                 }
657                 else
658                 {
659                         reticle_size_x = max(vid_conwidth, vid_conheight);
660                         reticle_size_y = max(vid_conwidth, vid_conheight);
661                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
662                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
663                 }
664
665                 f = current_zoomfraction;
666                 if(zoomscript_caught)
667                         f = 1;
668                 if(autocvar_cl_reticle_item_normal)
669                 {
670                         if(reticle_type == 1 && f)
671                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
672                 }
673                 if(autocvar_cl_reticle_item_nex)
674                 {
675                         if(reticle_type == 2 && f)
676                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
677                 }
678         }
679
680
681         // improved polyblend
682         vector rgb;
683         if(autocvar_hud_contents)
684         {
685                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
686                 vector liquidcolor;
687                 
688                 switch(pointcontents(view_origin))
689                 {
690                         case CONTENT_WATER:
691                                 liquidalpha = autocvar_hud_contents_water_alpha;
692                                 liquidcolor = stov(autocvar_hud_contents_water_color);
693                                 incontent = 1;
694                                 break;
695                                 
696                         case CONTENT_LAVA:
697                                 liquidalpha = autocvar_hud_contents_lava_alpha;
698                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
699                                 incontent = 1;
700                                 break;  
701                                                         
702                         case CONTENT_SLIME:
703                                 liquidalpha = autocvar_hud_contents_slime_alpha;
704                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
705                                 incontent = 1;
706                                 break;
707                                 
708                         default:
709                                 liquidalpha = 0;
710                                 liquidcolor = '0 0 0';
711                                 incontent = 0;
712                                 break;
713                 }
714                 
715                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
716                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
717                         contentfadetime = autocvar_hud_contents_fadeintime;
718                         liquidalpha_prev = liquidalpha;
719                         liquidcolor_prev = liquidcolor;
720                 }
721                 else
722                         contentfadetime = autocvar_hud_contents_fadeouttime;
723                         
724                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
725                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
726                 
727                 if(contentavgalpha)
728                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
729         }
730         
731         if(autocvar_hud_damage)
732         {
733                 splash_size_x = max(vid_conwidth, vid_conheight);
734                 splash_size_y = max(vid_conwidth, vid_conheight);
735                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
736                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
737
738                 float myhealth_flash_temp;
739                 myhealth = getstati(STAT_HEALTH);
740
741                 // fade out
742                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
743                 // add new damage
744                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
745
746                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
747                 pain_threshold = autocvar_hud_damage_pain_threshold;
748                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
749                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
750
751                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
752                 {
753                         pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
754                 }
755
756                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
757
758                 if(myhealth_prev < 1)
759                 {
760                         if(myhealth >= 1)
761                         {
762                                 myhealth_flash = 0; // just spawned, clear the flash immediately
763                                 myhealth_flash_temp = 0;
764                         }
765                         else
766                         {
767                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
768                         }
769                 }
770
771                 if(spectatee_status == -1 || intermission)
772                 {
773                         myhealth_flash = 0; // observing, or match ended
774                         myhealth_flash_temp = 0;
775                 }
776
777                 myhealth_prev = myhealth;
778
779                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
780                 {
781                         if(autocvar_cl_gentle_damage == 2)
782                         {
783                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
784                                 {
785                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
786                                 }
787                         }
788                         else
789                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
790
791                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
792                 }
793                 else
794                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
795         }
796
797         // event chase cam
798         if(spectatee_status >= 0 && (autocvar_cl_chase_death || autocvar_cl_chase_intermission))
799         {
800                 if((autocvar_cl_chase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_chase_intermission && intermission))
801                 {
802                         if(!cvar("chase_active"))
803                                 cvar_set("chase_active", "1");
804                 }
805                 else if(cvar("chase_active"))
806                         cvar_set("chase_active", "0");
807
808                 // make the camera smooth back
809                 if(cvar("chase_active"))
810                 {
811                         if(autocvar_cl_chase_speed && cvar("chase_back") < autocvar_cl_chase_distance)
812                                 cvar_set("chase_back", ftos(cvar("chase_back") + (autocvar_cl_chase_speed * (autocvar_cl_chase_distance - cvar("chase_back")) * frametime)));
813                         else if(cvar("chase_back") != autocvar_cl_chase_distance)
814                                 cvar_set("chase_back", ftos(autocvar_cl_chase_distance));
815                 }
816                 else if(cvar("chase_back"))
817                         cvar_set("chase_back", "0"); // start from 0 next time we fade this
818         }
819
820         // Draw the mouse cursor
821         // NOTE: drawpic must happen after R_RenderScene for some reason
822         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
823         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
824         //self = edict_num(player_localnum);
825         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
826         //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);
827         // as long as the ctf part isn't in, this is useless
828         if(menu_visible)
829                 menu_show();
830
831         /*if(gametype == GAME_CTF)
832           {
833           ctf_view();
834           } else */
835
836         // draw 2D entities
837         e = self;
838         for(self = world; (self = nextent(self)); )
839                 if(self.draw2d)
840                         self.draw2d();
841         self = e;
842
843         scoreboard_active = HUD_WouldDrawScoreboard();
844
845         hit_time = getstatf(STAT_HIT_TIME);
846         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
847         {
848                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
849                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
850         }
851         typehit_time = getstatf(STAT_TYPEHIT_TIME);
852         if(typehit_time > nextsound_typehit_time)
853         {
854                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
855                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
856         }
857
858         float hud;
859         hud = getstati(STAT_HUD);
860         if(hud == HUD_SPIDERBOT)
861                 CSQC_SPIDER_HUD();
862         else if(hud == HUD_WAKIZASHI)
863         CSQC_WAKIZASHI_HUD();
864     else if(hud == HUD_RAPTOR)
865         CSQC_RAPTOR_HUD();
866         else
867         {
868                 if(gametype == GAME_FREEZETAG)
869                 {
870                         if(getstati(STAT_FROZEN))
871                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
872                         if(getstatf(STAT_REVIVE_PROGRESS))
873                         {
874                                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
875                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
876                         }
877                 }
878
879                 if(autocvar_r_letterbox == 0)
880                         if(autocvar_viewsize < 120)
881                                 CSQC_common_hud();
882
883                 // crosshair goes VERY LAST
884                 if(!scoreboard_active && !camera_active && intermission != 2) {
885                         string wcross_style;
886                         float wcross_alpha, wcross_resolution;
887                         wcross_style = autocvar_crosshair;
888                         if (wcross_style == "0")
889                                 return;
890                         wcross_resolution = autocvar_crosshair_size;
891                         if (wcross_resolution == 0)
892                                 return;
893                         wcross_alpha = autocvar_crosshair_alpha;
894                         if (wcross_alpha == 0)
895                                 return;
896
897                         // TrueAim check
898                         float shottype;
899
900                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
901                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
902                         wcross_origin_z = 0;
903                         if(autocvar_crosshair_hittest)
904                         {
905                                 vector wcross_oldorigin;
906                                 wcross_oldorigin = wcross_origin;
907                                 shottype = TrueAimCheck();
908                                 if(shottype == SHOTTYPE_HITWORLD)
909                                 {
910                                         v = wcross_origin - wcross_oldorigin;
911                                         v_x /= vid_conwidth;
912                                         v_y /= vid_conheight;
913                                         if(vlen(v) > 0.01)
914                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
915                                 }
916                                 if(!autocvar_crosshair_hittest_showimpact)
917                                         wcross_origin = wcross_oldorigin;
918                         }
919                         else
920                                 shottype = SHOTTYPE_HITWORLD;
921
922                         vector wcross_color, wcross_size;
923                         string wcross_wep, wcross_name;
924                         float wcross_scale, wcross_blur;
925
926                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
927                                 e = get_weaponinfo(activeweapon);
928                                 if (e && e.netname != "")
929                                 {
930                                         wcross_wep = e.netname;
931                                         if(autocvar_crosshair_per_weapon)
932                                         {
933                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
934                                                 if (wcross_resolution == 0)
935                                                         return;
936                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
937                                                 if (wcross_alpha == 0)
938                                                         return;
939
940                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
941                                                 if(wcross_style == "" || wcross_style == "0")
942                                                         wcross_style = wcross_wep;
943                                         }
944                                 }
945                         }
946                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
947                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
948                         else if(autocvar_crosshair_color_by_health)
949                         {
950                                 local float x = getstati(STAT_HEALTH);
951                                 
952                                 //x = red
953                                 //y = green
954                                 //z = blue
955                                 
956                                 wcross_color_z = 0;
957                                 
958                                 if(x > 200)
959                                 {
960                                         wcross_color_x = 0;
961                                         wcross_color_y = 1;
962                                 }
963                                 else if(x > 150)
964                                 {
965                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
966                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
967                                 }
968                                 else if(x > 100)
969                                 {
970                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
971                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
972                                         wcross_color_z = 1 - (x-100)*0.02;
973                                 }
974                                 else if(x > 50)
975                                 {
976                                         wcross_color_x = 1;
977                                         wcross_color_y = 1;
978                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
979                                 }
980                                 else if(x > 20)
981                                 {
982                                         wcross_color_x = 1;
983                                         wcross_color_y = (x-20)*90/27/100;
984                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
985                                 }
986                                 else
987                                 {
988                                         wcross_color_x = 1;
989                                         wcross_color_y = 0;
990                                 }
991                         }
992                         else
993                                 wcross_color = stov(autocvar_crosshair_color);
994
995                         wcross_name = strcat("gfx/crosshair", wcross_style);
996
997                         if(autocvar_crosshair_effect_scalefade)
998                         {
999                                 wcross_scale = wcross_resolution;
1000                                 wcross_resolution = 1;
1001                         }
1002                         else
1003                         {
1004                                 wcross_scale = 1;
1005                         }
1006
1007                         if(autocvar_crosshair_pickup)
1008                         {
1009                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1010                                 {
1011                                         pickup_crosshair_size = 1;
1012                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1013                                 }
1014
1015                                 if(pickup_crosshair_size > 0)
1016                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1017                                 else
1018                                         pickup_crosshair_size = 0;
1019
1020                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1021                         }
1022                         
1023                         vector hitindication_color;
1024                         if(autocvar_crosshair_hitindication)
1025                         {
1026                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1027                                 if(hitindication_crosshair_time < hit_time)
1028                                 {
1029                                         hitindication_crosshair_size = 1;
1030                                         hitindication_crosshair_time = hit_time;
1031                                 }
1032
1033                                 if(hitindication_crosshair_size > 0)
1034                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1035                                 else
1036                                         hitindication_crosshair_size = 0;
1037
1038                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1039                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1040                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1041                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1042                         }
1043
1044                         if(shottype == SHOTTYPE_HITENEMY)
1045                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1046                         if(shottype == SHOTTYPE_HITTEAM)
1047                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1048
1049                         f = autocvar_crosshair_effect_speed;
1050                         if(f < 0)
1051                                 f *= -2 * g_weaponswitchdelay;
1052                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1053                         {
1054                                 wcross_changedonetime = time + f;
1055                         }
1056                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1057                         {
1058                                 wcross_name_changestarttime = time;
1059                                 wcross_name_changedonetime = time + f;
1060                                 if(wcross_name_goal_prev_prev)
1061                                         strunzone(wcross_name_goal_prev_prev);
1062                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1063                                 wcross_name_goal_prev = strzone(wcross_name);
1064                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1065                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1066                                 wcross_resolution_goal_prev = wcross_resolution;
1067                         }
1068
1069                         wcross_scale_goal_prev = wcross_scale;
1070                         wcross_alpha_goal_prev = wcross_alpha;
1071                         wcross_color_goal_prev = wcross_color;
1072
1073                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1074                         {
1075                                 wcross_blur = 1;
1076                                 wcross_alpha *= 0.75;
1077                         }
1078                         else
1079                                 wcross_blur = 0;
1080                         // *_prev is at time-frametime
1081                         // * is at wcross_changedonetime+f
1082                         // what do we have at time?
1083                         if(time < wcross_changedonetime)
1084                         {
1085                                 f = frametime / (wcross_changedonetime - time + frametime);
1086                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1087                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1088                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1089                         }
1090
1091                         wcross_scale_prev = wcross_scale;
1092                         wcross_alpha_prev = wcross_alpha;
1093                         wcross_color_prev = wcross_color;
1094
1095                         wcross_scale *= 1 - autocvar__menu_alpha;
1096                         wcross_alpha *= 1 - autocvar__menu_alpha;
1097                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1098
1099                         // crosshair rings for weapon stats
1100                         if ((autocvar_crosshair_ring) || (autocvar_crosshair_ring_reload))
1101                         {
1102                                 // declarations and stats
1103                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1104                                 string ring_image, ring_inner_image;
1105                                 vector ring_rgb, ring_inner_rgb;
1106                                 
1107                                 ring_scale = autocvar_crosshair_ring_size;
1108
1109                                 float weapon_clipload, weapon_clipsize;
1110                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1111                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1112
1113                                 float nex_charge, nex_chargepool;
1114                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1115                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1116
1117                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1118                                         nex_charge_movingavg = nex_charge;
1119                                         
1120
1121                                 // handle the values
1122                                 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1123                                 {
1124                                         if (nex_chargepool || use_nex_chargepool) { 
1125                                                 use_nex_chargepool = 1; 
1126                                                 ring_inner_value = nex_chargepool;
1127                                         } else { 
1128                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1129                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1130                                         }
1131                                                 
1132                                         ring_inner_alpha = wcross_alpha * autocvar_crosshair_ring_nex_inner_alpha;
1133                                         ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1134                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1135                                         
1136                                         // draw the outer ring to show the current charge of the weapon
1137                                         ring_value = nex_charge;
1138                                         ring_alpha = wcross_alpha * autocvar_crosshair_ring_nex_alpha;
1139                                         ring_rgb = wcross_color;
1140                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1141                                 }
1142                                 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1143                                 {
1144                                         ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1145                                         ring_alpha = wcross_alpha * autocvar_crosshair_ring_minelayer_alpha;
1146                                         ring_rgb = wcross_color;
1147                                         ring_image = "gfx/crosshair_ring.tga";
1148                                 }
1149
1150                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1151                                 {
1152                                         // if the main ring is already used by another weapon, instead use the inner one for ammo.
1153                                         // inner ring is secondary anyway and doesn't matter as much as main ring, so overriding it is no issue.
1154                                         if(ring_value && autocvar_crosshair_ring_reload_inner)
1155                                         {
1156                                                 ring_inner_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1157                                                 ring_inner_alpha = autocvar_crosshair_ring_reload_alpha;
1158                                                 ring_inner_rgb = wcross_color;
1159                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1160                                         }
1161                                         else
1162                                         {
1163                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1164                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1165                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1166                                                 ring_rgb = wcross_color;
1167                                         
1168                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1169                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1170                                                 if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1171                                                         ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1172                                                 else
1173                                                         ring_image = "gfx/crosshair_ring.tga";
1174                                         }
1175                                 }
1176
1177                                 if ((autocvar_crosshair_ring_inner || autocvar_crosshair_ring_reload_inner) && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1178                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, ring_inner_alpha, DRAWFLAG_ADDITIVE);
1179
1180                                 if (ring_value)
1181                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, ring_alpha, DRAWFLAG_ADDITIVE);
1182                         }
1183
1184 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1185                         do \
1186                         { \
1187                                 if(wcross_blur > 0) \
1188                                 { \
1189                                         for(i = -2; i <= 2; ++i) \
1190                                                 for(j = -2; j <= 2; ++j) \
1191                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1192                                 } \
1193                                 else \
1194                                 { \
1195                                         M(0,0,sz,wcross_name,wcross_alpha); \
1196                                 } \
1197                         } \
1198                         while(0)
1199
1200 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1201                         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)
1202
1203 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1204                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1205
1206                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1207                         {
1208                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1209                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1210                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1211                                 f = 1 - f;
1212                         }
1213                         else
1214                         {
1215                                 f = 1;
1216                         }
1217
1218                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1219                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1220
1221                         if(autocvar_crosshair_dot)
1222             {
1223                 vector wcross_color_old;
1224                 wcross_color_old = wcross_color;
1225                 if(autocvar_crosshair_dot_color != "0")
1226                     wcross_color = stov(autocvar_crosshair_dot_color);
1227                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1228                 wcross_color = wcross_color_old;
1229             }
1230
1231                         wcross_name_alpha_goal_prev = f;
1232                 }
1233                 else
1234                 {
1235                         wcross_scale_prev = 0;
1236                         wcross_alpha_prev = 0;
1237                         wcross_scale_goal_prev = 0;
1238                         wcross_alpha_goal_prev = 0;
1239                         wcross_changedonetime = 0;
1240                         if(wcross_name_goal_prev)
1241                                 strunzone(wcross_name_goal_prev);
1242                         wcross_name_goal_prev = string_null;
1243                         if(wcross_name_goal_prev_prev)
1244                                 strunzone(wcross_name_goal_prev_prev);
1245                         wcross_name_goal_prev_prev = string_null;
1246                         wcross_name_changestarttime = 0;
1247                         wcross_name_changedonetime = 0;
1248                         wcross_name_alpha_goal_prev = 0;
1249                         wcross_name_alpha_goal_prev_prev = 0;
1250                         wcross_resolution_goal_prev = 0;
1251                         wcross_resolution_goal_prev_prev = 0;
1252                 }
1253         }
1254
1255         if(NextFrameCommand)
1256         {
1257                 localcmd("\n", NextFrameCommand, "\n");
1258                 NextFrameCommand = string_null;
1259         }
1260
1261         // we must do this check AFTER a frame was rendered, or it won't work
1262         if(cs_project_is_b0rked == 0)
1263         {
1264                 string w0, h0;
1265                 w0 = ftos(autocvar_vid_conwidth);
1266                 h0 = ftos(autocvar_vid_conheight);
1267                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1268                 //R_SetView(VF_FOV, '90 90 0');
1269                 R_SetView(VF_ORIGIN, '0 0 0');
1270                 R_SetView(VF_ANGLES, '0 0 0');
1271                 R_SetView(VF_PERSPECTIVE, 1);
1272                 makevectors('0 0 0');
1273                 vector v1, v2;
1274                 cvar_set("vid_conwidth", "800");
1275                 cvar_set("vid_conheight", "600");
1276                 v1 = cs_project(v_forward);
1277                 cvar_set("vid_conwidth", "640");
1278                 cvar_set("vid_conheight", "480");
1279                 v2 = cs_project(v_forward);
1280                 if(v1 == v2)
1281                         cs_project_is_b0rked = 1;
1282                 else
1283                         cs_project_is_b0rked = -1;
1284                 cvar_set("vid_conwidth", w0);
1285                 cvar_set("vid_conheight", h0);
1286         }
1287
1288         if(autocvar__hud_configure)
1289                 HUD_Panel_Mouse();
1290
1291         // let's reset the view back to normal for the end
1292         R_SetView(VF_MIN, '0 0 0');
1293         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1294 }
1295
1296 #define spider_h "gfx/vehicles/hud_bg.tga"
1297 #define spider_b "gfx/vehicles/sbot.tga"
1298 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1299 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1300 #define spider_s "gfx/vehicles/shiled.tga"
1301 #define spider_a1 "gfx/hud/sb_rocket.tga"
1302 #define spider_a2 "gfx/sb_bullets.tga"
1303
1304 void CSQC_SPIDER_HUD()
1305 {
1306         float rockets, reload, heat, hp, shield;
1307         vector picsize, hudloc;
1308
1309     // Fetch health & ammo stats
1310     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1311         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1312         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1313         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1314         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1315
1316     // Draw the crosshairs
1317     picsize = drawgetimagesize(SPIDER_CROSS);
1318     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1319     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1320     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1321
1322     hudloc_y =  4;
1323     hudloc_x = 4;
1324
1325     picsize = drawgetimagesize(spider_h) * 0.5;
1326     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1327
1328     picsize = drawgetimagesize(spider_a2) * 0.5;
1329     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1330
1331     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1332     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1333     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1334
1335     picsize = drawgetimagesize(spider_a1) * 0.85;
1336     if(rockets == 9)
1337     {
1338         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1339         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1340     }
1341     else
1342     {
1343         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1344         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1345     }
1346
1347     picsize = drawgetimagesize(spider_b) * 0.5;
1348     hudloc_y = 10.5;
1349     hudloc_x = 10.5;
1350
1351     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1352     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1353     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1354     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1355
1356
1357         /*
1358         // Draw health bar
1359         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1360         p = p + '0 1 0' * vid_conheight - '0 32 0';
1361         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1362         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1363         p_y += 8;
1364         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1365         p_x += 256 * hp;
1366         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1367
1368         // Draw minigun heat indicator
1369         p = '0.5 0 0' * (vid_conwidth - 256);
1370         p = p + '0 1 0' * vid_conheight - '0 34  0';
1371         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1372         p_x += 256 * (1-heat);
1373         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1374
1375
1376         // Draw rocket icons for loaded/empty tubes.
1377         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1378         pp += '0 1 0' * vid_conheight - '0 64 0';
1379         for(i = 0; i < 8; ++i)
1380         {
1381                 p = pp + '1 0 0' * (rkt_size * i);
1382                 if(rockets == 8)
1383                 {
1384                         if(floor(reload * 8) == i)
1385                         {
1386                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1387                         }
1388                         else if(i < reload * 8)
1389                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1390                         else
1391                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1392                 }
1393                 else
1394                 {
1395                         if(i < rockets)
1396                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1397                         else
1398                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1399                 }
1400         }
1401         */
1402
1403         if (scoreboard_showscores)
1404         {
1405                 HUD_DrawScoreboard();
1406                 HUD_DrawCenterPrint();
1407         }
1408
1409 }
1410
1411 #define raptor_h "gfx/vehicles/hud_bg.tga"
1412 #define raptor_b "gfx/vehicles/raptor.tga"
1413 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1414 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1415 #define raptor_s "gfx/vehicles/shiled.tga"
1416
1417 void CSQC_RAPTOR_HUD()
1418 {
1419         float reload, hp, shield, energy;
1420         vector picsize, hudloc;
1421
1422     // Fetch health & ammo stats
1423     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1424         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1425         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1426         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1427
1428     // Draw the crosshairs
1429     picsize = drawgetimagesize(SPIDER_CROSS);
1430     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1431     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1432     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1433
1434     hudloc_y =  4;
1435     hudloc_x = 4;
1436
1437     picsize = drawgetimagesize(raptor_h) * 0.5;
1438     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1439
1440     picsize = drawgetimagesize(spider_a2) * 0.5;
1441     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1442
1443     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1444     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1445     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1446
1447
1448     picsize = drawgetimagesize(spider_a1) * 0.85;
1449     if(reload == 1)
1450     {
1451         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1452         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1453     }
1454     else
1455     {
1456         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1457         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1458     }
1459
1460     picsize = drawgetimagesize(raptor_b) * 0.5;
1461     hudloc_y = 10.5;
1462     hudloc_x = 10.5;
1463
1464     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1465     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1466     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1467     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1468
1469
1470         if (scoreboard_showscores)
1471         {
1472                 HUD_DrawScoreboard();
1473                 HUD_DrawCenterPrint();
1474         }
1475
1476 }
1477
1478 #define waki_h "gfx/vehicles/hud_bg.tga"
1479 #define waki_b "gfx/vehicles/waki.tga"
1480 #define waki_e "gfx/vehicles/waki_e.tga"
1481 #define waki_g "gfx/vehicles/waki_guns.tga"
1482 #define waki_r "gfx/vehicles/waki_rockets.tga"
1483 #define waki_s "gfx/vehicles/shiled.tga"
1484
1485 #define waki_a1 "gfx/hud/sb_rocket.tga"
1486 #define waki_a2 "gfx/sb_cells.tga"
1487
1488 void CSQC_WAKIZASHI_HUD()
1489 {
1490         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1491         float health, shield, energy, rockets;
1492         vector picsize, hudloc;
1493
1494     picsize = drawgetimagesize(SPIDER_CROSS);
1495     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1496     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1497     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1498
1499 /*
1500 const float STAT_VEHICLESTAT_HEALTH  = 60;
1501 const float STAT_VEHICLESTAT_SHIELD  = 61;
1502 const float STAT_VEHICLESTAT_ENERGY  = 62;
1503 const float STAT_VEHICLESTAT_AMMO1   = 63;
1504 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1505 const float STAT_VEHICLESTAT_AMMO2   = 65;
1506 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1507 */
1508     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1509         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1510         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1511         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1512
1513     hudloc_y =  4;
1514     hudloc_x = 4;
1515
1516     picsize = drawgetimagesize(waki_h) * 0.5;
1517     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1518
1519     picsize = drawgetimagesize(waki_a2) * 0.7;
1520     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1521
1522
1523     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1524     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1525
1526     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1527
1528     picsize = drawgetimagesize(waki_a1) * 0.75;
1529     if(rockets == 1)
1530     {
1531         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1532         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1533     }
1534     else
1535     {
1536         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1537         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1538         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1539     }
1540
1541     picsize = drawgetimagesize(waki_b) * 0.5;
1542     hudloc_y = 10.5;
1543     hudloc_x = 10.5;
1544
1545     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1546     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1547     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1548     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1549
1550
1551
1552         /*
1553         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1554         p = p + '0 1 0' * vid_conheight - '0 32 0';
1555
1556         // Draw health bar
1557         p_y += 8;
1558         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1559         p_x += 256 * health;
1560         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1561
1562         // Draw shiled bar
1563         p_x -= 256 * health;
1564         p_y += 4;
1565         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1566
1567         // Draw energy
1568         //p_x -= 256 * health;
1569         p_y -= 8;
1570         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1571
1572         // Draw rockets bar
1573         p_y += 12;
1574         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1575         */
1576
1577
1578
1579
1580         if (scoreboard_showscores)
1581         {
1582                 HUD_DrawScoreboard();
1583                 HUD_DrawCenterPrint();
1584         }
1585
1586 }
1587
1588
1589 void CSQC_common_hud(void)
1590 {
1591         // HUD_SortFrags(); done in HUD_Draw
1592         float hud;
1593         hud = getstati(STAT_HUD);
1594
1595         //hud = 10;
1596         switch(hud)
1597         {
1598                 case HUD_NORMAL:
1599                         // do some accuracy var caching
1600                         float i;
1601                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1602                         {
1603                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1604                                 {
1605                                         if(acc_color_levels)
1606                                                 strunzone(acc_color_levels);
1607                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1608                                         acc_levels = tokenize(acc_color_levels);
1609                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1610                                                 acc_levels = MAX_ACCURACY_LEVELS;
1611
1612                                         for (i = 0; i < acc_levels; ++i)
1613                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1614                                 }
1615                                 // let know that acc_col[] needs to be loaded
1616                                 acc_col_x[0] = -1;
1617                         }
1618
1619                         HUD_Main(); // always run these functions for alpha checks
1620                         HUD_DrawScoreboard();
1621
1622                         if (scoreboard_active) // scoreboard/accuracy
1623                         {       
1624                                 HUD_Reset();
1625                                 // HUD_DrawScoreboard takes care of centerprint_start
1626                         }
1627                         else if (intermission == 2) // map voting screen
1628                         {
1629                                 HUD_FinaleOverlay();
1630                                 HUD_Reset();
1631
1632                                 centerprint_start_x = 0;
1633                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1634                         }
1635                         else // hud
1636                         {
1637                                 centerprint_start_x = 0;
1638                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1639                         }
1640
1641                         HUD_DrawCenterPrint();
1642                         break;
1643
1644                 case HUD_SPIDERBOT:
1645                         CSQC_SPIDER_HUD();
1646                         break;
1647
1648                 case HUD_WAKIZASHI:
1649                         CSQC_WAKIZASHI_HUD();
1650                         break;
1651         }
1652 }
1653
1654
1655 // following vectors must be global to allow seamless switching between camera modes
1656 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1657 void CSQC_Demo_Camera()
1658 {
1659         float speed, attenuation, dimensions;
1660         vector tmp, delta;
1661
1662         if( autocvar_camera_reset || !camera_mode )
1663         {
1664                 camera_offset = '0 0 0';
1665                 current_angles = '0 0 0';
1666                 camera_direction = '0 0 0';
1667                 camera_offset_z += 30;
1668                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1669                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1670                 current_origin = view_origin;
1671                 current_camera_offset  = camera_offset;
1672                 cvar_set("camera_reset", "0");
1673                 camera_mode = CAMERA_CHASE;
1674         }
1675
1676         // Camera angles
1677         if( camera_roll )
1678                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1679
1680         if(autocvar_camera_look_player)
1681         {
1682                 local vector dir;
1683                 local float n;
1684
1685                 dir = normalize(view_origin - current_position);
1686                 n = mouse_angles_z;
1687                 mouse_angles = vectoangles(dir);
1688                 mouse_angles_x = mouse_angles_x * -1;
1689                 mouse_angles_z = n;
1690         }
1691         else
1692         {
1693                 tmp = getmousepos() * 0.1;
1694                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1695                 {
1696                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1697                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1698                 }
1699         }
1700
1701         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1702         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1703         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1704         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1705
1706         // Fix difference when angles don't have the same sign
1707         delta = '0 0 0';
1708         if(mouse_angles_y < -60 && current_angles_y > 60)
1709                 delta = '0 360 0';
1710         if(mouse_angles_y > 60 && current_angles_y < -60)
1711                 delta = '0 -360 0';
1712
1713         if(autocvar_camera_look_player)
1714                 attenuation = autocvar_camera_look_attenuation;
1715         else
1716                 attenuation = autocvar_camera_speed_attenuation;
1717
1718         attenuation = 1 / max(1, attenuation);
1719         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1720
1721         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1722         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1723         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1724         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1725
1726         // Camera position
1727         tmp = '0 0 0';
1728         dimensions = 0;
1729
1730         if( camera_direction_x )
1731         {
1732                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1733                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1734                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1735                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1736                 ++dimensions;
1737         }
1738
1739         if( camera_direction_y )
1740         {
1741                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1742                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1743                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1744                 ++dimensions;
1745         }
1746
1747         if( camera_direction_z )
1748         {
1749                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1750                 ++dimensions;
1751         }
1752
1753         if(autocvar_camera_free)
1754                 speed = autocvar_camera_speed_free;
1755         else
1756                 speed = autocvar_camera_speed_chase;
1757
1758         if(dimensions)
1759         {
1760                 speed = speed * sqrt(1 / dimensions);
1761                 camera_offset += tmp * speed;
1762         }
1763
1764         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1765
1766         // Camera modes
1767         if( autocvar_camera_free )
1768         {
1769                 if ( camera_mode == CAMERA_CHASE )
1770                 {
1771                         current_camera_offset = current_origin + current_camera_offset;
1772                         camera_offset = current_origin + camera_offset;
1773                 }
1774
1775                 camera_mode = CAMERA_FREE;
1776                 current_position = current_camera_offset;
1777         }
1778         else
1779         {
1780                 if ( camera_mode == CAMERA_FREE )
1781                 {
1782                         current_origin = view_origin;
1783                         camera_offset = camera_offset - current_origin;
1784                         current_camera_offset = current_camera_offset - current_origin;
1785                 }
1786
1787                 camera_mode = CAMERA_CHASE;
1788
1789                 if(autocvar_camera_chase_smoothly)
1790                         current_origin += (view_origin - current_origin) * attenuation;
1791                 else
1792                         current_origin = view_origin;
1793
1794                 current_position = current_origin + current_camera_offset;
1795         }
1796
1797         R_SetView(VF_ANGLES, current_angles);
1798         R_SetView(VF_ORIGIN, current_position);
1799 }