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