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fix electro beam drawing through warpzone
[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(self, CHAN_VOICE, 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
351 void CSQC_UpdateView(float w, float h)
352 {
353         entity e;
354         float fov;
355         float f, i, j;
356         vector v, vo;
357
358         vector reticle_pos, reticle_size;
359
360         WaypointSprite_Load();
361
362         if(spectatee_status)
363                 myteam = GetPlayerColor(spectatee_status - 1);
364         else
365                 myteam = GetPlayerColor(player_localentnum - 1);
366
367         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
368         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
369
370         warpzone_fixview_origin = pmove_org + vo;
371         warpzone_fixview_cl_viewangles = input_angles;
372         warpzone_fixview_angles = view_angles;
373         WarpZone_FixView();
374         pmove_org = warpzone_fixview_origin - vo;
375         input_angles = warpzone_fixview_cl_viewangles;
376         view_angles = warpzone_fixview_angles;
377
378         if(cvar("cl_lockview") || autocvar__hud_configure)
379         {
380                 pmove_org = freeze_pmove_org;
381                 input_angles = view_angles = freeze_input_angles;
382                 R_SetView(VF_ORIGIN, pmove_org + vo);
383                 R_SetView(VF_ANGLES, view_angles);
384                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
385         }
386         freeze_pmove_org = pmove_org;
387         freeze_input_angles = input_angles;
388
389         // Render the Scene
390         if(!intermission || !view_set)
391         {
392                 view_origin = pmove_org + vo;
393                 view_angles = input_angles;
394                 makevectors(view_angles);
395                 view_forward = v_forward;
396                 view_right = v_right;
397                 view_up = v_up;
398                 view_set = 1;
399         }
400
401         vid_width = w;
402         vid_height = h;
403
404 #ifdef BLURTEST
405         if(time > blurtest_time0 && time < blurtest_time1)
406         {
407                 float r, t;
408
409                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
410                 r = t * blurtest_radius;
411                 f = 1 / pow(t, blurtest_power) - 1;
412
413                 cvar_set("r_glsl_postprocess", "1");
414                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
415         }
416         else
417         {
418                 cvar_set("r_glsl_postprocess", "0");
419                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
420         }
421 #endif
422
423         TargetMusic_Advance();
424         Fog_Force();
425
426         drawframetime = max(0.000001, time - drawtime);
427         drawtime = time;
428
429         // watch for gametype changes here...
430         // in ParseStuffCMD the cmd isn't executed yet :/
431         // might even be better to add the gametype to TE_CSQC_INIT...?
432         if(!postinit)
433                 PostInit();
434
435         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
436                 if(calledhooks & HOOK_START)
437                 {
438                         localcmd("\ncl_hook_gameend\n");
439                         calledhooks |= HOOK_END;
440                 }
441
442         CheckForGamestartChange();
443         serverAnnouncer();
444         maptimeAnnouncer();
445         carrierAnnouncer();
446
447         fov = cvar("fov");
448         if(button_zoom || fov <= 59.5)
449         {
450                 if(!zoomscript_caught)
451                 {
452                         localcmd("+button4\n");
453                         zoomscript_caught = 1;
454                         ignore_plus_zoom += 1;
455                 }
456         }
457         else
458         {
459                 if(zoomscript_caught)
460                 {
461                         localcmd("-button4\n");
462                         zoomscript_caught = 0;
463                         ignore_minus_zoom += 1;
464                 }
465         }
466
467         hud_accuracy_hud = cvar_or("hud_accuracy_hud", 1);
468         ColorTranslateMode = cvar("cl_stripcolorcodes");
469         activeweapon = getstati(STAT_SWITCHWEAPON);
470         f = cvar("teamplay");
471         if(f != teamplay)
472         {
473                 teamplay = f;
474                 HUD_InitScores();
475         }
476
477         if(last_weapon != activeweapon) {
478                 weapontime = time;
479                 last_weapon = activeweapon;
480
481                 e = get_weaponinfo(activeweapon);
482                 if(e.netname != "")
483                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
484                 else
485                         localcmd("\ncl_hook_activeweapon none\n");
486         }
487
488         // ALWAYS Clear Current Scene First
489         R_ClearScene();
490
491         // Assign Standard Viewflags
492         // Draw the World (and sky)
493         R_SetView(VF_DRAWWORLD, 1);
494
495         // Set the console size vars
496         vid_conwidth = cvar("vid_conwidth");
497         vid_conheight = cvar("vid_conheight");
498         vid_pixelheight = cvar("vid_pixelheight");
499
500         R_SetView(VF_FOV, GetCurrentFov(fov));
501
502         // Camera for demo playback
503         if(camera_active)
504         {
505                 if(cvar("camera_enable"))
506                         CSQC_Demo_Camera();
507                 else
508                 {
509                         cvar_set("chase_active", ftos(chase_active_backup));
510                         cvar_set("cl_demo_mousegrab", "0");
511                         camera_active = FALSE;
512                 }
513         }
514 #ifdef CAMERATEST
515         else if(cvar("camera_enable"))
516 #else
517         else if(cvar("camera_enable") && isdemo())
518 #endif
519         {
520                 // Enable required Darkplaces cvars
521                 chase_active_backup = cvar("chase_active");
522                 cvar_set("chase_active", "2");
523                 cvar_set("cl_demo_mousegrab", "1");
524                 camera_active = TRUE;
525                 camera_mode = FALSE;
526         }
527
528         // Draw the Crosshair
529         float scoreboard_active;
530         scoreboard_active = HUD_WouldDrawScoreboard();
531         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
532
533         // Draw the Engine Status Bar (the default Quake HUD)
534         R_SetView(VF_DRAWENGINEHUD, 0);
535
536         // fetch this one only once per frame
537         hud_showbinds = cvar("hud_showbinds");
538         hud_showbinds_limit = cvar("hud_showbinds_limit");
539
540         // Update the mouse position
541         /*
542            mousepos_x = vid_conwidth;
543            mousepos_y = vid_conheight;
544            mousepos = mousepos*0.5 + getmousepos();
545          */
546
547         e = self;
548         for(self = world; (self = nextent(self)); )
549                 if(self.draw)
550                         self.draw();
551         self = e;
552
553         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
554         R_RenderScene();
555
556         // now switch to 2D drawing mode by calling a 2D drawing function
557         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
558         // next R_RenderScene call
559         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
560
561         // Draw the aiming reticle for weapons that use it
562         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
563         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
564         // the view to go back to normal, so reticle_type would become 0 as we fade out)
565         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
566                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
567         else if(button_zoom || zoomscript_caught)
568                 reticle_type = 1; // normal zoom
569         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
570                 reticle_type = 2; // nex zoom
571
572         if(cvar("cl_reticle_stretch"))
573         {
574                 reticle_size_x = vid_conwidth;
575                 reticle_size_y = vid_conheight;
576                 reticle_pos_x = 0;
577                 reticle_pos_y = 0;
578         }
579         else
580         {
581                 reticle_size_x = max(vid_conwidth, vid_conheight);
582                 reticle_size_y = max(vid_conwidth, vid_conheight);
583                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
584                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
585         }
586
587         f = current_zoomfraction;
588         if(zoomscript_caught)
589                 f = 1;
590         if(cvar("cl_reticle_item_normal"))
591         {
592                 precache_pic("gfx/reticle_normal");
593                 if(reticle_type == 1 && f)
594                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
595         }
596         if(cvar("cl_reticle_item_nex"))
597         {
598                 precache_pic("gfx/reticle_nex");
599                 if(reticle_type == 2 && f)
600                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
601         }
602
603         // Draw the mouse cursor
604         // NOTE: drawpic must happen after R_RenderScene for some reason
605         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
606         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
607         //self = edict_num(player_localnum);
608         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
609         //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);
610         // as long as the ctf part isn't in, this is useless
611         if(menu_visible)
612                 menu_show();
613
614         /*if(gametype == GAME_CTF)
615           {
616           ctf_view();
617           } else */
618
619         // draw 2D entities
620         e = self;
621         for(self = world; (self = nextent(self)); )
622                 if(self.draw2d)
623                         self.draw2d();
624         self = e;
625
626         float hud;
627         hud = getstati(STAT_HUD);
628         if(hud == HUD_SPIDERBOT)
629         {
630                 CSQC_SPIDER_HUD();
631         }
632         else if(hud == HUD_WAKIZASHI)
633         CSQC_WAKIZASHI_HUD();
634     else if(hud == HUD_RAPTOR)
635         CSQC_RAPTOR_HUD();
636         else
637         {
638                 if(cvar("r_letterbox") == 0)
639                         if(cvar("viewsize") < 120)
640                                 CSQC_common_hud();
641
642                 // crosshair goes VERY LAST
643                 if(!scoreboard_active && !camera_active && intermission != 2) {
644                         // TrueAim check
645                         float shottype;
646                         float bullets, ring_scale;
647                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
648                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
649                         wcross_origin_z = 0;
650                         if(cvar("crosshair_hittest"))
651                         {
652                                 vector wcross_oldorigin;
653                                 wcross_oldorigin = wcross_origin;
654                                 shottype = TrueAimCheck();
655                                 if(shottype == SHOTTYPE_HITWORLD)
656                                 {
657                                         v = wcross_origin - wcross_oldorigin;
658                                         v_x /= vid_conwidth;
659                                         v_y /= vid_conheight;
660                                         if(vlen(v) > 0.01)
661                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
662                                 }
663                                 if(!cvar("crosshair_hittest_showimpact"))
664                                         wcross_origin = wcross_oldorigin;
665                         }
666                         else
667                                 shottype = SHOTTYPE_HITWORLD;
668
669                         string wcross_style;
670                         wcross_style = cvar_string("crosshair");
671
672                         if (wcross_style != "0") {
673                                 vector wcross_color, wcross_size;
674                                 string wcross_wep, wcross_name;
675                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
676
677                                 wcross_color_x = cvar("crosshair_color_red");
678                                 wcross_color_y = cvar("crosshair_color_green");
679                                 wcross_color_z = cvar("crosshair_color_blue");
680                                 wcross_alpha = cvar("crosshair_color_alpha");
681                                 wcross_resolution = cvar("crosshair_size");
682                                 if (cvar("crosshair_per_weapon")) {
683                                         e = get_weaponinfo(activeweapon);
684                                         if (e && e.netname != "")
685                                         {
686                                                 wcross_wep = e.netname;
687                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
688                                                 if(wcross_style == "")
689                                                         wcross_style = e.netname;
690
691                                                 if(!cvar("crosshair_color_override"))
692                                                 {
693                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
694                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
695                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
696                                                 }
697
698                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
699                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
700                                         }
701                                 }
702
703                                 wcross_name = strcat("gfx/crosshair", wcross_style);
704
705                                 if(cvar("crosshair_effect_scalefade"))
706                                 {
707                                         wcross_scale = wcross_resolution;
708                                         wcross_resolution = 1;
709                                 }
710                                 else
711                                 {
712                                         wcross_scale = 1;
713                                 }
714
715                                 if(shottype == SHOTTYPE_HITENEMY)
716                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
717                                 if(shottype == SHOTTYPE_HITTEAM)
718                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
719
720                                 f = cvar("crosshair_effect_speed");
721                                 if(f < 0)
722                                         f *= -2 * g_weaponswitchdelay;
723                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
724                                 {
725                                         wcross_changedonetime = time + f;
726                                 }
727                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
728                                 {
729                                         wcross_name_changestarttime = time;
730                                         wcross_name_changedonetime = time + f;
731                                         if(wcross_name_goal_prev_prev)
732                                                 strunzone(wcross_name_goal_prev_prev);
733                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
734                                         wcross_name_goal_prev = strzone(wcross_name);
735                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
736                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
737                                         wcross_resolution_goal_prev = wcross_resolution;
738                                 }
739
740                                 wcross_scale_goal_prev = wcross_scale;
741                                 wcross_alpha_goal_prev = wcross_alpha;
742                                 wcross_color_goal_prev = wcross_color;
743
744                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
745                                 {
746                                         wcross_blur = 1;
747                                         wcross_alpha *= 0.75;
748                                 }
749                                 else
750                                         wcross_blur = 0;
751                                 // *_prev is at time-frametime
752                                 // * is at wcross_changedonetime+f
753                                 // what do we have at time?
754                                 if(time < wcross_changedonetime)
755                                 {
756                                         f = frametime / (wcross_changedonetime - time + frametime);
757                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
758                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
759                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
760                                 }
761
762                                 wcross_scale_prev = wcross_scale;
763                                 wcross_alpha_prev = wcross_alpha;
764                                 wcross_color_prev = wcross_color;
765
766                                 wcross_scale *= 1 - cvar("_menu_alpha");
767                                 wcross_alpha *= 1 - cvar("_menu_alpha");
768
769                                 // ring around crosshair representing bullets left in camping rifle clip
770                                 if (activeweapon == WEP_CAMPINGRIFLE)
771                                 {
772                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
773                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 4);
774                                 }
775                                 else
776                                         bullets = 0;
777
778 #define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \
779                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/rifle_ring_", ftos(bullets)), sz * wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
780
781 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
782                                 do \
783                                 { \
784                                         if(wcross_blur > 0) \
785                                         { \
786                                                 for(i = -2; i <= 2; ++i) \
787                                                         for(j = -2; j <= 2; ++j) \
788                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
789                                         } \
790                                         else \
791                                         { \
792                                                 M(0,0,sz,wcross_name,wcross_alpha); \
793                                         } \
794                                 } \
795                                 while(0)
796
797 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
798                                 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)
799
800 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
801                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
802
803                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
804                                 {
805                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
806                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
807                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
808                                         f = 1 - f;
809                                 }
810                                 else
811                                 {
812                                         f = 1;
813                                 }
814
815                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
816                                 if(bullets)
817                                 {
818                                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
819                                 }
820                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
821                                 wcross_name_alpha_goal_prev = f;
822                         }
823                 }
824                 else
825                 {
826                         wcross_scale_prev = 0;
827                         wcross_alpha_prev = 0;
828                         wcross_scale_goal_prev = 0;
829                         wcross_alpha_goal_prev = 0;
830                         wcross_changedonetime = 0;
831                         if(wcross_name_goal_prev)
832                                 strunzone(wcross_name_goal_prev);
833                         wcross_name_goal_prev = string_null;
834                         if(wcross_name_goal_prev_prev)
835                                 strunzone(wcross_name_goal_prev_prev);
836                         wcross_name_goal_prev_prev = string_null;
837                         wcross_name_changestarttime = 0;
838                         wcross_name_changedonetime = 0;
839                         wcross_name_alpha_goal_prev = 0;
840                         wcross_name_alpha_goal_prev_prev = 0;
841                         wcross_resolution_goal_prev = 0;
842                         wcross_resolution_goal_prev_prev = 0;
843                 }
844         }
845
846         if(NextFrameCommand)
847         {
848                 localcmd("\n", NextFrameCommand, "\n");
849                 NextFrameCommand = string_null;
850         }
851
852         // we must do this check AFTER a frame was rendered, or it won't work
853         if(cs_project_is_b0rked == 0)
854         {
855                 string w0, h0;
856                 w0 = cvar_string("vid_conwidth");
857                 h0 = cvar_string("vid_conheight");
858                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
859                 //R_SetView(VF_FOV, '90 90 0');
860                 R_SetView(VF_ORIGIN, '0 0 0');
861                 R_SetView(VF_ANGLES, '0 0 0');
862                 R_SetView(VF_PERSPECTIVE, 1);
863                 makevectors('0 0 0');
864                 vector v1, v2;
865                 cvar_set("vid_conwidth", "800");
866                 cvar_set("vid_conheight", "600");
867                 v1 = cs_project(v_forward);
868                 cvar_set("vid_conwidth", "640");
869                 cvar_set("vid_conheight", "480");
870                 v2 = cs_project(v_forward);
871                 if(v1 == v2)
872                         cs_project_is_b0rked = 1;
873                 else
874                         cs_project_is_b0rked = -1;
875                 cvar_set("vid_conwidth", w0);
876                 cvar_set("vid_conheight", h0);
877         }
878
879         if(autocvar__hud_configure)
880                 HUD_Panel_Mouse();
881         // be safe against triggerbots until everyone has the fixed engine
882         // this call is meant to overwrite the trace globals by something
883         // unsuspicious
884         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
885 }
886
887 #define spider_h "gfx/vehicles/hud_bg.tga"
888 #define spider_b "gfx/vehicles/sbot.tga"
889 #define spider_r "gfx/vehicles/sbot_rpods.tga"
890 #define spider_g "gfx/vehicles/sbot_mguns.tga"
891 #define spider_s "gfx/vehicles/shiled.tga"
892 #define spider_a1 "gfx/hud/sb_rocket.tga"
893 #define spider_a2 "gfx/sb_bullets.tga"
894
895 void CSQC_SPIDER_HUD()
896 {
897         float rockets, reload, heat, hp, shield;
898         vector picsize, hudloc;
899
900     // Fetch health & ammo stats
901     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
902         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
903         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
904         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
905         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
906
907     // Draw the crosshairs
908     picsize = drawgetimagesize(SPIDER_CROSS);
909     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
910     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
911     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);
912
913     hudloc_y =  4;
914     hudloc_x = 4;
915
916     picsize = drawgetimagesize(spider_h) * 0.5;
917     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
918
919     picsize = drawgetimagesize(spider_a2) * 0.5;
920     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
921
922     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
923     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
924     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
925
926     picsize = drawgetimagesize(spider_a1) * 0.85;
927     if(rockets == 9)
928     {
929         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
930         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
931     }
932     else
933     {
934         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
935         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
936     }
937
938     picsize = drawgetimagesize(spider_b) * 0.5;
939     hudloc_y = 10.5;
940     hudloc_x = 10.5;
941
942     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
943     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
944     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
945     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
946
947
948         /*
949         // Draw health bar
950         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
951         p = p + '0 1 0' * vid_conheight - '0 32 0';
952         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
953         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
954         p_y += 8;
955         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
956         p_x += 256 * hp;
957         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
958
959         // Draw minigun heat indicator
960         p = '0.5 0 0' * (vid_conwidth - 256);
961         p = p + '0 1 0' * vid_conheight - '0 34  0';
962         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
963         p_x += 256 * (1-heat);
964         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
965
966
967         // Draw rocket icons for loaded/empty tubes.
968         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
969         pp += '0 1 0' * vid_conheight - '0 64 0';
970         for(i = 0; i < 8; ++i)
971         {
972                 p = pp + '1 0 0' * (rkt_size * i);
973                 if(rockets == 8)
974                 {
975                         if(floor(reload * 8) == i)
976                         {
977                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
978                         }
979                         else if(i < reload * 8)
980                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
981                         else
982                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
983                 }
984                 else
985                 {
986                         if(i < rockets)
987                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
988                         else
989                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
990                 }
991         }
992         */
993
994         if (scoreboard_showscores)
995         {
996                 HUD_DrawScoreboard();
997                 HUD_DrawCenterPrint();
998         }
999
1000 }
1001
1002 #define raptor_h "gfx/vehicles/hud_bg.tga"
1003 #define raptor_b "gfx/vehicles/raptor.tga"
1004 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1005 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1006 #define raptor_s "gfx/vehicles/shiled.tga"
1007
1008 void CSQC_RAPTOR_HUD()
1009 {
1010         float rockets, reload, heat, hp, shield, energy;
1011         vector picsize, hudloc;
1012
1013     // Fetch health & ammo stats
1014     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1015         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1016         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1017         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1018
1019     // Draw the crosshairs
1020     picsize = drawgetimagesize(SPIDER_CROSS);
1021     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1022     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1023     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);
1024
1025     hudloc_y =  4;
1026     hudloc_x = 4;
1027
1028     picsize = drawgetimagesize(raptor_h) * 0.5;
1029     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1030
1031     picsize = drawgetimagesize(spider_a2) * 0.5;
1032     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1033
1034     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1035     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1036     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1037
1038
1039     picsize = drawgetimagesize(spider_a1) * 0.85;
1040     if(reload == 1)
1041     {
1042         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1043         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1044     }
1045     else
1046     {
1047         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1048         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1049     }
1050
1051     picsize = drawgetimagesize(raptor_b) * 0.5;
1052     hudloc_y = 10.5;
1053     hudloc_x = 10.5;
1054
1055     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1056     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1057     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1058     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1059
1060
1061         if (scoreboard_showscores)
1062         {
1063                 HUD_DrawScoreboard();
1064                 HUD_DrawCenterPrint();
1065         }
1066
1067 }
1068
1069 #define waki_h "gfx/vehicles/hud_bg.tga"
1070 #define waki_b "gfx/vehicles/waki.tga"
1071 #define waki_e "gfx/vehicles/waki_e.tga"
1072 #define waki_g "gfx/vehicles/waki_guns.tga"
1073 #define waki_r "gfx/vehicles/waki_rockets.tga"
1074 #define waki_s "gfx/vehicles/shiled.tga"
1075
1076 #define waki_a1 "gfx/hud/sb_rocket.tga"
1077 #define waki_a2 "gfx/sb_cells.tga"
1078
1079 void CSQC_WAKIZASHI_HUD()
1080 {
1081         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1082         float health, shield, energy, rockets;
1083         vector picsize, hudloc;
1084
1085     picsize = drawgetimagesize(SPIDER_CROSS);
1086     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1087     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1088     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);
1089
1090 /*
1091 const float STAT_VEHICLESTAT_HEALTH  = 60;
1092 const float STAT_VEHICLESTAT_SHIELD  = 61;
1093 const float STAT_VEHICLESTAT_ENERGY  = 62;
1094 const float STAT_VEHICLESTAT_AMMO1   = 63;
1095 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1096 const float STAT_VEHICLESTAT_AMMO2   = 65;
1097 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1098 */
1099     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1100         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1101         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1102         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1103
1104     hudloc_y =  4;
1105     hudloc_x = 4;
1106
1107     picsize = drawgetimagesize(waki_h) * 0.5;
1108     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1109
1110     picsize = drawgetimagesize(waki_a2) * 0.7;
1111     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1112
1113
1114     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1115     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1116
1117     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1118
1119     picsize = drawgetimagesize(waki_a1) * 0.75;
1120     if(rockets == 1)
1121     {
1122         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1123         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1124     }
1125     else
1126     {
1127         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1128         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1129         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1130     }
1131
1132     picsize = drawgetimagesize(waki_b) * 0.5;
1133     hudloc_y = 10.5;
1134     hudloc_x = 10.5;
1135
1136     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1137     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1138     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1139     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1140
1141
1142
1143         /*
1144         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1145         p = p + '0 1 0' * vid_conheight - '0 32 0';
1146
1147         // Draw health bar
1148         p_y += 8;
1149         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1150         p_x += 256 * health;
1151         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1152
1153         // Draw shiled bar
1154         p_x -= 256 * health;
1155         p_y += 4;
1156         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1157
1158         // Draw energy
1159         //p_x -= 256 * health;
1160         p_y -= 8;
1161         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1162
1163         // Draw rockets bar
1164         p_y += 12;
1165         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1166         */
1167
1168
1169
1170
1171         if (scoreboard_showscores)
1172         {
1173                 HUD_DrawScoreboard();
1174                 HUD_DrawCenterPrint();
1175         }
1176
1177 }
1178
1179
1180 void CSQC_common_hud(void)
1181 {
1182         // HUD_SortFrags(); done in HUD_Draw
1183         float hud;
1184         hud = getstati(STAT_HUD);
1185
1186         //hud = 10;
1187         switch(hud)
1188         {
1189                 case HUD_NORMAL:
1190                         // do some accuracy var caching
1191                         float i;
1192                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1193                         {
1194                                 acc_levels = tokenize(cvar_string("hud_panel_weapons_accuracy_color_levels"));
1195                                 if (acc_levels > MAX_ACCURACY_LEVELS)
1196                                         acc_levels = MAX_ACCURACY_LEVELS;
1197
1198                                 for (i = 0; i < acc_levels; ++i)
1199                                         acc_lev[i] = stof(argv(i));
1200                         }
1201
1202                         HUD_Main(); // always run these functions for alpha checks
1203                         HUD_DrawScoreboard();
1204
1205                         if (scoreboard_showscores || scoreboard_showscores_force || getstati(STAT_HEALTH) <= 0 || intermission == 1) // scoreboard/accuracy
1206                         {       
1207                                 HUD_Reset();
1208                                 // HUD_DrawScoreboard takes care of centerprint_start
1209                         }
1210                         else if (intermission == 2) // map voting screen
1211                         {
1212                                 HUD_FinaleOverlay();
1213                                 HUD_Reset();
1214
1215                                 centerprint_start_x = 0;
1216                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1217                         }
1218                         else // hud
1219                         {
1220                                 centerprint_start_x = 0;
1221                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1222                         }
1223
1224                         HUD_DrawCenterPrint();
1225                         break;
1226
1227                 case HUD_SPIDERBOT:
1228                         CSQC_SPIDER_HUD();
1229                         break;
1230
1231                 case HUD_WAKIZASHI:
1232                         CSQC_WAKIZASHI_HUD();
1233                         break;
1234         }
1235 }
1236
1237
1238 // following vectors must be global to allow seamless switching between camera modes
1239 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1240 void CSQC_Demo_Camera()
1241 {
1242         float speed, attenuation, dimensions;
1243         vector tmp, delta;
1244
1245         if( cvar("camera_reset") || !camera_mode )
1246         {
1247                 camera_offset = '0 0 0';
1248                 current_angles = '0 0 0';
1249                 camera_direction = '0 0 0';
1250                 camera_offset_z += 30;
1251                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1252                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1253                 current_origin = view_origin;
1254                 current_camera_offset  = camera_offset;
1255                 cvar_set("camera_reset", "0");
1256                 camera_mode = CAMERA_CHASE;
1257         }
1258
1259         // Camera angles
1260         if( camera_roll )
1261                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1262
1263         if(cvar("camera_look_player"))
1264         {
1265                 local vector dir;
1266                 local float n;
1267
1268                 dir = normalize(view_origin - current_position);
1269                 n = mouse_angles_z;
1270                 mouse_angles = vectoangles(dir);
1271                 mouse_angles_x = mouse_angles_x * -1;
1272                 mouse_angles_z = n;
1273         }
1274         else
1275         {
1276                 tmp = getmousepos() * 0.1;
1277                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1278                 {
1279                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1280                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1281                 }
1282         }
1283
1284         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1285         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1286         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1287         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1288
1289         // Fix difference when angles don't have the same sign
1290         delta = '0 0 0';
1291         if(mouse_angles_y < -60 && current_angles_y > 60)
1292                 delta = '0 360 0';
1293         if(mouse_angles_y > 60 && current_angles_y < -60)
1294                 delta = '0 -360 0';
1295
1296         if(cvar("camera_look_player"))
1297                 attenuation = cvar("camera_look_attenuation");
1298         else
1299                 attenuation = cvar("camera_speed_attenuation");
1300
1301         attenuation = 1 / max(1, attenuation);
1302         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1303
1304         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1305         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1306         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1307         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1308
1309         // Camera position
1310         tmp = '0 0 0';
1311         dimensions = 0;
1312
1313         if( camera_direction_x )
1314         {
1315                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1316                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1317                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1318                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1319                 ++dimensions;
1320         }
1321
1322         if( camera_direction_y )
1323         {
1324                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1325                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1326                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1327                 ++dimensions;
1328         }
1329
1330         if( camera_direction_z )
1331         {
1332                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1333                 ++dimensions;
1334         }
1335
1336         if(cvar("camera_free"))
1337                 speed = cvar("camera_speed_free");
1338         else
1339                 speed = cvar("camera_speed_chase");
1340
1341         if(dimensions)
1342         {
1343                 speed = speed * sqrt(1 / dimensions);
1344                 camera_offset += tmp * speed;
1345         }
1346
1347         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1348
1349         // Camera modes
1350         if( cvar("camera_free") )
1351         {
1352                 if ( camera_mode == CAMERA_CHASE )
1353                 {
1354                         current_camera_offset = current_origin + current_camera_offset;
1355                         camera_offset = current_origin + camera_offset;
1356                 }
1357
1358                 camera_mode = CAMERA_FREE;
1359                 current_position = current_camera_offset;
1360         }
1361         else
1362         {
1363                 if ( camera_mode == CAMERA_FREE )
1364                 {
1365                         current_origin = view_origin;
1366                         camera_offset = camera_offset - current_origin;
1367                         current_camera_offset = current_camera_offset - current_origin;
1368                 }
1369
1370                 camera_mode = CAMERA_CHASE;
1371
1372                 if(cvar("camera_chase_smoothly"))
1373                         current_origin += (view_origin - current_origin) * attenuation;
1374                 else
1375                         current_origin = view_origin;
1376
1377                 current_position = current_origin + current_camera_offset;
1378         }
1379
1380         R_SetView(VF_ANGLES, current_angles);
1381         R_SetView(VF_ORIGIN, current_position);
1382 }