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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_RIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float camera_mode;
346 float reticle_type;
347 string NextFrameCommand;
348 void CSQC_SPIDER_HUD();
349 void CSQC_RAPTOR_HUD();
350
351 vector freeze_pmove_org, freeze_input_angles;
352 entity nightvision_noise, nightvision_noise2;
353
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
359
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
362
363 vector myhealth_gentlergb;
364
365 float contentavgalpha, liquidalpha_prev;
366 vector liquidcolor_prev;
367
368 float eventchase_current_distance;
369
370 float checkfail[16];
371
372 void CSQC_UpdateView(float w, float h)
373 {
374         entity e;
375         float fov;
376         float f, i, j;
377         vector v, vo;
378         vector vf_size, vf_min;
379         float a;
380
381         button_attack2 = (input_buttons & BUTTON_3);
382         button_zoom = (input_buttons & BUTTON_4);
383
384 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
385         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
386         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
387         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
388         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
389         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
390         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
391
392         vf_size = R_SetView3fv(VF_SIZE);
393         vf_min = R_SetView3fv(VF_MIN);
394         vid_width = vf_size_x;
395         vid_height = vf_size_y;
396
397         vector reticle_pos, reticle_size;
398         vector splash_pos, splash_size;
399
400         WaypointSprite_Load();
401
402         if(spectatee_status)
403                 myteam = GetPlayerColor(spectatee_status - 1);
404         else
405                 myteam = GetPlayerColor(player_localentnum - 1);
406
407         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
408         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
409
410         warpzone_fixview_origin = pmove_org + vo;
411         warpzone_fixview_cl_viewangles = input_angles;
412         warpzone_fixview_angles = view_angles;
413         WarpZone_FixView();
414         pmove_org = warpzone_fixview_origin - vo;
415         input_angles = warpzone_fixview_cl_viewangles;
416         view_angles = warpzone_fixview_angles;
417
418         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
419         {
420                 pmove_org = freeze_pmove_org;
421                 input_angles = view_angles = freeze_input_angles;
422                 R_SetView(VF_ORIGIN, pmove_org + vo);
423                 R_SetView(VF_ANGLES, view_angles);
424                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
425         }
426         freeze_pmove_org = pmove_org;
427         freeze_input_angles = input_angles;
428
429         // event chase camera
430         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
431         {
432                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
433                 {
434                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
435                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
436                         if(!autocvar_chase_active)
437                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
438
439                         // make the camera smooth back
440                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
441                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
442                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
443                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
444
445                         vector eventchase_target_origin;
446                         makevectors(view_angles);
447                         // pass 1, used to check where the camera would go and obtain the trace_fraction
448                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
449
450                         WarpZone_TraceLine(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
451                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
452                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
453                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
454                         WarpZone_TraceLine(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
455
456                         R_SetView(VF_ORIGIN, trace_endpos);
457                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
458                 }
459                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
460                 {
461                         cvar_set("chase_active", "0");
462                         eventchase_current_distance = 0; // start from 0 next time
463                 }
464         }
465
466         // Render the Scene
467         view_origin = R_SetView3fv(VF_ORIGIN);
468         view_angles = R_SetView3fv(VF_ANGLES);
469         makevectors(view_angles);
470         view_forward = v_forward;
471         view_right = v_right;
472         view_up = v_up;
473
474 #ifdef BLURTEST
475         if(time > blurtest_time0 && time < blurtest_time1)
476         {
477                 float r, t;
478
479                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
480                 r = t * blurtest_radius;
481                 f = 1 / pow(t, blurtest_power) - 1;
482
483                 cvar_set("r_glsl_postprocess", "1");
484                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
485         }
486         else
487         {
488                 cvar_set("r_glsl_postprocess", "0");
489                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
490         }
491 #endif
492
493         TargetMusic_Advance();
494         Fog_Force();
495
496         drawframetime = max(0.000001, time - drawtime);
497         drawtime = time;
498
499         // watch for gametype changes here...
500         // in ParseStuffCMD the cmd isn't executed yet :/
501         // might even be better to add the gametype to TE_CSQC_INIT...?
502         if(!postinit)
503                 PostInit();
504
505         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
506                 if(calledhooks & HOOK_START)
507                 {
508                         localcmd("\ncl_hook_gameend\n");
509                         calledhooks |= HOOK_END;
510                 }
511
512         CheckForGamestartChange();
513         serverAnnouncer();
514         maptimeAnnouncer();
515         carrierAnnouncer();
516
517         fov = autocvar_fov;
518         if(fov <= 59.5)
519         {
520                 if(!zoomscript_caught)
521                 {
522                         localcmd("+button9\n");
523                         zoomscript_caught = 1;
524                 }
525         }
526         else
527         {
528                 if(zoomscript_caught)
529                 {
530                         localcmd("-button9\n");
531                         zoomscript_caught = 0;
532                 }
533         }
534
535         ColorTranslateMode = autocvar_cl_stripcolorcodes;
536         activeweapon = getstati(STAT_SWITCHWEAPON);
537         f = (serverflags & SERVERFLAG_TEAMPLAY);
538         if(f != teamplay)
539         {
540                 teamplay = f;
541                 HUD_InitScores();
542         }
543
544         if(last_weapon != activeweapon) {
545                 weapontime = time;
546                 last_weapon = activeweapon;
547
548                 e = get_weaponinfo(activeweapon);
549                 if(e.netname != "")
550                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
551                 else
552                         localcmd("\ncl_hook_activeweapon none\n");
553         }
554
555         // ALWAYS Clear Current Scene First
556         R_ClearScene();
557         R_SetView(VF_ORIGIN, view_origin);
558         R_SetView(VF_ANGLES, view_angles);
559
560         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
561         R_SetView(VF_SIZE, vf_size);
562         R_SetView(VF_MIN, vf_min);
563
564         // Assign Standard Viewflags
565         // Draw the World (and sky)
566         R_SetView(VF_DRAWWORLD, 1);
567
568         // Set the console size vars
569         vid_conwidth = autocvar_vid_conwidth;
570         vid_conheight = autocvar_vid_conheight;
571         vid_pixelheight = autocvar_vid_pixelheight;
572
573         R_SetView(VF_FOV, GetCurrentFov(fov));
574
575         // Camera for demo playback
576         if(camera_active)
577         {
578                 if(autocvar_camera_enable)
579                         CSQC_Demo_Camera();
580                 else
581                 {
582                         cvar_set("chase_active", ftos(chase_active_backup));
583                         cvar_set("cl_demo_mousegrab", "0");
584                         camera_active = FALSE;
585                 }
586         }
587 #ifdef CAMERATEST
588         else if(autocvar_camera_enable)
589 #else
590         else if(autocvar_camera_enable && isdemo())
591 #endif
592         {
593                 // Enable required Darkplaces cvars
594                 chase_active_backup = autocvar_chase_active;
595                 cvar_set("chase_active", "2");
596                 cvar_set("cl_demo_mousegrab", "1");
597                 camera_active = TRUE;
598                 camera_mode = FALSE;
599         }
600
601         // Draw the Crosshair
602         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
603
604         // Draw the Engine Status Bar (the default Quake HUD)
605         R_SetView(VF_DRAWENGINEHUD, 0);
606
607         // Update the mouse position
608         /*
609            mousepos_x = vid_conwidth;
610            mousepos_y = vid_conheight;
611            mousepos = mousepos*0.5 + getmousepos();
612          */
613
614         e = self;
615         for(self = world; (self = nextent(self)); )
616                 if(self.draw)
617                         self.draw();
618         self = e;
619
620         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
621         R_RenderScene();
622
623         // now switch to 2D drawing mode by calling a 2D drawing function
624         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
625         // next R_RenderScene call
626         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
627
628         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
629         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
630         {
631                 // apply night vision effect
632                 vector rgb, tc_00, tc_01, tc_10, tc_11;
633
634                 if(!nightvision_noise)
635                 {
636                         nightvision_noise = spawn();
637                         nightvision_noise.classname = "nightvision_noise";
638                 }
639                 if(!nightvision_noise2)
640                 {
641                         nightvision_noise2 = spawn();
642                         nightvision_noise2.classname = "nightvision_noise2";
643                 }
644
645                 // color tint in yellow
646                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
647
648                 // draw BG
649                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
650                 rgb = '1 1 1';
651                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
652                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
653                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
654                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
655                 tc_11 = tc_01 + tc_10 - tc_00;
656                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
657                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
658                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
659                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
660                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
661                 R_EndPolygon();
662
663                 // draw FG
664                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
665                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
666                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
667                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
668                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
669                 tc_11 = tc_01 + tc_10 - tc_00;
670                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
671                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
672                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
673                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
674                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
675                 R_EndPolygon();
676         }
677
678         // Draw the aiming reticle for weapons that use it
679         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
680         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
681         // the view to go back to normal, so reticle_type would become 0 as we fade out)
682         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
683                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
684         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
685                 reticle_type = 2; // nex zoom
686         else if(button_zoom || zoomscript_caught)
687                 reticle_type = 1; // normal zoom
688         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
689                 reticle_type = 2; // nex zoom
690
691         if (reticle_type)
692         {
693                 if(autocvar_cl_reticle_stretch)
694                 {
695                         reticle_size_x = vid_conwidth;
696                         reticle_size_y = vid_conheight;
697                         reticle_pos_x = 0;
698                         reticle_pos_y = 0;
699                 }
700                 else
701                 {
702                         reticle_size_x = max(vid_conwidth, vid_conheight);
703                         reticle_size_y = max(vid_conwidth, vid_conheight);
704                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
705                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
706                 }
707
708                 f = current_zoomfraction;
709                 if(zoomscript_caught)
710                         f = 1;
711                 if(autocvar_cl_reticle_item_normal)
712                 {
713                         if(reticle_type == 1 && f)
714                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
715                 }
716                 if(autocvar_cl_reticle_item_nex)
717                 {
718                         if(reticle_type == 2 && f)
719                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
720                 }
721         }
722
723
724         // improved polyblend
725         vector rgb;
726         if(autocvar_hud_contents)
727         {
728                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
729                 vector liquidcolor;
730                 
731                 switch(pointcontents(view_origin))
732                 {
733                         case CONTENT_WATER:
734                                 liquidalpha = autocvar_hud_contents_water_alpha;
735                                 liquidcolor = stov(autocvar_hud_contents_water_color);
736                                 incontent = 1;
737                                 break;
738                                 
739                         case CONTENT_LAVA:
740                                 liquidalpha = autocvar_hud_contents_lava_alpha;
741                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
742                                 incontent = 1;
743                                 break;  
744                                                         
745                         case CONTENT_SLIME:
746                                 liquidalpha = autocvar_hud_contents_slime_alpha;
747                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
748                                 incontent = 1;
749                                 break;
750                                 
751                         default:
752                                 liquidalpha = 0;
753                                 liquidcolor = '0 0 0';
754                                 incontent = 0;
755                                 break;
756                 }
757                 
758                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
759                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
760                         contentfadetime = autocvar_hud_contents_fadeintime;
761                         liquidalpha_prev = liquidalpha;
762                         liquidcolor_prev = liquidcolor;
763                 }
764                 else
765                         contentfadetime = autocvar_hud_contents_fadeouttime;
766                         
767                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
768                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
769                 
770                 if(contentavgalpha)
771                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
772         }
773         
774         if(autocvar_hud_damage && !autocvar_chase_active)
775         {
776                 splash_size_x = max(vid_conwidth, vid_conheight);
777                 splash_size_y = max(vid_conwidth, vid_conheight);
778                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
779                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
780
781                 float myhealth_flash_temp;
782                 myhealth = getstati(STAT_HEALTH);
783
784                 // fade out
785                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
786                 // add new damage
787                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
788
789                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
790                 pain_threshold = autocvar_hud_damage_pain_threshold;
791                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
792                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
793
794                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
795                 {
796                         pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
797                 }
798
799                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
800
801                 if(myhealth_prev < 1)
802                 {
803                         if(myhealth >= 1)
804                         {
805                                 myhealth_flash = 0; // just spawned, clear the flash immediately
806                                 myhealth_flash_temp = 0;
807                         }
808                         else
809                         {
810                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
811                         }
812                 }
813
814                 if(spectatee_status == -1 || intermission)
815                 {
816                         myhealth_flash = 0; // observing, or match ended
817                         myhealth_flash_temp = 0;
818                 }
819
820                 myhealth_prev = myhealth;
821
822                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
823                 {
824                         if(autocvar_cl_gentle_damage == 2)
825                         {
826                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
827                                 {
828                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
829                                 }
830                         }
831                         else
832                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
833
834                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
835                 }
836                 else
837                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
838         }
839
840         // Draw the mouse cursor
841         // NOTE: drawpic must happen after R_RenderScene for some reason
842         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
843         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
844         //self = edict_num(player_localnum);
845         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
846         //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);
847         // as long as the ctf part isn't in, this is useless
848         if(menu_visible)
849                 menu_show();
850
851         /*if(gametype == GAME_CTF)
852           {
853           ctf_view();
854           } else */
855
856         // draw 2D entities
857         e = self;
858         for(self = world; (self = nextent(self)); )
859                 if(self.draw2d)
860                         self.draw2d();
861         self = e;
862         Draw_ShowNames_All();
863
864         scoreboard_active = HUD_WouldDrawScoreboard();
865
866         hit_time = getstatf(STAT_HIT_TIME);
867         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
868         {
869                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
870                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
871         }
872         typehit_time = getstatf(STAT_TYPEHIT_TIME);
873         if(typehit_time > nextsound_typehit_time)
874         {
875                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
876                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
877         }
878
879         float hud;
880         hud = getstati(STAT_HUD);
881         if(hud == HUD_SPIDERBOT)
882                 CSQC_SPIDER_HUD();
883         else if(hud == HUD_WAKIZASHI)
884         CSQC_WAKIZASHI_HUD();
885     else if(hud == HUD_RAPTOR)
886         CSQC_RAPTOR_HUD();
887         else
888         {
889                 if(gametype == GAME_FREEZETAG)
890                 {
891                         if(getstati(STAT_FROZEN))
892                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
893                         if(getstatf(STAT_REVIVE_PROGRESS))
894                         {
895                                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
896                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
897                         }
898                 }
899
900                 if(autocvar_r_letterbox == 0)
901                         if(autocvar_viewsize < 120)
902                                 CSQC_common_hud();
903
904                 // crosshair goes VERY LAST
905                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
906                         string wcross_style;
907                         float wcross_alpha, wcross_resolution;
908                         wcross_style = autocvar_crosshair;
909                         if (wcross_style == "0")
910                                 return;
911                         wcross_resolution = autocvar_crosshair_size;
912                         if (wcross_resolution == 0)
913                                 return;
914                         wcross_alpha = autocvar_crosshair_alpha;
915                         if (wcross_alpha == 0)
916                                 return;
917
918                         // TrueAim check
919                         float shottype;
920
921                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
922                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
923                         wcross_origin_z = 0;
924                         if(autocvar_crosshair_hittest)
925                         {
926                                 vector wcross_oldorigin;
927                                 wcross_oldorigin = wcross_origin;
928                                 shottype = TrueAimCheck();
929                                 if(shottype == SHOTTYPE_HITWORLD)
930                                 {
931                                         v = wcross_origin - wcross_oldorigin;
932                                         v_x /= vid_conwidth;
933                                         v_y /= vid_conheight;
934                                         if(vlen(v) > 0.01)
935                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
936                                 }
937                                 if(!autocvar_crosshair_hittest_showimpact)
938                                         wcross_origin = wcross_oldorigin;
939                         }
940                         else
941                                 shottype = SHOTTYPE_HITWORLD;
942
943                         vector wcross_color, wcross_size;
944                         string wcross_wep, wcross_name;
945                         float wcross_scale, wcross_blur;
946
947                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
948                                 e = get_weaponinfo(activeweapon);
949                                 if (e && e.netname != "")
950                                 {
951                                         wcross_wep = e.netname;
952                                         if(autocvar_crosshair_per_weapon)
953                                         {
954                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
955                                                 if (wcross_resolution == 0)
956                                                         return;
957                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
958                                                 if (wcross_alpha == 0)
959                                                         return;
960
961                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
962                                                 if(wcross_style == "" || wcross_style == "0")
963                                                         wcross_style = wcross_wep;
964                                         }
965                                 }
966                         }
967                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
968                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
969                         else if(autocvar_crosshair_color_by_health)
970                         {
971                                 local float x = getstati(STAT_HEALTH);
972                                 
973                                 //x = red
974                                 //y = green
975                                 //z = blue
976                                 
977                                 wcross_color_z = 0;
978                                 
979                                 if(x > 200)
980                                 {
981                                         wcross_color_x = 0;
982                                         wcross_color_y = 1;
983                                 }
984                                 else if(x > 150)
985                                 {
986                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
987                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
988                                 }
989                                 else if(x > 100)
990                                 {
991                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
992                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
993                                         wcross_color_z = 1 - (x-100)*0.02;
994                                 }
995                                 else if(x > 50)
996                                 {
997                                         wcross_color_x = 1;
998                                         wcross_color_y = 1;
999                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
1000                                 }
1001                                 else if(x > 20)
1002                                 {
1003                                         wcross_color_x = 1;
1004                                         wcross_color_y = (x-20)*90/27/100;
1005                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1006                                 }
1007                                 else
1008                                 {
1009                                         wcross_color_x = 1;
1010                                         wcross_color_y = 0;
1011                                 }
1012                         }
1013                         else
1014                                 wcross_color = stov(autocvar_crosshair_color);
1015
1016                         wcross_name = strcat("gfx/crosshair", wcross_style);
1017
1018                         if(autocvar_crosshair_effect_scalefade)
1019                         {
1020                                 wcross_scale = wcross_resolution;
1021                                 wcross_resolution = 1;
1022                         }
1023                         else
1024                         {
1025                                 wcross_scale = 1;
1026                         }
1027
1028                         if(autocvar_crosshair_pickup)
1029                         {
1030                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1031                                 {
1032                                         pickup_crosshair_size = 1;
1033                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1034                                 }
1035
1036                                 if(pickup_crosshair_size > 0)
1037                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1038                                 else
1039                                         pickup_crosshair_size = 0;
1040
1041                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1042                         }
1043                         
1044                         vector hitindication_color;
1045                         if(autocvar_crosshair_hitindication)
1046                         {
1047                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1048                                 if(hitindication_crosshair_time < hit_time)
1049                                 {
1050                                         hitindication_crosshair_size = 1;
1051                                         hitindication_crosshair_time = hit_time;
1052                                 }
1053
1054                                 if(hitindication_crosshair_size > 0)
1055                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1056                                 else
1057                                         hitindication_crosshair_size = 0;
1058
1059                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1060                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1061                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1062                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1063                         }
1064
1065                         if(shottype == SHOTTYPE_HITENEMY)
1066                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1067                         if(shottype == SHOTTYPE_HITTEAM)
1068                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1069
1070                         f = autocvar_crosshair_effect_speed;
1071                         if(f < 0)
1072                                 f *= -2 * g_weaponswitchdelay;
1073                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1074                         {
1075                                 wcross_changedonetime = time + f;
1076                         }
1077                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1078                         {
1079                                 wcross_name_changestarttime = time;
1080                                 wcross_name_changedonetime = time + f;
1081                                 if(wcross_name_goal_prev_prev)
1082                                         strunzone(wcross_name_goal_prev_prev);
1083                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1084                                 wcross_name_goal_prev = strzone(wcross_name);
1085                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1086                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1087                                 wcross_resolution_goal_prev = wcross_resolution;
1088                         }
1089
1090                         wcross_scale_goal_prev = wcross_scale;
1091                         wcross_alpha_goal_prev = wcross_alpha;
1092                         wcross_color_goal_prev = wcross_color;
1093
1094                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1095                         {
1096                                 wcross_blur = 1;
1097                                 wcross_alpha *= 0.75;
1098                         }
1099                         else
1100                                 wcross_blur = 0;
1101                         // *_prev is at time-frametime
1102                         // * is at wcross_changedonetime+f
1103                         // what do we have at time?
1104                         if(time < wcross_changedonetime)
1105                         {
1106                                 f = frametime / (wcross_changedonetime - time + frametime);
1107                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1108                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1109                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1110                         }
1111
1112                         wcross_scale_prev = wcross_scale;
1113                         wcross_alpha_prev = wcross_alpha;
1114                         wcross_color_prev = wcross_color;
1115
1116                         wcross_scale *= 1 - autocvar__menu_alpha;
1117                         wcross_alpha *= 1 - autocvar__menu_alpha;
1118                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1119
1120                         // crosshair rings for weapon stats
1121                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1122                         {
1123                                 // declarations and stats
1124                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1125                                 string ring_image, ring_inner_image;
1126                                 vector ring_rgb, ring_inner_rgb;
1127                                 
1128                                 ring_scale = autocvar_crosshair_ring_size;
1129
1130                                 float weapon_clipload, weapon_clipsize;
1131                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1132                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1133
1134                                 float nex_charge, nex_chargepool;
1135                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1136                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1137
1138                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1139                                         nex_charge_movingavg = nex_charge;
1140                                         
1141
1142                                 // handle the values
1143                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1144                                 {
1145                                         if (nex_chargepool || use_nex_chargepool) { 
1146                                                 use_nex_chargepool = 1; 
1147                                                 ring_inner_value = nex_chargepool;
1148                                         } else { 
1149                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1150                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1151                                         }
1152                                                 
1153                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1154                                         ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1155                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1156                                         
1157                                         // draw the outer ring to show the current charge of the weapon
1158                                         ring_value = nex_charge;
1159                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1160                                         ring_rgb = wcross_color;
1161                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1162                                 }
1163                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1164                                 {
1165                                         ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1166                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1167                                         ring_rgb = wcross_color;
1168                                         ring_image = "gfx/crosshair_ring.tga";
1169                                 }
1170                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1171                                 {
1172                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1173                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1174                                         ring_rgb = wcross_color;
1175                                         ring_image = "gfx/crosshair_ring.tga";
1176                                 }
1177
1178                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1179                                 {
1180                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1181                                         ring_scale = autocvar_crosshair_ring_reload_size;
1182                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1183                                         ring_rgb = wcross_color;
1184                                         
1185                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1186                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1187                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1188                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1189                                         else
1190                                                 ring_image = "gfx/crosshair_ring.tga";
1191                                 }
1192
1193                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1194                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1195
1196                                 if (ring_value)
1197                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1198                         }
1199
1200 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1201                         do \
1202                         { \
1203                                 if(wcross_blur > 0) \
1204                                 { \
1205                                         for(i = -2; i <= 2; ++i) \
1206                                                 for(j = -2; j <= 2; ++j) \
1207                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1208                                 } \
1209                                 else \
1210                                 { \
1211                                         M(0,0,sz,wcross_name,wcross_alpha); \
1212                                 } \
1213                         } \
1214                         while(0)
1215
1216 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1217                         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)
1218
1219 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1220                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1221
1222                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1223                         {
1224                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1225                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1226                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1227                                 f = 1 - f;
1228                         }
1229                         else
1230                         {
1231                                 f = 1;
1232                         }
1233
1234                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1235                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1236
1237                         if(autocvar_crosshair_dot)
1238             {
1239                 vector wcross_color_old;
1240                 wcross_color_old = wcross_color;
1241                 if(autocvar_crosshair_dot_color != "0")
1242                     wcross_color = stov(autocvar_crosshair_dot_color);
1243                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1244                 wcross_color = wcross_color_old;
1245             }
1246
1247                         wcross_name_alpha_goal_prev = f;
1248                 }
1249                 else
1250                 {
1251                         wcross_scale_prev = 0;
1252                         wcross_alpha_prev = 0;
1253                         wcross_scale_goal_prev = 0;
1254                         wcross_alpha_goal_prev = 0;
1255                         wcross_changedonetime = 0;
1256                         if(wcross_name_goal_prev)
1257                                 strunzone(wcross_name_goal_prev);
1258                         wcross_name_goal_prev = string_null;
1259                         if(wcross_name_goal_prev_prev)
1260                                 strunzone(wcross_name_goal_prev_prev);
1261                         wcross_name_goal_prev_prev = string_null;
1262                         wcross_name_changestarttime = 0;
1263                         wcross_name_changedonetime = 0;
1264                         wcross_name_alpha_goal_prev = 0;
1265                         wcross_name_alpha_goal_prev_prev = 0;
1266                         wcross_resolution_goal_prev = 0;
1267                         wcross_resolution_goal_prev_prev = 0;
1268                 }
1269         }
1270
1271         if(NextFrameCommand)
1272         {
1273                 localcmd("\n", NextFrameCommand, "\n");
1274                 NextFrameCommand = string_null;
1275         }
1276
1277         // we must do this check AFTER a frame was rendered, or it won't work
1278         if(cs_project_is_b0rked == 0)
1279         {
1280                 string w0, h0;
1281                 w0 = ftos(autocvar_vid_conwidth);
1282                 h0 = ftos(autocvar_vid_conheight);
1283                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1284                 //R_SetView(VF_FOV, '90 90 0');
1285                 R_SetView(VF_ORIGIN, '0 0 0');
1286                 R_SetView(VF_ANGLES, '0 0 0');
1287                 R_SetView(VF_PERSPECTIVE, 1);
1288                 makevectors('0 0 0');
1289                 vector v1, v2;
1290                 cvar_set("vid_conwidth", "800");
1291                 cvar_set("vid_conheight", "600");
1292                 v1 = cs_project(v_forward);
1293                 cvar_set("vid_conwidth", "640");
1294                 cvar_set("vid_conheight", "480");
1295                 v2 = cs_project(v_forward);
1296                 if(v1 == v2)
1297                         cs_project_is_b0rked = 1;
1298                 else
1299                         cs_project_is_b0rked = -1;
1300                 cvar_set("vid_conwidth", w0);
1301                 cvar_set("vid_conheight", h0);
1302         }
1303
1304         if(autocvar__hud_configure)
1305                 HUD_Panel_Mouse();
1306
1307         // let's reset the view back to normal for the end
1308         R_SetView(VF_MIN, '0 0 0');
1309         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1310 }
1311
1312 #define spider_h "gfx/vehicles/hud_bg.tga"
1313 #define spider_b "gfx/vehicles/sbot.tga"
1314 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1315 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1316 #define spider_s "gfx/vehicles/shiled.tga"
1317 #define spider_a1 "gfx/hud/sb_rocket.tga"
1318 #define spider_a2 "gfx/sb_bullets.tga"
1319
1320 void CSQC_SPIDER_HUD()
1321 {
1322         float rockets, reload, heat, hp, shield;
1323         vector picsize, hudloc;
1324
1325     // Fetch health & ammo stats
1326     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1327         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1328         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1329         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1330         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1331
1332     // Draw the crosshairs
1333     picsize = drawgetimagesize(SPIDER_CROSS);
1334     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1335     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1336     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1337
1338     hudloc_y =  4;
1339     hudloc_x = 4;
1340
1341     picsize = drawgetimagesize(spider_h) * 0.5;
1342     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1343
1344     picsize = drawgetimagesize(spider_a2) * 0.5;
1345     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1346
1347     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1348     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1349     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1350
1351     picsize = drawgetimagesize(spider_a1) * 0.85;
1352     if(rockets == 9)
1353     {
1354         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1355         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1356     }
1357     else
1358     {
1359         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1360         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1361     }
1362
1363     picsize = drawgetimagesize(spider_b) * 0.5;
1364     hudloc_y = 10.5;
1365     hudloc_x = 10.5;
1366
1367     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1368     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1369     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1370     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1371
1372
1373         /*
1374         // Draw health bar
1375         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1376         p = p + '0 1 0' * vid_conheight - '0 32 0';
1377         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1378         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1379         p_y += 8;
1380         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1381         p_x += 256 * hp;
1382         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1383
1384         // Draw minigun heat indicator
1385         p = '0.5 0 0' * (vid_conwidth - 256);
1386         p = p + '0 1 0' * vid_conheight - '0 34  0';
1387         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1388         p_x += 256 * (1-heat);
1389         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1390
1391
1392         // Draw rocket icons for loaded/empty tubes.
1393         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1394         pp += '0 1 0' * vid_conheight - '0 64 0';
1395         for(i = 0; i < 8; ++i)
1396         {
1397                 p = pp + '1 0 0' * (rkt_size * i);
1398                 if(rockets == 8)
1399                 {
1400                         if(floor(reload * 8) == i)
1401                         {
1402                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1403                         }
1404                         else if(i < reload * 8)
1405                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1406                         else
1407                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1408                 }
1409                 else
1410                 {
1411                         if(i < rockets)
1412                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1413                         else
1414                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1415                 }
1416         }
1417         */
1418
1419         if (scoreboard_showscores)
1420         {
1421                 HUD_DrawScoreboard();
1422                 HUD_DrawCenterPrint();
1423         }
1424
1425 }
1426
1427 #define raptor_h "gfx/vehicles/hud_bg.tga"
1428 #define raptor_b "gfx/vehicles/raptor.tga"
1429 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1430 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1431 #define raptor_s "gfx/vehicles/shiled.tga"
1432
1433 void CSQC_RAPTOR_HUD()
1434 {
1435         float reload, hp, shield, energy;
1436         vector picsize, hudloc;
1437
1438     // Fetch health & ammo stats
1439     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1440         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1441         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1442         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1443
1444     // Draw the crosshairs
1445     picsize = drawgetimagesize(SPIDER_CROSS);
1446     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1447     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1448     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1449
1450     hudloc_y =  4;
1451     hudloc_x = 4;
1452
1453     picsize = drawgetimagesize(raptor_h) * 0.5;
1454     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1455
1456     picsize = drawgetimagesize(spider_a2) * 0.5;
1457     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1458
1459     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1460     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1461     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1462
1463
1464     picsize = drawgetimagesize(spider_a1) * 0.85;
1465     if(reload == 1)
1466     {
1467         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1468         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1469     }
1470     else
1471     {
1472         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1473         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1474     }
1475
1476     picsize = drawgetimagesize(raptor_b) * 0.5;
1477     hudloc_y = 10.5;
1478     hudloc_x = 10.5;
1479
1480     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1481     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1482     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1483     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1484
1485
1486         if (scoreboard_showscores)
1487         {
1488                 HUD_DrawScoreboard();
1489                 HUD_DrawCenterPrint();
1490         }
1491
1492 }
1493
1494 #define waki_h "gfx/vehicles/hud_bg.tga"
1495 #define waki_b "gfx/vehicles/waki.tga"
1496 #define waki_e "gfx/vehicles/waki_e.tga"
1497 #define waki_g "gfx/vehicles/waki_guns.tga"
1498 #define waki_r "gfx/vehicles/waki_rockets.tga"
1499 #define waki_s "gfx/vehicles/shiled.tga"
1500
1501 #define waki_a1 "gfx/hud/sb_rocket.tga"
1502 #define waki_a2 "gfx/sb_cells.tga"
1503
1504 void CSQC_WAKIZASHI_HUD()
1505 {
1506         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1507         float health, shield, energy, rockets;
1508         vector picsize, hudloc;
1509
1510     picsize = drawgetimagesize(SPIDER_CROSS);
1511     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1512     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1513     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1514
1515 /*
1516 const float STAT_VEHICLESTAT_HEALTH  = 60;
1517 const float STAT_VEHICLESTAT_SHIELD  = 61;
1518 const float STAT_VEHICLESTAT_ENERGY  = 62;
1519 const float STAT_VEHICLESTAT_AMMO1   = 63;
1520 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1521 const float STAT_VEHICLESTAT_AMMO2   = 65;
1522 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1523 */
1524     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1525         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1526         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1527         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1528
1529     hudloc_y =  4;
1530     hudloc_x = 4;
1531
1532     picsize = drawgetimagesize(waki_h) * 0.5;
1533     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1534
1535     picsize = drawgetimagesize(waki_a2) * 0.7;
1536     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1537
1538
1539     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1540     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1541
1542     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1543
1544     picsize = drawgetimagesize(waki_a1) * 0.75;
1545     if(rockets == 1)
1546     {
1547         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1548         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1549     }
1550     else
1551     {
1552         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1553         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1554         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1555     }
1556
1557     picsize = drawgetimagesize(waki_b) * 0.5;
1558     hudloc_y = 10.5;
1559     hudloc_x = 10.5;
1560
1561     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1562     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1563     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1564     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1565
1566
1567
1568         /*
1569         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1570         p = p + '0 1 0' * vid_conheight - '0 32 0';
1571
1572         // Draw health bar
1573         p_y += 8;
1574         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1575         p_x += 256 * health;
1576         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1577
1578         // Draw shiled bar
1579         p_x -= 256 * health;
1580         p_y += 4;
1581         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1582
1583         // Draw energy
1584         //p_x -= 256 * health;
1585         p_y -= 8;
1586         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1587
1588         // Draw rockets bar
1589         p_y += 12;
1590         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1591         */
1592
1593
1594
1595
1596         if (scoreboard_showscores)
1597         {
1598                 HUD_DrawScoreboard();
1599                 HUD_DrawCenterPrint();
1600         }
1601
1602 }
1603
1604 void CSQC_common_hud(void)
1605 {
1606         // HUD_SortFrags(); done in HUD_Draw
1607         float hud;
1608         hud = getstati(STAT_HUD);
1609
1610         //hud = 10;
1611         switch(hud)
1612         {
1613                 case HUD_NORMAL:
1614                         // do some accuracy var caching
1615                         float i;
1616                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1617                         {
1618                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1619                                 {
1620                                         if(acc_color_levels)
1621                                                 strunzone(acc_color_levels);
1622                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1623                                         acc_levels = tokenize(acc_color_levels);
1624                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1625                                                 acc_levels = MAX_ACCURACY_LEVELS;
1626
1627                                         for (i = 0; i < acc_levels; ++i)
1628                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1629                                 }
1630                                 // let know that acc_col[] needs to be loaded
1631                                 acc_col_x[0] = -1;
1632                         }
1633
1634                         HUD_Main(); // always run these functions for alpha checks
1635                         HUD_DrawScoreboard();
1636
1637                         if (scoreboard_active) // scoreboard/accuracy
1638                         {       
1639                                 HUD_Reset();
1640                                 // HUD_DrawScoreboard takes care of centerprint_start
1641                         }
1642                         else if (intermission == 2) // map voting screen
1643                         {
1644                                 HUD_FinaleOverlay();
1645                                 HUD_Reset();
1646
1647                                 centerprint_start_x = 0;
1648                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1649                         }
1650                         else // hud
1651                         {
1652                                 centerprint_start_x = 0;
1653                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1654                         }
1655
1656                         HUD_DrawCenterPrint();
1657                         break;
1658
1659                 case HUD_SPIDERBOT:
1660                         CSQC_SPIDER_HUD();
1661                         break;
1662
1663                 case HUD_WAKIZASHI:
1664                         CSQC_WAKIZASHI_HUD();
1665                         break;
1666         }
1667 }
1668
1669
1670 // following vectors must be global to allow seamless switching between camera modes
1671 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1672 void CSQC_Demo_Camera()
1673 {
1674         float speed, attenuation, dimensions;
1675         vector tmp, delta;
1676
1677         if( autocvar_camera_reset || !camera_mode )
1678         {
1679                 camera_offset = '0 0 0';
1680                 current_angles = '0 0 0';
1681                 camera_direction = '0 0 0';
1682                 camera_offset_z += 30;
1683                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1684                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1685                 current_origin = view_origin;
1686                 current_camera_offset  = camera_offset;
1687                 cvar_set("camera_reset", "0");
1688                 camera_mode = CAMERA_CHASE;
1689         }
1690
1691         // Camera angles
1692         if( camera_roll )
1693                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1694
1695         if(autocvar_camera_look_player)
1696         {
1697                 local vector dir;
1698                 local float n;
1699
1700                 dir = normalize(view_origin - current_position);
1701                 n = mouse_angles_z;
1702                 mouse_angles = vectoangles(dir);
1703                 mouse_angles_x = mouse_angles_x * -1;
1704                 mouse_angles_z = n;
1705         }
1706         else
1707         {
1708                 tmp = getmousepos() * 0.1;
1709                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1710                 {
1711                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1712                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1713                 }
1714         }
1715
1716         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1717         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1718         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1719         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1720
1721         // Fix difference when angles don't have the same sign
1722         delta = '0 0 0';
1723         if(mouse_angles_y < -60 && current_angles_y > 60)
1724                 delta = '0 360 0';
1725         if(mouse_angles_y > 60 && current_angles_y < -60)
1726                 delta = '0 -360 0';
1727
1728         if(autocvar_camera_look_player)
1729                 attenuation = autocvar_camera_look_attenuation;
1730         else
1731                 attenuation = autocvar_camera_speed_attenuation;
1732
1733         attenuation = 1 / max(1, attenuation);
1734         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1735
1736         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1737         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1738         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1739         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1740
1741         // Camera position
1742         tmp = '0 0 0';
1743         dimensions = 0;
1744
1745         if( camera_direction_x )
1746         {
1747                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1748                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1749                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1750                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1751                 ++dimensions;
1752         }
1753
1754         if( camera_direction_y )
1755         {
1756                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1757                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1758                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1759                 ++dimensions;
1760         }
1761
1762         if( camera_direction_z )
1763         {
1764                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1765                 ++dimensions;
1766         }
1767
1768         if(autocvar_camera_free)
1769                 speed = autocvar_camera_speed_free;
1770         else
1771                 speed = autocvar_camera_speed_chase;
1772
1773         if(dimensions)
1774         {
1775                 speed = speed * sqrt(1 / dimensions);
1776                 camera_offset += tmp * speed;
1777         }
1778
1779         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1780
1781         // Camera modes
1782         if( autocvar_camera_free )
1783         {
1784                 if ( camera_mode == CAMERA_CHASE )
1785                 {
1786                         current_camera_offset = current_origin + current_camera_offset;
1787                         camera_offset = current_origin + camera_offset;
1788                 }
1789
1790                 camera_mode = CAMERA_FREE;
1791                 current_position = current_camera_offset;
1792         }
1793         else
1794         {
1795                 if ( camera_mode == CAMERA_FREE )
1796                 {
1797                         current_origin = view_origin;
1798                         camera_offset = camera_offset - current_origin;
1799                         current_camera_offset = current_camera_offset - current_origin;
1800                 }
1801
1802                 camera_mode = CAMERA_CHASE;
1803
1804                 if(autocvar_camera_chase_smoothly)
1805                         current_origin += (view_origin - current_origin) * attenuation;
1806                 else
1807                         current_origin = view_origin;
1808
1809                 current_position = current_origin + current_camera_offset;
1810         }
1811
1812         R_SetView(VF_ANGLES, current_angles);
1813         R_SetView(VF_ORIGIN, current_position);
1814 }