Add a visual indicator for when you hit someone. Maybe could be expanded later, or...
[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_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_SNIPERRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hitindication_crosshair_time, hitindication_crosshair_size;
357 float use_nex_chargepool;
358
359 float myhealth, myhealth_prev;
360 float myhealth_flash;
361
362 vector myhealth_gentlergb;
363
364 float contentavgalpha, liquidalpha_prev;
365 vector liquidcolor_prev;
366
367 void CSQC_UpdateView(float w, float h)
368 {
369         entity e;
370         float fov;
371         float f, i, j;
372         vector v, vo;
373         vector vf_size, vf_min;
374         float a;
375
376         vf_size = R_SetView3fv(VF_SIZE);
377         vf_min = R_SetView3fv(VF_MIN);
378         vid_width = vf_size_x;
379         vid_height = vf_size_y;
380
381         vector reticle_pos, reticle_size;
382
383         WaypointSprite_Load();
384
385         if(spectatee_status)
386                 myteam = GetPlayerColor(spectatee_status - 1);
387         else
388                 myteam = GetPlayerColor(player_localentnum - 1);
389
390         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
391         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
392
393         warpzone_fixview_origin = pmove_org + vo;
394         warpzone_fixview_cl_viewangles = input_angles;
395         warpzone_fixview_angles = view_angles;
396         WarpZone_FixView();
397         pmove_org = warpzone_fixview_origin - vo;
398         input_angles = warpzone_fixview_cl_viewangles;
399         view_angles = warpzone_fixview_angles;
400
401         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
402         {
403                 pmove_org = freeze_pmove_org;
404                 input_angles = view_angles = freeze_input_angles;
405                 R_SetView(VF_ORIGIN, pmove_org + vo);
406                 R_SetView(VF_ANGLES, view_angles);
407                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
408         }
409         freeze_pmove_org = pmove_org;
410         freeze_input_angles = input_angles;
411
412         // Render the Scene
413         if(!intermission || !view_set)
414         {
415                 view_origin = pmove_org + vo;
416                 view_angles = input_angles;
417                 makevectors(view_angles);
418                 view_forward = v_forward;
419                 view_right = v_right;
420                 view_up = v_up;
421                 view_set = 1;
422         }
423
424 #ifdef BLURTEST
425         if(time > blurtest_time0 && time < blurtest_time1)
426         {
427                 float r, t;
428
429                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
430                 r = t * blurtest_radius;
431                 f = 1 / pow(t, blurtest_power) - 1;
432
433                 cvar_set("r_glsl_postprocess", "1");
434                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
435         }
436         else
437         {
438                 cvar_set("r_glsl_postprocess", "0");
439                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
440         }
441 #endif
442
443         TargetMusic_Advance();
444         Fog_Force();
445
446         drawframetime = max(0.000001, time - drawtime);
447         drawtime = time;
448
449         // watch for gametype changes here...
450         // in ParseStuffCMD the cmd isn't executed yet :/
451         // might even be better to add the gametype to TE_CSQC_INIT...?
452         if(!postinit)
453                 PostInit();
454
455         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
456                 if(calledhooks & HOOK_START)
457                 {
458                         localcmd("\ncl_hook_gameend\n");
459                         calledhooks |= HOOK_END;
460                 }
461
462         CheckForGamestartChange();
463         serverAnnouncer();
464         maptimeAnnouncer();
465         carrierAnnouncer();
466
467         fov = autocvar_fov;
468         if(button_zoom || fov <= 59.5)
469         {
470                 if(!zoomscript_caught)
471                 {
472                         localcmd("+button4\n");
473                         zoomscript_caught = 1;
474                         ignore_plus_zoom += 1;
475                 }
476         }
477         else
478         {
479                 if(zoomscript_caught)
480                 {
481                         localcmd("-button4\n");
482                         zoomscript_caught = 0;
483                         ignore_minus_zoom += 1;
484                 }
485         }
486
487         ColorTranslateMode = autocvar_cl_stripcolorcodes;
488         activeweapon = getstati(STAT_SWITCHWEAPON);
489         f = (serverflags & SERVERFLAG_TEAMPLAY);
490         if(f != teamplay)
491         {
492                 teamplay = f;
493                 HUD_InitScores();
494         }
495
496         if(last_weapon != activeweapon) {
497                 weapontime = time;
498                 last_weapon = activeweapon;
499
500                 e = get_weaponinfo(activeweapon);
501                 if(e.netname != "")
502                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
503                 else
504                         localcmd("\ncl_hook_activeweapon none\n");
505         }
506
507         // ALWAYS Clear Current Scene First
508         R_ClearScene();
509
510         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
511         R_SetView(VF_SIZE, vf_size);
512         R_SetView(VF_MIN, vf_min);
513
514         // Assign Standard Viewflags
515         // Draw the World (and sky)
516         R_SetView(VF_DRAWWORLD, 1);
517
518         // Set the console size vars
519         vid_conwidth = autocvar_vid_conwidth;
520         vid_conheight = autocvar_vid_conheight;
521         vid_pixelheight = autocvar_vid_pixelheight;
522
523         R_SetView(VF_FOV, GetCurrentFov(fov));
524
525         // Camera for demo playback
526         if(camera_active)
527         {
528                 if(autocvar_camera_enable)
529                         CSQC_Demo_Camera();
530                 else
531                 {
532                         cvar_set("chase_active", ftos(chase_active_backup));
533                         cvar_set("cl_demo_mousegrab", "0");
534                         camera_active = FALSE;
535                 }
536         }
537 #ifdef CAMERATEST
538         else if(autocvar_camera_enable)
539 #else
540         else if(autocvar_camera_enable && isdemo())
541 #endif
542         {
543                 // Enable required Darkplaces cvars
544                 chase_active_backup = autocvar_chase_active;
545                 cvar_set("chase_active", "2");
546                 cvar_set("cl_demo_mousegrab", "1");
547                 camera_active = TRUE;
548                 camera_mode = FALSE;
549         }
550
551         // Draw the Crosshair
552         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
553
554         // Draw the Engine Status Bar (the default Quake HUD)
555         R_SetView(VF_DRAWENGINEHUD, 0);
556
557         // fetch this one only once per frame
558         hud_showbinds = autocvar_hud_showbinds;
559         hud_showbinds_limit = autocvar_hud_showbinds_limit;
560
561         // Update the mouse position
562         /*
563            mousepos_x = vid_conwidth;
564            mousepos_y = vid_conheight;
565            mousepos = mousepos*0.5 + getmousepos();
566          */
567
568         e = self;
569         for(self = world; (self = nextent(self)); )
570                 if(self.draw)
571                         self.draw();
572         self = e;
573
574         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
575         R_RenderScene();
576
577         // now switch to 2D drawing mode by calling a 2D drawing function
578         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
579         // next R_RenderScene call
580         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
581
582         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
583         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
584         {
585                 // apply night vision effect
586                 vector rgb, tc_00, tc_01, tc_10, tc_11;
587
588                 if(!nightvision_noise)
589                 {
590                         nightvision_noise = spawn();
591                         nightvision_noise.classname = "nightvision_noise";
592                 }
593                 if(!nightvision_noise2)
594                 {
595                         nightvision_noise2 = spawn();
596                         nightvision_noise2.classname = "nightvision_noise2";
597                 }
598
599                 // color tint in yellow
600                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
601
602                 // draw BG
603                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
604                 rgb = '1 1 1';
605                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
606                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
607                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
608                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
609                 tc_11 = tc_01 + tc_10 - tc_00;
610                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
611                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
612                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
613                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
614                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
615                 R_EndPolygon();
616
617                 // draw FG
618                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
619                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
620                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
621                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
622                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
623                 tc_11 = tc_01 + tc_10 - tc_00;
624                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
625                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
626                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
627                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
628                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
629                 R_EndPolygon();
630         }
631
632         // Draw the aiming reticle for weapons that use it
633         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
634         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
635         // the view to go back to normal, so reticle_type would become 0 as we fade out)
636         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
637                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
638         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
639                 reticle_type = 2; // nex zoom
640         else if(button_zoom || zoomscript_caught)
641                 reticle_type = 1; // normal zoom
642         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
643                 reticle_type = 2; // nex zoom
644
645         if(autocvar_cl_reticle_stretch)
646         {
647                 reticle_size_x = vid_conwidth;
648                 reticle_size_y = vid_conheight;
649                 reticle_pos_x = 0;
650                 reticle_pos_y = 0;
651         }
652         else
653         {
654                 reticle_size_x = max(vid_conwidth, vid_conheight);
655                 reticle_size_y = max(vid_conwidth, vid_conheight);
656                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
657                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
658         }
659
660         f = current_zoomfraction;
661         if(zoomscript_caught)
662                 f = 1;
663         if(autocvar_cl_reticle_item_normal)
664         {
665                 precache_pic("gfx/reticle_normal");
666                 if(reticle_type == 1 && f)
667                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
668         }
669         if(autocvar_cl_reticle_item_nex)
670         {
671                 precache_pic("gfx/reticle_nex");
672                 if(reticle_type == 2 && f)
673                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
674         }
675
676
677         // improved polyblend
678         vector rgb;
679         if(autocvar_hud_contents)
680         {
681                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
682                 vector liquidcolor;
683                 
684                 switch(pointcontents(view_origin))
685                 {
686                         case CONTENT_WATER:
687                                 liquidalpha = autocvar_hud_contents_water_alpha;
688                                 liquidcolor = stov(autocvar_hud_contents_water_color);
689                                 incontent = 1;
690                                 break;
691                                 
692                         case CONTENT_LAVA:
693                                 liquidalpha = autocvar_hud_contents_lava_alpha;
694                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
695                                 incontent = 1;
696                                 break;  
697                                                         
698                         case CONTENT_SLIME:
699                                 liquidalpha = autocvar_hud_contents_slime_alpha;
700                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
701                                 incontent = 1;
702                                 break;
703                                 
704                         default:
705                                 liquidalpha = 0;
706                                 liquidcolor = '0 0 0';
707                                 incontent = 0;
708                                 break;
709                 }
710                 
711                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
712                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
713                         contentfadetime = autocvar_hud_contents_fadeintime;
714                         liquidalpha_prev = liquidalpha;
715                         liquidcolor_prev = liquidcolor;
716                 }
717                 else
718                         contentfadetime = autocvar_hud_contents_fadeouttime;
719                         
720                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
721                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
722                 
723                 if(contentavgalpha)
724                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
725         }
726         
727         if(autocvar_hud_damage)
728         {
729                 float myhealth_flash_temp;
730                 myhealth = getstati(STAT_HEALTH);
731
732                 // fade out
733                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
734                 // add new damage
735                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
736
737                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
738                 pain_threshold = autocvar_hud_damage_pain_threshold;
739                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
740                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
741
742                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
743                 {
744                         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);
745                 }
746
747                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
748
749                 if(myhealth_prev < 1)
750                 {
751                         if(myhealth >= 1)
752                         {
753                                 myhealth_flash = 0; // just spawned, clear the flash immediately
754                                 myhealth_flash_temp = 0;
755                         }
756                         else
757                         {
758                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
759                         }
760                 }
761
762                 if(spectatee_status == -1 || intermission)
763                 {
764                         myhealth_flash = 0; // observing, or match ended
765                         myhealth_flash_temp = 0;
766                 }
767
768                 myhealth_prev = myhealth;
769
770                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
771                 {
772                         if(autocvar_cl_gentle_damage == 2)
773                         {
774                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
775                                 {
776                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
777                                 }
778                         }
779                         else
780                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
781
782                         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);
783                 }
784                 else
785                         drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
786         }
787
788         // Draw the mouse cursor
789         // NOTE: drawpic must happen after R_RenderScene for some reason
790         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
791         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
792         //self = edict_num(player_localnum);
793         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
794         //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);
795         // as long as the ctf part isn't in, this is useless
796         if(menu_visible)
797                 menu_show();
798
799         /*if(gametype == GAME_CTF)
800           {
801           ctf_view();
802           } else */
803
804         // draw 2D entities
805         e = self;
806         for(self = world; (self = nextent(self)); )
807                 if(self.draw2d)
808                         self.draw2d();
809         self = e;
810
811         scoreboard_active = HUD_WouldDrawScoreboard();
812
813         float hud;
814         hud = getstati(STAT_HUD);
815         if(hud == HUD_SPIDERBOT)
816                 CSQC_SPIDER_HUD();
817         else if(hud == HUD_WAKIZASHI)
818         CSQC_WAKIZASHI_HUD();
819     else if(hud == HUD_RAPTOR)
820         CSQC_RAPTOR_HUD();
821         else
822         {
823                 if(gametype == GAME_FREEZETAG)
824                 {
825                         if(getstati(STAT_FROZEN))
826                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
827                         if(getstatf(STAT_REVIVE_PROGRESS))
828                         {
829                                 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);
830                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
831                         }
832                 }
833
834                 if(autocvar_r_letterbox == 0)
835                         if(autocvar_viewsize < 120)
836                                 CSQC_common_hud();
837
838                 // crosshair goes VERY LAST
839                 if(!scoreboard_active && !camera_active && intermission != 2) {
840                         string wcross_style;
841                         float wcross_alpha, wcross_resolution;
842                         wcross_style = autocvar_crosshair;
843                         if (wcross_style == "0")
844                                 return;
845                         wcross_resolution = autocvar_crosshair_size;
846                         if (wcross_resolution == 0)
847                                 return;
848                         wcross_alpha = autocvar_crosshair_alpha;
849                         if (wcross_alpha == 0)
850                                 return;
851
852                         // TrueAim check
853                         float shottype;
854                         float bullets, ring_scale;
855                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
856                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
857                         wcross_origin_z = 0;
858                         if(autocvar_crosshair_hittest)
859                         {
860                                 vector wcross_oldorigin;
861                                 wcross_oldorigin = wcross_origin;
862                                 shottype = TrueAimCheck();
863                                 if(shottype == SHOTTYPE_HITWORLD)
864                                 {
865                                         v = wcross_origin - wcross_oldorigin;
866                                         v_x /= vid_conwidth;
867                                         v_y /= vid_conheight;
868                                         if(vlen(v) > 0.01)
869                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
870                                 }
871                                 if(!autocvar_crosshair_hittest_showimpact)
872                                         wcross_origin = wcross_oldorigin;
873                         }
874                         else
875                                 shottype = SHOTTYPE_HITWORLD;
876
877                         vector wcross_color, wcross_size;
878                         string wcross_wep, wcross_name;
879                         float wcross_scale, wcross_blur;
880
881                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
882                                 e = get_weaponinfo(activeweapon);
883                                 if (e && e.netname != "")
884                                 {
885                                         wcross_wep = e.netname;
886                                         if(autocvar_crosshair_per_weapon)
887                                         {
888                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
889                                                 if (wcross_resolution == 0)
890                                                         return;
891                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
892                                                 if (wcross_alpha == 0)
893                                                         return;
894
895                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
896                                                 if(wcross_style == "" || wcross_style == "0")
897                                                         wcross_style = wcross_wep;
898                                         }
899                                 }
900                         }
901                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
902                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
903                         else if(autocvar_crosshair_color_by_health)
904                         {
905                                 local float x = getstati(STAT_HEALTH);
906                                 
907                                 //x = red
908                                 //y = green
909                                 //z = blue
910                                 
911                                 wcross_color_z = 0;
912                                 
913                                 if(x > 200)
914                                 {
915                                         wcross_color_x = 0;
916                                         wcross_color_y = 1;
917                                 }
918                                 else if(x > 150)
919                                 {
920                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
921                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
922                                 }
923                                 else if(x > 100)
924                                 {
925                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
926                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
927                                         wcross_color_z = 1 - (x-100)*0.02;
928                                 }
929                                 else if(x > 50)
930                                 {
931                                         wcross_color_x = 1;
932                                         wcross_color_y = 1;
933                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
934                                 }
935                                 else if(x > 20)
936                                 {
937                                         wcross_color_x = 1;
938                                         wcross_color_y = (x-20)*90/27/100;
939                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
940                                 }
941                                 else
942                                 {
943                                         wcross_color_x = 1;
944                                         wcross_color_y = 0;
945                                 }
946                         }
947                         else
948                                 wcross_color = stov(autocvar_crosshair_color);
949
950                         wcross_name = strcat("gfx/crosshair", wcross_style);
951
952                         if(autocvar_crosshair_effect_scalefade)
953                         {
954                                 wcross_scale = wcross_resolution;
955                                 wcross_resolution = 1;
956                         }
957                         else
958                         {
959                                 wcross_scale = 1;
960                         }
961
962                         if(autocvar_crosshair_pickup)
963                         {
964                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
965                                 {
966                                         pickup_crosshair_size = 1;
967                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
968                                 }
969
970                                 if(pickup_crosshair_size > 0)
971                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
972                                 else
973                                         pickup_crosshair_size = 0;
974
975                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
976                         }
977                         
978                         vector hitindication_color;
979                         if(autocvar_crosshair_hitindication)
980                         {
981                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
982                                 if(hitindication_crosshair_time < getstatf(STAT_HIT_TIME))
983                                 {
984                                         hitindication_crosshair_size = 1;
985                                         hitindication_crosshair_time = getstatf(STAT_HIT_TIME);
986                                 }
987
988                                 if(hitindication_crosshair_size > 0)
989                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
990                                 else
991                                         hitindication_crosshair_size = 0;
992
993                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
994                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
995                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
996                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
997                         }
998
999                         if(shottype == SHOTTYPE_HITENEMY)
1000                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1001                         if(shottype == SHOTTYPE_HITTEAM)
1002                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1003
1004                         f = autocvar_crosshair_effect_speed;
1005                         if(f < 0)
1006                                 f *= -2 * g_weaponswitchdelay;
1007                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1008                         {
1009                                 wcross_changedonetime = time + f;
1010                         }
1011                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1012                         {
1013                                 wcross_name_changestarttime = time;
1014                                 wcross_name_changedonetime = time + f;
1015                                 if(wcross_name_goal_prev_prev)
1016                                         strunzone(wcross_name_goal_prev_prev);
1017                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1018                                 wcross_name_goal_prev = strzone(wcross_name);
1019                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1020                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1021                                 wcross_resolution_goal_prev = wcross_resolution;
1022                         }
1023
1024                         wcross_scale_goal_prev = wcross_scale;
1025                         wcross_alpha_goal_prev = wcross_alpha;
1026                         wcross_color_goal_prev = wcross_color;
1027
1028                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1029                         {
1030                                 wcross_blur = 1;
1031                                 wcross_alpha *= 0.75;
1032                         }
1033                         else
1034                                 wcross_blur = 0;
1035                         // *_prev is at time-frametime
1036                         // * is at wcross_changedonetime+f
1037                         // what do we have at time?
1038                         if(time < wcross_changedonetime)
1039                         {
1040                                 f = frametime / (wcross_changedonetime - time + frametime);
1041                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1042                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1043                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1044                         }
1045
1046                         wcross_scale_prev = wcross_scale;
1047                         wcross_alpha_prev = wcross_alpha;
1048                         wcross_color_prev = wcross_color;
1049
1050                         wcross_scale *= 1 - autocvar__menu_alpha;
1051                         wcross_alpha *= 1 - autocvar__menu_alpha;
1052
1053                         ring_scale = autocvar_crosshair_ring_size;
1054
1055                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1056
1057                         float nex_charge, nex_chargepool;
1058                         nex_charge = getstatf(STAT_NEX_CHARGE);
1059                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1060
1061                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1062                                 nex_charge_movingavg = nex_charge;
1063
1064                         // ring around crosshair representing bullets left in camping rifle clip
1065                         if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
1066                         {
1067                                 bullets = getstati(STAT_BULLETS_LOADED);
1068                                 f = bound(0, bullets / cr_maxbullets, 1);
1069
1070                                 a = autocvar_crosshair_ring_sniperrifle_alpha;
1071                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1072                         }
1073                         else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
1074                         {
1075                                 if(nex_chargepool || use_nex_chargepool)
1076                                 {
1077                                         use_nex_chargepool = 1;
1078
1079                                         a = autocvar_crosshair_ring_nex_inner_alpha;
1080                                         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;
1081                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1082                                 }
1083                                 else
1084                                 {
1085                                         // indicate how much we're charging right now with an inner circle
1086                                         a = autocvar_crosshair_ring_nex_inner_alpha;
1087                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1088
1089                                         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;
1090                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1091                                 }
1092
1093                                 // draw the charge
1094                                 a = autocvar_crosshair_ring_nex_outer_alpha;
1095                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1096                         }
1097
1098 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1099                         do \
1100                         { \
1101                                 if(wcross_blur > 0) \
1102                                 { \
1103                                         for(i = -2; i <= 2; ++i) \
1104                                                 for(j = -2; j <= 2; ++j) \
1105                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1106                                 } \
1107                                 else \
1108                                 { \
1109                                         M(0,0,sz,wcross_name,wcross_alpha); \
1110                                 } \
1111                         } \
1112                         while(0)
1113
1114 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1115                         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)
1116
1117 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1118                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1119
1120                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1121                         {
1122                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1123                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1124                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1125                                 f = 1 - f;
1126                         }
1127                         else
1128                         {
1129                                 f = 1;
1130                         }
1131
1132                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1133                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1134
1135                         if(autocvar_crosshair_dot)
1136             {
1137                 vector wcross_color_old;
1138                 wcross_color_old = wcross_color;
1139                 if(autocvar_crosshair_dot_color != "0")
1140                     wcross_color = stov(autocvar_crosshair_dot_color);
1141                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1142                 wcross_color = wcross_color_old;
1143             }
1144
1145                         wcross_name_alpha_goal_prev = f;
1146                 }
1147                 else
1148                 {
1149                         wcross_scale_prev = 0;
1150                         wcross_alpha_prev = 0;
1151                         wcross_scale_goal_prev = 0;
1152                         wcross_alpha_goal_prev = 0;
1153                         wcross_changedonetime = 0;
1154                         if(wcross_name_goal_prev)
1155                                 strunzone(wcross_name_goal_prev);
1156                         wcross_name_goal_prev = string_null;
1157                         if(wcross_name_goal_prev_prev)
1158                                 strunzone(wcross_name_goal_prev_prev);
1159                         wcross_name_goal_prev_prev = string_null;
1160                         wcross_name_changestarttime = 0;
1161                         wcross_name_changedonetime = 0;
1162                         wcross_name_alpha_goal_prev = 0;
1163                         wcross_name_alpha_goal_prev_prev = 0;
1164                         wcross_resolution_goal_prev = 0;
1165                         wcross_resolution_goal_prev_prev = 0;
1166                 }
1167         }
1168
1169         if(NextFrameCommand)
1170         {
1171                 localcmd("\n", NextFrameCommand, "\n");
1172                 NextFrameCommand = string_null;
1173         }
1174
1175         // we must do this check AFTER a frame was rendered, or it won't work
1176         if(cs_project_is_b0rked == 0)
1177         {
1178                 string w0, h0;
1179                 w0 = ftos(autocvar_vid_conwidth);
1180                 h0 = ftos(autocvar_vid_conheight);
1181                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1182                 //R_SetView(VF_FOV, '90 90 0');
1183                 R_SetView(VF_ORIGIN, '0 0 0');
1184                 R_SetView(VF_ANGLES, '0 0 0');
1185                 R_SetView(VF_PERSPECTIVE, 1);
1186                 makevectors('0 0 0');
1187                 vector v1, v2;
1188                 cvar_set("vid_conwidth", "800");
1189                 cvar_set("vid_conheight", "600");
1190                 v1 = cs_project(v_forward);
1191                 cvar_set("vid_conwidth", "640");
1192                 cvar_set("vid_conheight", "480");
1193                 v2 = cs_project(v_forward);
1194                 if(v1 == v2)
1195                         cs_project_is_b0rked = 1;
1196                 else
1197                         cs_project_is_b0rked = -1;
1198                 cvar_set("vid_conwidth", w0);
1199                 cvar_set("vid_conheight", h0);
1200         }
1201
1202         if(autocvar__hud_configure)
1203                 HUD_Panel_Mouse();
1204
1205         // let's reset the view back to normal for the end
1206         R_SetView(VF_MIN, '0 0 0');
1207         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1208 }
1209
1210 #define spider_h "gfx/vehicles/hud_bg.tga"
1211 #define spider_b "gfx/vehicles/sbot.tga"
1212 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1213 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1214 #define spider_s "gfx/vehicles/shiled.tga"
1215 #define spider_a1 "gfx/hud/sb_rocket.tga"
1216 #define spider_a2 "gfx/sb_bullets.tga"
1217
1218 void CSQC_SPIDER_HUD()
1219 {
1220         float rockets, reload, heat, hp, shield;
1221         vector picsize, hudloc;
1222
1223     // Fetch health & ammo stats
1224     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1225         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1226         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1227         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1228         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1229
1230     // Draw the crosshairs
1231     picsize = drawgetimagesize(SPIDER_CROSS);
1232     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1233     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1234     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);
1235
1236     hudloc_y =  4;
1237     hudloc_x = 4;
1238
1239     picsize = drawgetimagesize(spider_h) * 0.5;
1240     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1241
1242     picsize = drawgetimagesize(spider_a2) * 0.5;
1243     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1244
1245     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1246     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1247     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1248
1249     picsize = drawgetimagesize(spider_a1) * 0.85;
1250     if(rockets == 9)
1251     {
1252         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1253         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1254     }
1255     else
1256     {
1257         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1258         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1259     }
1260
1261     picsize = drawgetimagesize(spider_b) * 0.5;
1262     hudloc_y = 10.5;
1263     hudloc_x = 10.5;
1264
1265     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1266     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1267     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1268     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1269
1270
1271         /*
1272         // Draw health bar
1273         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1274         p = p + '0 1 0' * vid_conheight - '0 32 0';
1275         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1276         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1277         p_y += 8;
1278         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1279         p_x += 256 * hp;
1280         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1281
1282         // Draw minigun heat indicator
1283         p = '0.5 0 0' * (vid_conwidth - 256);
1284         p = p + '0 1 0' * vid_conheight - '0 34  0';
1285         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1286         p_x += 256 * (1-heat);
1287         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1288
1289
1290         // Draw rocket icons for loaded/empty tubes.
1291         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1292         pp += '0 1 0' * vid_conheight - '0 64 0';
1293         for(i = 0; i < 8; ++i)
1294         {
1295                 p = pp + '1 0 0' * (rkt_size * i);
1296                 if(rockets == 8)
1297                 {
1298                         if(floor(reload * 8) == i)
1299                         {
1300                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1301                         }
1302                         else if(i < reload * 8)
1303                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1304                         else
1305                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1306                 }
1307                 else
1308                 {
1309                         if(i < rockets)
1310                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1311                         else
1312                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1313                 }
1314         }
1315         */
1316
1317         if (scoreboard_showscores)
1318         {
1319                 HUD_DrawScoreboard();
1320                 HUD_DrawCenterPrint();
1321         }
1322
1323 }
1324
1325 #define raptor_h "gfx/vehicles/hud_bg.tga"
1326 #define raptor_b "gfx/vehicles/raptor.tga"
1327 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1328 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1329 #define raptor_s "gfx/vehicles/shiled.tga"
1330
1331 void CSQC_RAPTOR_HUD()
1332 {
1333         float reload, hp, shield, energy;
1334         vector picsize, hudloc;
1335
1336     // Fetch health & ammo stats
1337     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1338         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1339         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1340         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1341
1342     // Draw the crosshairs
1343     picsize = drawgetimagesize(SPIDER_CROSS);
1344     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1345     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1346     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);
1347
1348     hudloc_y =  4;
1349     hudloc_x = 4;
1350
1351     picsize = drawgetimagesize(raptor_h) * 0.5;
1352     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1353
1354     picsize = drawgetimagesize(spider_a2) * 0.5;
1355     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1356
1357     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1358     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1359     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1360
1361
1362     picsize = drawgetimagesize(spider_a1) * 0.85;
1363     if(reload == 1)
1364     {
1365         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1366         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1367     }
1368     else
1369     {
1370         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1371         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1372     }
1373
1374     picsize = drawgetimagesize(raptor_b) * 0.5;
1375     hudloc_y = 10.5;
1376     hudloc_x = 10.5;
1377
1378     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1379     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1380     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1381     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1382
1383
1384         if (scoreboard_showscores)
1385         {
1386                 HUD_DrawScoreboard();
1387                 HUD_DrawCenterPrint();
1388         }
1389
1390 }
1391
1392 #define waki_h "gfx/vehicles/hud_bg.tga"
1393 #define waki_b "gfx/vehicles/waki.tga"
1394 #define waki_e "gfx/vehicles/waki_e.tga"
1395 #define waki_g "gfx/vehicles/waki_guns.tga"
1396 #define waki_r "gfx/vehicles/waki_rockets.tga"
1397 #define waki_s "gfx/vehicles/shiled.tga"
1398
1399 #define waki_a1 "gfx/hud/sb_rocket.tga"
1400 #define waki_a2 "gfx/sb_cells.tga"
1401
1402 void CSQC_WAKIZASHI_HUD()
1403 {
1404         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1405         float health, shield, energy, rockets;
1406         vector picsize, hudloc;
1407
1408     picsize = drawgetimagesize(SPIDER_CROSS);
1409     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1410     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1411     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);
1412
1413 /*
1414 const float STAT_VEHICLESTAT_HEALTH  = 60;
1415 const float STAT_VEHICLESTAT_SHIELD  = 61;
1416 const float STAT_VEHICLESTAT_ENERGY  = 62;
1417 const float STAT_VEHICLESTAT_AMMO1   = 63;
1418 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1419 const float STAT_VEHICLESTAT_AMMO2   = 65;
1420 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1421 */
1422     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1423         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1424         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1425         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1426
1427     hudloc_y =  4;
1428     hudloc_x = 4;
1429
1430     picsize = drawgetimagesize(waki_h) * 0.5;
1431     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1432
1433     picsize = drawgetimagesize(waki_a2) * 0.7;
1434     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1435
1436
1437     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1438     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1439
1440     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1441
1442     picsize = drawgetimagesize(waki_a1) * 0.75;
1443     if(rockets == 1)
1444     {
1445         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1446         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1447     }
1448     else
1449     {
1450         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1451         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1452         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1453     }
1454
1455     picsize = drawgetimagesize(waki_b) * 0.5;
1456     hudloc_y = 10.5;
1457     hudloc_x = 10.5;
1458
1459     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1460     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1461     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1462     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1463
1464
1465
1466         /*
1467         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1468         p = p + '0 1 0' * vid_conheight - '0 32 0';
1469
1470         // Draw health bar
1471         p_y += 8;
1472         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1473         p_x += 256 * health;
1474         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1475
1476         // Draw shiled bar
1477         p_x -= 256 * health;
1478         p_y += 4;
1479         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1480
1481         // Draw energy
1482         //p_x -= 256 * health;
1483         p_y -= 8;
1484         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1485
1486         // Draw rockets bar
1487         p_y += 12;
1488         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1489         */
1490
1491
1492
1493
1494         if (scoreboard_showscores)
1495         {
1496                 HUD_DrawScoreboard();
1497                 HUD_DrawCenterPrint();
1498         }
1499
1500 }
1501
1502
1503 void CSQC_common_hud(void)
1504 {
1505         // HUD_SortFrags(); done in HUD_Draw
1506         float hud;
1507         hud = getstati(STAT_HUD);
1508
1509         //hud = 10;
1510         switch(hud)
1511         {
1512                 case HUD_NORMAL:
1513                         // do some accuracy var caching
1514                         float i;
1515                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1516                         {
1517                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1518                                 {
1519                                         if(acc_color_levels)
1520                                                 strunzone(acc_color_levels);
1521                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1522                                         acc_levels = tokenize(acc_color_levels);
1523                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1524                                                 acc_levels = MAX_ACCURACY_LEVELS;
1525
1526                                         for (i = 0; i < acc_levels; ++i)
1527                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1528                                 }
1529                                 // let know that acc_col[] needs to be loaded
1530                                 acc_col_x[0] = -1;
1531                         }
1532
1533                         HUD_Main(); // always run these functions for alpha checks
1534                         HUD_DrawScoreboard();
1535
1536                         if (scoreboard_active) // scoreboard/accuracy
1537                         {       
1538                                 HUD_Reset();
1539                                 // HUD_DrawScoreboard takes care of centerprint_start
1540                         }
1541                         else if (intermission == 2) // map voting screen
1542                         {
1543                                 HUD_FinaleOverlay();
1544                                 HUD_Reset();
1545
1546                                 centerprint_start_x = 0;
1547                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1548                         }
1549                         else // hud
1550                         {
1551                                 centerprint_start_x = 0;
1552                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1553                         }
1554
1555                         HUD_DrawCenterPrint();
1556                         break;
1557
1558                 case HUD_SPIDERBOT:
1559                         CSQC_SPIDER_HUD();
1560                         break;
1561
1562                 case HUD_WAKIZASHI:
1563                         CSQC_WAKIZASHI_HUD();
1564                         break;
1565         }
1566 }
1567
1568
1569 // following vectors must be global to allow seamless switching between camera modes
1570 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1571 void CSQC_Demo_Camera()
1572 {
1573         float speed, attenuation, dimensions;
1574         vector tmp, delta;
1575
1576         if( autocvar_camera_reset || !camera_mode )
1577         {
1578                 camera_offset = '0 0 0';
1579                 current_angles = '0 0 0';
1580                 camera_direction = '0 0 0';
1581                 camera_offset_z += 30;
1582                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1583                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1584                 current_origin = view_origin;
1585                 current_camera_offset  = camera_offset;
1586                 cvar_set("camera_reset", "0");
1587                 camera_mode = CAMERA_CHASE;
1588         }
1589
1590         // Camera angles
1591         if( camera_roll )
1592                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1593
1594         if(autocvar_camera_look_player)
1595         {
1596                 local vector dir;
1597                 local float n;
1598
1599                 dir = normalize(view_origin - current_position);
1600                 n = mouse_angles_z;
1601                 mouse_angles = vectoangles(dir);
1602                 mouse_angles_x = mouse_angles_x * -1;
1603                 mouse_angles_z = n;
1604         }
1605         else
1606         {
1607                 tmp = getmousepos() * 0.1;
1608                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1609                 {
1610                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1611                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1612                 }
1613         }
1614
1615         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1616         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1617         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1618         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1619
1620         // Fix difference when angles don't have the same sign
1621         delta = '0 0 0';
1622         if(mouse_angles_y < -60 && current_angles_y > 60)
1623                 delta = '0 360 0';
1624         if(mouse_angles_y > 60 && current_angles_y < -60)
1625                 delta = '0 -360 0';
1626
1627         if(autocvar_camera_look_player)
1628                 attenuation = autocvar_camera_look_attenuation;
1629         else
1630                 attenuation = autocvar_camera_speed_attenuation;
1631
1632         attenuation = 1 / max(1, attenuation);
1633         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1634
1635         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1636         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1637         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1638         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1639
1640         // Camera position
1641         tmp = '0 0 0';
1642         dimensions = 0;
1643
1644         if( camera_direction_x )
1645         {
1646                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1647                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1648                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1649                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1650                 ++dimensions;
1651         }
1652
1653         if( camera_direction_y )
1654         {
1655                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1656                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1657                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1658                 ++dimensions;
1659         }
1660
1661         if( camera_direction_z )
1662         {
1663                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1664                 ++dimensions;
1665         }
1666
1667         if(autocvar_camera_free)
1668                 speed = autocvar_camera_speed_free;
1669         else
1670                 speed = autocvar_camera_speed_chase;
1671
1672         if(dimensions)
1673         {
1674                 speed = speed * sqrt(1 / dimensions);
1675                 camera_offset += tmp * speed;
1676         }
1677
1678         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1679
1680         // Camera modes
1681         if( autocvar_camera_free )
1682         {
1683                 if ( camera_mode == CAMERA_CHASE )
1684                 {
1685                         current_camera_offset = current_origin + current_camera_offset;
1686                         camera_offset = current_origin + camera_offset;
1687                 }
1688
1689                 camera_mode = CAMERA_FREE;
1690                 current_position = current_camera_offset;
1691         }
1692         else
1693         {
1694                 if ( camera_mode == CAMERA_FREE )
1695                 {
1696                         current_origin = view_origin;
1697                         camera_offset = camera_offset - current_origin;
1698                         current_camera_offset = current_camera_offset - current_origin;
1699                 }
1700
1701                 camera_mode = CAMERA_CHASE;
1702
1703                 if(autocvar_camera_chase_smoothly)
1704                         current_origin += (view_origin - current_origin) * attenuation;
1705                 else
1706                         current_origin = view_origin;
1707
1708                 current_position = current_origin + current_camera_offset;
1709         }
1710
1711         R_SetView(VF_ANGLES, current_angles);
1712         R_SetView(VF_ORIGIN, current_position);
1713 }