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1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_SNIPERRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
360
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
363
364 float old_blurradius, old_bluralpha;
365 float old_sharpen_intensity;
366
367 vector myhealth_gentlergb;
368
369 float contentavgalpha, liquidalpha_prev;
370 vector liquidcolor_prev;
371
372 vector damage_blurpostprocess, content_blurpostprocess;
373
374 void CSQC_UpdateView(float w, float h)
375 {
376         entity e;
377         float fov;
378         float f, i, j;
379         vector v, vo;
380         vector vf_size, vf_min;
381         float a;
382
383         vf_size = R_SetView3fv(VF_SIZE);
384         vf_min = R_SetView3fv(VF_MIN);
385         vid_width = vf_size_x;
386         vid_height = vf_size_y;
387
388         vector reticle_pos, reticle_size;
389
390         WaypointSprite_Load();
391
392         if(spectatee_status)
393                 myteam = GetPlayerColor(spectatee_status - 1);
394         else
395                 myteam = GetPlayerColor(player_localentnum - 1);
396
397         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
398         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
399
400         warpzone_fixview_origin = pmove_org + vo;
401         warpzone_fixview_cl_viewangles = input_angles;
402         warpzone_fixview_angles = view_angles;
403         WarpZone_FixView();
404         pmove_org = warpzone_fixview_origin - vo;
405         input_angles = warpzone_fixview_cl_viewangles;
406         view_angles = warpzone_fixview_angles;
407
408         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
409         {
410                 pmove_org = freeze_pmove_org;
411                 input_angles = view_angles = freeze_input_angles;
412                 R_SetView(VF_ORIGIN, pmove_org + vo);
413                 R_SetView(VF_ANGLES, view_angles);
414                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
415         }
416         freeze_pmove_org = pmove_org;
417         freeze_input_angles = input_angles;
418
419         // Render the Scene
420         if(!intermission || !view_set)
421         {
422                 view_origin = pmove_org + vo;
423                 view_angles = input_angles;
424                 makevectors(view_angles);
425                 view_forward = v_forward;
426                 view_right = v_right;
427                 view_up = v_up;
428                 view_set = 1;
429         }
430
431 #ifdef BLURTEST
432         if(time > blurtest_time0 && time < blurtest_time1)
433         {
434                 float r, t;
435
436                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
437                 r = t * blurtest_radius;
438                 f = 1 / pow(t, blurtest_power) - 1;
439
440                 cvar_set("r_glsl_postprocess", "1");
441                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
442         }
443         else
444         {
445                 cvar_set("r_glsl_postprocess", "0");
446                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
447         }
448 #endif
449
450         TargetMusic_Advance();
451         Fog_Force();
452
453         drawframetime = max(0.000001, time - drawtime);
454         drawtime = time;
455
456         // watch for gametype changes here...
457         // in ParseStuffCMD the cmd isn't executed yet :/
458         // might even be better to add the gametype to TE_CSQC_INIT...?
459         if(!postinit)
460                 PostInit();
461
462         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
463                 if(calledhooks & HOOK_START)
464                 {
465                         localcmd("\ncl_hook_gameend\n");
466                         calledhooks |= HOOK_END;
467                 }
468
469         CheckForGamestartChange();
470         serverAnnouncer();
471         maptimeAnnouncer();
472         carrierAnnouncer();
473
474         fov = autocvar_fov;
475         if(button_zoom || fov <= 59.5)
476         {
477                 if(!zoomscript_caught)
478                 {
479                         localcmd("+button4\n");
480                         zoomscript_caught = 1;
481                         ignore_plus_zoom += 1;
482                 }
483         }
484         else
485         {
486                 if(zoomscript_caught)
487                 {
488                         localcmd("-button4\n");
489                         zoomscript_caught = 0;
490                         ignore_minus_zoom += 1;
491                 }
492         }
493
494         ColorTranslateMode = autocvar_cl_stripcolorcodes;
495         activeweapon = getstati(STAT_SWITCHWEAPON);
496         f = (serverflags & SERVERFLAG_TEAMPLAY);
497         if(f != teamplay)
498         {
499                 teamplay = f;
500                 HUD_InitScores();
501         }
502
503         if(last_weapon != activeweapon) {
504                 weapontime = time;
505                 last_weapon = activeweapon;
506
507                 e = get_weaponinfo(activeweapon);
508                 if(e.netname != "")
509                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
510                 else
511                         localcmd("\ncl_hook_activeweapon none\n");
512         }
513
514         // ALWAYS Clear Current Scene First
515         R_ClearScene();
516
517         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
518         R_SetView(VF_SIZE, vf_size);
519         R_SetView(VF_MIN, vf_min);
520
521         // Assign Standard Viewflags
522         // Draw the World (and sky)
523         R_SetView(VF_DRAWWORLD, 1);
524
525         // Set the console size vars
526         vid_conwidth = autocvar_vid_conwidth;
527         vid_conheight = autocvar_vid_conheight;
528         vid_pixelheight = autocvar_vid_pixelheight;
529
530         R_SetView(VF_FOV, GetCurrentFov(fov));
531
532         // Camera for demo playback
533         if(camera_active)
534         {
535                 if(autocvar_camera_enable)
536                         CSQC_Demo_Camera();
537                 else
538                 {
539                         cvar_set("chase_active", ftos(chase_active_backup));
540                         cvar_set("cl_demo_mousegrab", "0");
541                         camera_active = FALSE;
542                 }
543         }
544 #ifdef CAMERATEST
545         else if(autocvar_camera_enable)
546 #else
547         else if(autocvar_camera_enable && isdemo())
548 #endif
549         {
550                 // Enable required Darkplaces cvars
551                 chase_active_backup = autocvar_chase_active;
552                 cvar_set("chase_active", "2");
553                 cvar_set("cl_demo_mousegrab", "1");
554                 camera_active = TRUE;
555                 camera_mode = FALSE;
556         }
557
558         // Draw the Crosshair
559         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
560
561         // Draw the Engine Status Bar (the default Quake HUD)
562         R_SetView(VF_DRAWENGINEHUD, 0);
563
564         // fetch this one only once per frame
565         hud_showbinds = autocvar_hud_showbinds;
566         hud_showbinds_limit = autocvar_hud_showbinds_limit;
567
568         // Update the mouse position
569         /*
570            mousepos_x = vid_conwidth;
571            mousepos_y = vid_conheight;
572            mousepos = mousepos*0.5 + getmousepos();
573          */
574
575         e = self;
576         for(self = world; (self = nextent(self)); )
577                 if(self.draw)
578                         self.draw();
579         self = e;
580
581         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
582         R_RenderScene();
583
584         // now switch to 2D drawing mode by calling a 2D drawing function
585         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
586         // next R_RenderScene call
587         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
588
589         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
590         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
591         {
592                 // apply night vision effect
593                 vector rgb, tc_00, tc_01, tc_10, tc_11;
594
595                 if(!nightvision_noise)
596                 {
597                         nightvision_noise = spawn();
598                         nightvision_noise.classname = "nightvision_noise";
599                 }
600                 if(!nightvision_noise2)
601                 {
602                         nightvision_noise2 = spawn();
603                         nightvision_noise2.classname = "nightvision_noise2";
604                 }
605
606                 // color tint in yellow
607                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
608
609                 // draw BG
610                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
611                 rgb = '1 1 1';
612                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
613                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
614                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
615                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
616                 tc_11 = tc_01 + tc_10 - tc_00;
617                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
618                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
619                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
620                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
621                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
622                 R_EndPolygon();
623
624                 // draw FG
625                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
626                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
627                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
628                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
629                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
630                 tc_11 = tc_01 + tc_10 - tc_00;
631                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
632                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
633                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
634                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
635                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
636                 R_EndPolygon();
637         }
638
639         // Draw the aiming reticle for weapons that use it
640         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
641         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
642         // the view to go back to normal, so reticle_type would become 0 as we fade out)
643         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
644                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
645         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
646                 reticle_type = 2; // nex zoom
647         else if(button_zoom || zoomscript_caught)
648                 reticle_type = 1; // normal zoom
649         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
650                 reticle_type = 2; // nex zoom
651
652         if(autocvar_cl_reticle_stretch)
653         {
654                 reticle_size_x = vid_conwidth;
655                 reticle_size_y = vid_conheight;
656                 reticle_pos_x = 0;
657                 reticle_pos_y = 0;
658         }
659         else
660         {
661                 reticle_size_x = max(vid_conwidth, vid_conheight);
662                 reticle_size_y = max(vid_conwidth, vid_conheight);
663                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
664                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
665         }
666
667         f = current_zoomfraction;
668         if(zoomscript_caught)
669                 f = 1;
670         if(autocvar_cl_reticle_item_normal)
671         {
672                 precache_pic("gfx/reticle_normal");
673                 if(reticle_type == 1 && f)
674                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
675         }
676         if(autocvar_cl_reticle_item_nex)
677         {
678                 precache_pic("gfx/reticle_nex");
679                 if(reticle_type == 2 && f)
680                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
681         }
682
683
684         // improved polyblend
685         vector rgb;
686         if(autocvar_hud_contents)
687         {
688                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
689                 vector liquidcolor;
690                 
691                 switch(pointcontents(view_origin))
692                 {
693                         case CONTENT_WATER:
694                                 liquidalpha = autocvar_hud_contents_water_alpha;
695                                 liquidcolor = stov(autocvar_hud_contents_water_color);
696                                 incontent = 1;
697                                 break;
698                                 
699                         case CONTENT_LAVA:
700                                 liquidalpha = autocvar_hud_contents_lava_alpha;
701                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
702                                 incontent = 1;
703                                 break;  
704                                                         
705                         case CONTENT_SLIME:
706                                 liquidalpha = autocvar_hud_contents_slime_alpha;
707                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
708                                 incontent = 1;
709                                 break;
710                                 
711                         default:
712                                 liquidalpha = 0;
713                                 liquidcolor = '0 0 0';
714                                 incontent = 0;
715                                 break;
716                 }
717                 
718                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
719                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
720                         contentfadetime = autocvar_hud_contents_fadeintime;
721                         liquidalpha_prev = liquidalpha;
722                         liquidcolor_prev = liquidcolor;
723                 }
724                 else
725                         contentfadetime = autocvar_hud_contents_fadeouttime;
726                         
727                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
728                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
729                 
730                 if(contentavgalpha)
731                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
732
733                 if(autocvar_hud_postprocessing)
734                 {
735                         if(autocvar_hud_contents_blur && contentavgalpha)
736                         {
737                                 content_blurpostprocess_x = 1;
738                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
739                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
740                         }
741                         else
742                         {
743                                 content_blurpostprocess_x = 0;
744                                 content_blurpostprocess_y = 0;
745                                 content_blurpostprocess_z = 0;
746                         }
747                 }
748         }
749         
750         if(autocvar_hud_damage)
751         {
752                 float myhealth_flash_temp;
753                 myhealth = getstati(STAT_HEALTH);
754
755                 // fade out
756                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
757                 // add new damage
758                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
759
760                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
761                 pain_threshold = autocvar_hud_damage_pain_threshold;
762                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
763                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
764
765                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
766                 {
767                         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);
768                 }
769
770                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
771
772                 if(myhealth_prev < 1)
773                 {
774                         if(myhealth >= 1)
775                         {
776                                 myhealth_flash = 0; // just spawned, clear the flash immediately
777                                 myhealth_flash_temp = 0;
778                         }
779                         else
780                         {
781                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
782                         }
783                 }
784
785                 if(spectatee_status == -1 || intermission)
786                 {
787                         myhealth_flash = 0; // observing, or match ended
788                         myhealth_flash_temp = 0;
789                 }
790
791                 myhealth_prev = myhealth;
792
793                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
794                 {
795                         if(autocvar_cl_gentle_damage == 2)
796                         {
797                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
798                                 {
799                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
800                                 }
801                         }
802                         else
803                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
804
805                         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);
806                 }
807                 else
808                         drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
809
810                 if(autocvar_hud_postprocessing)
811                 {
812                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
813                         {
814                                 damage_blurpostprocess_x = 1;
815                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
816                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
817                         }
818                         else
819                         {
820                                 damage_blurpostprocess_x = 0;
821                                 damage_blurpostprocess_y = 0;
822                                 damage_blurpostprocess_z = 0;
823                         }
824                 }
825         }
826
827         if(autocvar_hud_postprocessing)
828         {
829                 // all of this should be done in the engine eventually
830
831                 // enable or disable rendering types if they are used or not
832                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
833                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
834                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
835                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
836
837                 // lets apply the postprocess effects from the previous two functions if needed
838                 if(damage_blurpostprocess_x || content_blurpostprocess_x)
839                 {
840                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
841                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
842                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
843                         {
844                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
845                                 old_blurradius = blurradius;
846                                 old_bluralpha = bluralpha;
847                         }
848                 }
849                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
850                 {
851                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
852                         old_blurradius = 0;
853                         old_bluralpha = 0;
854                 }
855
856                 float sharpen_intensity;
857                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
858                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
859                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
860                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
861
862                 if(autocvar_hud_powerup && sharpen_intensity > 0)
863                 {
864                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
865
866                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
867                         {
868                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
869                                 old_sharpen_intensity = sharpen_intensity;
870                         }
871                 }
872                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
873                 {
874                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
875                         old_sharpen_intensity = 0;
876                 }
877         }
878
879         // Draw the mouse cursor
880         // NOTE: drawpic must happen after R_RenderScene for some reason
881         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
882         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
883         //self = edict_num(player_localnum);
884         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
885         //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);
886         // as long as the ctf part isn't in, this is useless
887         if(menu_visible)
888                 menu_show();
889
890         /*if(gametype == GAME_CTF)
891           {
892           ctf_view();
893           } else */
894
895         // draw 2D entities
896         e = self;
897         for(self = world; (self = nextent(self)); )
898                 if(self.draw2d)
899                         self.draw2d();
900         self = e;
901
902         scoreboard_active = HUD_WouldDrawScoreboard();
903
904         hit_time = getstatf(STAT_HIT_TIME);
905         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
906         {
907                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
908                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
909         }
910         typehit_time = getstatf(STAT_TYPEHIT_TIME);
911         if(typehit_time > nextsound_typehit_time)
912         {
913                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
914                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
915         }
916
917         float hud;
918         hud = getstati(STAT_HUD);
919         if(hud == HUD_SPIDERBOT)
920                 CSQC_SPIDER_HUD();
921         else if(hud == HUD_WAKIZASHI)
922         CSQC_WAKIZASHI_HUD();
923     else if(hud == HUD_RAPTOR)
924         CSQC_RAPTOR_HUD();
925         else
926         {
927                 if(gametype == GAME_FREEZETAG)
928                 {
929                         if(getstati(STAT_FROZEN))
930                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
931                         if(getstatf(STAT_REVIVE_PROGRESS))
932                         {
933                                 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);
934                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
935                         }
936                 }
937
938                 if(autocvar_r_letterbox == 0)
939                         if(autocvar_viewsize < 120)
940                                 CSQC_common_hud();
941
942                 // crosshair goes VERY LAST
943                 if(!scoreboard_active && !camera_active && intermission != 2) {
944                         string wcross_style;
945                         float wcross_alpha, wcross_resolution;
946                         wcross_style = autocvar_crosshair;
947                         if (wcross_style == "0")
948                                 return;
949                         wcross_resolution = autocvar_crosshair_size;
950                         if (wcross_resolution == 0)
951                                 return;
952                         wcross_alpha = autocvar_crosshair_alpha;
953                         if (wcross_alpha == 0)
954                                 return;
955
956                         // TrueAim check
957                         float shottype;
958
959                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
960                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
961                         wcross_origin_z = 0;
962                         if(autocvar_crosshair_hittest)
963                         {
964                                 vector wcross_oldorigin;
965                                 wcross_oldorigin = wcross_origin;
966                                 shottype = TrueAimCheck();
967                                 if(shottype == SHOTTYPE_HITWORLD)
968                                 {
969                                         v = wcross_origin - wcross_oldorigin;
970                                         v_x /= vid_conwidth;
971                                         v_y /= vid_conheight;
972                                         if(vlen(v) > 0.01)
973                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
974                                 }
975                                 if(!autocvar_crosshair_hittest_showimpact)
976                                         wcross_origin = wcross_oldorigin;
977                         }
978                         else
979                                 shottype = SHOTTYPE_HITWORLD;
980
981                         vector wcross_color, wcross_size;
982                         string wcross_wep, wcross_name;
983                         float wcross_scale, wcross_blur;
984
985                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
986                                 e = get_weaponinfo(activeweapon);
987                                 if (e && e.netname != "")
988                                 {
989                                         wcross_wep = e.netname;
990                                         if(autocvar_crosshair_per_weapon)
991                                         {
992                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
993                                                 if (wcross_resolution == 0)
994                                                         return;
995                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
996                                                 if (wcross_alpha == 0)
997                                                         return;
998
999                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1000                                                 if(wcross_style == "" || wcross_style == "0")
1001                                                         wcross_style = wcross_wep;
1002                                         }
1003                                 }
1004                         }
1005                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1006                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1007                         else if(autocvar_crosshair_color_by_health)
1008                         {
1009                                 local float x = getstati(STAT_HEALTH);
1010                                 
1011                                 //x = red
1012                                 //y = green
1013                                 //z = blue
1014                                 
1015                                 wcross_color_z = 0;
1016                                 
1017                                 if(x > 200)
1018                                 {
1019                                         wcross_color_x = 0;
1020                                         wcross_color_y = 1;
1021                                 }
1022                                 else if(x > 150)
1023                                 {
1024                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1025                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1026                                 }
1027                                 else if(x > 100)
1028                                 {
1029                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1030                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1031                                         wcross_color_z = 1 - (x-100)*0.02;
1032                                 }
1033                                 else if(x > 50)
1034                                 {
1035                                         wcross_color_x = 1;
1036                                         wcross_color_y = 1;
1037                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
1038                                 }
1039                                 else if(x > 20)
1040                                 {
1041                                         wcross_color_x = 1;
1042                                         wcross_color_y = (x-20)*90/27/100;
1043                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1044                                 }
1045                                 else
1046                                 {
1047                                         wcross_color_x = 1;
1048                                         wcross_color_y = 0;
1049                                 }
1050                         }
1051                         else
1052                                 wcross_color = stov(autocvar_crosshair_color);
1053
1054                         wcross_name = strcat("gfx/crosshair", wcross_style);
1055
1056                         if(autocvar_crosshair_effect_scalefade)
1057                         {
1058                                 wcross_scale = wcross_resolution;
1059                                 wcross_resolution = 1;
1060                         }
1061                         else
1062                         {
1063                                 wcross_scale = 1;
1064                         }
1065
1066                         if(autocvar_crosshair_pickup)
1067                         {
1068                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1069                                 {
1070                                         pickup_crosshair_size = 1;
1071                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1072                                 }
1073
1074                                 if(pickup_crosshair_size > 0)
1075                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1076                                 else
1077                                         pickup_crosshair_size = 0;
1078
1079                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1080                         }
1081                         
1082                         vector hitindication_color;
1083                         if(autocvar_crosshair_hitindication)
1084                         {
1085                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1086                                 if(hitindication_crosshair_time < hit_time)
1087                                 {
1088                                         hitindication_crosshair_size = 1;
1089                                         hitindication_crosshair_time = hit_time;
1090                                 }
1091
1092                                 if(hitindication_crosshair_size > 0)
1093                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1094                                 else
1095                                         hitindication_crosshair_size = 0;
1096
1097                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1098                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1099                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1100                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1101                         }
1102
1103                         if(shottype == SHOTTYPE_HITENEMY)
1104                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1105                         if(shottype == SHOTTYPE_HITTEAM)
1106                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1107
1108                         f = autocvar_crosshair_effect_speed;
1109                         if(f < 0)
1110                                 f *= -2 * g_weaponswitchdelay;
1111                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1112                         {
1113                                 wcross_changedonetime = time + f;
1114                         }
1115                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1116                         {
1117                                 wcross_name_changestarttime = time;
1118                                 wcross_name_changedonetime = time + f;
1119                                 if(wcross_name_goal_prev_prev)
1120                                         strunzone(wcross_name_goal_prev_prev);
1121                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1122                                 wcross_name_goal_prev = strzone(wcross_name);
1123                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1124                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1125                                 wcross_resolution_goal_prev = wcross_resolution;
1126                         }
1127
1128                         wcross_scale_goal_prev = wcross_scale;
1129                         wcross_alpha_goal_prev = wcross_alpha;
1130                         wcross_color_goal_prev = wcross_color;
1131
1132                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1133                         {
1134                                 wcross_blur = 1;
1135                                 wcross_alpha *= 0.75;
1136                         }
1137                         else
1138                                 wcross_blur = 0;
1139                         // *_prev is at time-frametime
1140                         // * is at wcross_changedonetime+f
1141                         // what do we have at time?
1142                         if(time < wcross_changedonetime)
1143                         {
1144                                 f = frametime / (wcross_changedonetime - time + frametime);
1145                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1146                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1147                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1148                         }
1149
1150                         wcross_scale_prev = wcross_scale;
1151                         wcross_alpha_prev = wcross_alpha;
1152                         wcross_color_prev = wcross_color;
1153
1154                         wcross_scale *= 1 - autocvar__menu_alpha;
1155                         wcross_alpha *= 1 - autocvar__menu_alpha;
1156                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1157
1158                         // crosshair rings for weapon stats
1159                         if (autocvar_crosshair_ring)
1160                         {
1161                                 // declarations and stats
1162                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1163                                 string ring_image, ring_inner_image;
1164                                 vector ring_rgb, ring_inner_rgb;
1165                                 
1166                                 ring_scale = autocvar_crosshair_ring_size;
1167
1168                                 float weapon_clipload, weapon_clipsize;
1169                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1170                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1171
1172                                 float nex_charge, nex_chargepool;
1173                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1174                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1175
1176                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1177                                         nex_charge_movingavg = nex_charge;
1178                                         
1179
1180                                 // handle the values
1181                                 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1182                                 {
1183                                         if (nex_chargepool || use_nex_chargepool) { 
1184                                                 use_nex_chargepool = 1; 
1185                                                 ring_inner_value = nex_chargepool;
1186                                         } else { 
1187                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1188                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1189                                         }
1190                                                 
1191                                         ring_inner_alpha = wcross_alpha * autocvar_crosshair_ring_nex_inner_alpha;
1192                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1193                                         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;
1194
1195                                         // draw the outer ring to show the current charge of the weapon
1196                                         ring_value = nex_charge;
1197                                         ring_alpha = wcross_alpha * autocvar_crosshair_ring_nex_alpha;
1198                                         ring_rgb = wcross_color;
1199                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1200                                 }
1201                                 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1202                                 {
1203                                         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.
1204                                         ring_alpha = wcross_alpha * autocvar_crosshair_ring_minelayer_alpha;
1205                                         ring_rgb = wcross_color;
1206                                         ring_image = "gfx/crosshair_ring.tga";
1207                                 }
1208
1209                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1210                                 {
1211                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1212                                         ring_scale = autocvar_crosshair_ring_reload_size;
1213                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1214                                         ring_rgb = wcross_color;
1215                                         
1216                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1217                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1218                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 8))
1219                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1220                                         else
1221                                                 ring_image = "gfx/crosshair_ring.tga";
1222                                 }
1223
1224                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1225                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, ring_inner_alpha, DRAWFLAG_ADDITIVE);
1226
1227                                 if (ring_value)
1228                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, ring_alpha, DRAWFLAG_ADDITIVE);
1229                         }
1230
1231 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1232                         do \
1233                         { \
1234                                 if(wcross_blur > 0) \
1235                                 { \
1236                                         for(i = -2; i <= 2; ++i) \
1237                                                 for(j = -2; j <= 2; ++j) \
1238                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1239                                 } \
1240                                 else \
1241                                 { \
1242                                         M(0,0,sz,wcross_name,wcross_alpha); \
1243                                 } \
1244                         } \
1245                         while(0)
1246
1247 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1248                         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)
1249
1250 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1251                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1252
1253                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1254                         {
1255                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1256                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1257                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1258                                 f = 1 - f;
1259                         }
1260                         else
1261                         {
1262                                 f = 1;
1263                         }
1264
1265                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1266                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1267
1268                         if(autocvar_crosshair_dot)
1269             {
1270                 vector wcross_color_old;
1271                 wcross_color_old = wcross_color;
1272                 if(autocvar_crosshair_dot_color != "0")
1273                     wcross_color = stov(autocvar_crosshair_dot_color);
1274                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1275                 wcross_color = wcross_color_old;
1276             }
1277
1278                         wcross_name_alpha_goal_prev = f;
1279                 }
1280                 else
1281                 {
1282                         wcross_scale_prev = 0;
1283                         wcross_alpha_prev = 0;
1284                         wcross_scale_goal_prev = 0;
1285                         wcross_alpha_goal_prev = 0;
1286                         wcross_changedonetime = 0;
1287                         if(wcross_name_goal_prev)
1288                                 strunzone(wcross_name_goal_prev);
1289                         wcross_name_goal_prev = string_null;
1290                         if(wcross_name_goal_prev_prev)
1291                                 strunzone(wcross_name_goal_prev_prev);
1292                         wcross_name_goal_prev_prev = string_null;
1293                         wcross_name_changestarttime = 0;
1294                         wcross_name_changedonetime = 0;
1295                         wcross_name_alpha_goal_prev = 0;
1296                         wcross_name_alpha_goal_prev_prev = 0;
1297                         wcross_resolution_goal_prev = 0;
1298                         wcross_resolution_goal_prev_prev = 0;
1299                 }
1300         }
1301
1302         if(NextFrameCommand)
1303         {
1304                 localcmd("\n", NextFrameCommand, "\n");
1305                 NextFrameCommand = string_null;
1306         }
1307
1308         // we must do this check AFTER a frame was rendered, or it won't work
1309         if(cs_project_is_b0rked == 0)
1310         {
1311                 string w0, h0;
1312                 w0 = ftos(autocvar_vid_conwidth);
1313                 h0 = ftos(autocvar_vid_conheight);
1314                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1315                 //R_SetView(VF_FOV, '90 90 0');
1316                 R_SetView(VF_ORIGIN, '0 0 0');
1317                 R_SetView(VF_ANGLES, '0 0 0');
1318                 R_SetView(VF_PERSPECTIVE, 1);
1319                 makevectors('0 0 0');
1320                 vector v1, v2;
1321                 cvar_set("vid_conwidth", "800");
1322                 cvar_set("vid_conheight", "600");
1323                 v1 = cs_project(v_forward);
1324                 cvar_set("vid_conwidth", "640");
1325                 cvar_set("vid_conheight", "480");
1326                 v2 = cs_project(v_forward);
1327                 if(v1 == v2)
1328                         cs_project_is_b0rked = 1;
1329                 else
1330                         cs_project_is_b0rked = -1;
1331                 cvar_set("vid_conwidth", w0);
1332                 cvar_set("vid_conheight", h0);
1333         }
1334
1335         if(autocvar__hud_configure)
1336                 HUD_Panel_Mouse();
1337
1338         // let's reset the view back to normal for the end
1339         R_SetView(VF_MIN, '0 0 0');
1340         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1341 }
1342
1343 #define spider_h "gfx/vehicles/hud_bg.tga"
1344 #define spider_b "gfx/vehicles/sbot.tga"
1345 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1346 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1347 #define spider_s "gfx/vehicles/shiled.tga"
1348 #define spider_a1 "gfx/hud/sb_rocket.tga"
1349 #define spider_a2 "gfx/sb_bullets.tga"
1350
1351 void CSQC_SPIDER_HUD()
1352 {
1353         float rockets, reload, heat, hp, shield;
1354         vector picsize, hudloc;
1355
1356     // Fetch health & ammo stats
1357     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1358         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1359         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1360         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1361         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1362
1363     // Draw the crosshairs
1364     picsize = drawgetimagesize(SPIDER_CROSS);
1365     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1366     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1367     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);
1368
1369     hudloc_y =  4;
1370     hudloc_x = 4;
1371
1372     picsize = drawgetimagesize(spider_h) * 0.5;
1373     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1374
1375     picsize = drawgetimagesize(spider_a2) * 0.5;
1376     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1377
1378     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1379     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1380     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1381
1382     picsize = drawgetimagesize(spider_a1) * 0.85;
1383     if(rockets == 9)
1384     {
1385         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1386         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1387     }
1388     else
1389     {
1390         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1391         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1392     }
1393
1394     picsize = drawgetimagesize(spider_b) * 0.5;
1395     hudloc_y = 10.5;
1396     hudloc_x = 10.5;
1397
1398     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1399     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1400     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1401     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1402
1403
1404         /*
1405         // Draw health bar
1406         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1407         p = p + '0 1 0' * vid_conheight - '0 32 0';
1408         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1409         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1410         p_y += 8;
1411         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1412         p_x += 256 * hp;
1413         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1414
1415         // Draw minigun heat indicator
1416         p = '0.5 0 0' * (vid_conwidth - 256);
1417         p = p + '0 1 0' * vid_conheight - '0 34  0';
1418         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1419         p_x += 256 * (1-heat);
1420         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1421
1422
1423         // Draw rocket icons for loaded/empty tubes.
1424         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1425         pp += '0 1 0' * vid_conheight - '0 64 0';
1426         for(i = 0; i < 8; ++i)
1427         {
1428                 p = pp + '1 0 0' * (rkt_size * i);
1429                 if(rockets == 8)
1430                 {
1431                         if(floor(reload * 8) == i)
1432                         {
1433                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1434                         }
1435                         else if(i < reload * 8)
1436                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1437                         else
1438                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1439                 }
1440                 else
1441                 {
1442                         if(i < rockets)
1443                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1444                         else
1445                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1446                 }
1447         }
1448         */
1449
1450         if (scoreboard_showscores)
1451         {
1452                 HUD_DrawScoreboard();
1453                 HUD_DrawCenterPrint();
1454         }
1455
1456 }
1457
1458 #define raptor_h "gfx/vehicles/hud_bg.tga"
1459 #define raptor_b "gfx/vehicles/raptor.tga"
1460 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1461 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1462 #define raptor_s "gfx/vehicles/shiled.tga"
1463
1464 void CSQC_RAPTOR_HUD()
1465 {
1466         float reload, hp, shield, energy;
1467         vector picsize, hudloc;
1468
1469     // Fetch health & ammo stats
1470     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1471         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1472         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1473         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1474
1475     // Draw the crosshairs
1476     picsize = drawgetimagesize(SPIDER_CROSS);
1477     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1478     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1479     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);
1480
1481     hudloc_y =  4;
1482     hudloc_x = 4;
1483
1484     picsize = drawgetimagesize(raptor_h) * 0.5;
1485     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1486
1487     picsize = drawgetimagesize(spider_a2) * 0.5;
1488     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1489
1490     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1491     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1492     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1493
1494
1495     picsize = drawgetimagesize(spider_a1) * 0.85;
1496     if(reload == 1)
1497     {
1498         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1499         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1500     }
1501     else
1502     {
1503         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1504         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1505     }
1506
1507     picsize = drawgetimagesize(raptor_b) * 0.5;
1508     hudloc_y = 10.5;
1509     hudloc_x = 10.5;
1510
1511     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1512     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1513     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1514     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1515
1516
1517         if (scoreboard_showscores)
1518         {
1519                 HUD_DrawScoreboard();
1520                 HUD_DrawCenterPrint();
1521         }
1522
1523 }
1524
1525 #define waki_h "gfx/vehicles/hud_bg.tga"
1526 #define waki_b "gfx/vehicles/waki.tga"
1527 #define waki_e "gfx/vehicles/waki_e.tga"
1528 #define waki_g "gfx/vehicles/waki_guns.tga"
1529 #define waki_r "gfx/vehicles/waki_rockets.tga"
1530 #define waki_s "gfx/vehicles/shiled.tga"
1531
1532 #define waki_a1 "gfx/hud/sb_rocket.tga"
1533 #define waki_a2 "gfx/sb_cells.tga"
1534
1535 void CSQC_WAKIZASHI_HUD()
1536 {
1537         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1538         float health, shield, energy, rockets;
1539         vector picsize, hudloc;
1540
1541     picsize = drawgetimagesize(SPIDER_CROSS);
1542     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1543     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1544     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);
1545
1546 /*
1547 const float STAT_VEHICLESTAT_HEALTH  = 60;
1548 const float STAT_VEHICLESTAT_SHIELD  = 61;
1549 const float STAT_VEHICLESTAT_ENERGY  = 62;
1550 const float STAT_VEHICLESTAT_AMMO1   = 63;
1551 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1552 const float STAT_VEHICLESTAT_AMMO2   = 65;
1553 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1554 */
1555     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1556         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1557         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1558         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1559
1560     hudloc_y =  4;
1561     hudloc_x = 4;
1562
1563     picsize = drawgetimagesize(waki_h) * 0.5;
1564     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1565
1566     picsize = drawgetimagesize(waki_a2) * 0.7;
1567     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1568
1569
1570     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1571     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1572
1573     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1574
1575     picsize = drawgetimagesize(waki_a1) * 0.75;
1576     if(rockets == 1)
1577     {
1578         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1579         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1580     }
1581     else
1582     {
1583         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1584         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1585         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1586     }
1587
1588     picsize = drawgetimagesize(waki_b) * 0.5;
1589     hudloc_y = 10.5;
1590     hudloc_x = 10.5;
1591
1592     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1593     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1594     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1595     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1596
1597
1598
1599         /*
1600         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1601         p = p + '0 1 0' * vid_conheight - '0 32 0';
1602
1603         // Draw health bar
1604         p_y += 8;
1605         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1606         p_x += 256 * health;
1607         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1608
1609         // Draw shiled bar
1610         p_x -= 256 * health;
1611         p_y += 4;
1612         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1613
1614         // Draw energy
1615         //p_x -= 256 * health;
1616         p_y -= 8;
1617         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1618
1619         // Draw rockets bar
1620         p_y += 12;
1621         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1622         */
1623
1624
1625
1626
1627         if (scoreboard_showscores)
1628         {
1629                 HUD_DrawScoreboard();
1630                 HUD_DrawCenterPrint();
1631         }
1632
1633 }
1634
1635
1636 void CSQC_common_hud(void)
1637 {
1638         // HUD_SortFrags(); done in HUD_Draw
1639         float hud;
1640         hud = getstati(STAT_HUD);
1641
1642         //hud = 10;
1643         switch(hud)
1644         {
1645                 case HUD_NORMAL:
1646                         // do some accuracy var caching
1647                         float i;
1648                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1649                         {
1650                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1651                                 {
1652                                         if(acc_color_levels)
1653                                                 strunzone(acc_color_levels);
1654                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1655                                         acc_levels = tokenize(acc_color_levels);
1656                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1657                                                 acc_levels = MAX_ACCURACY_LEVELS;
1658
1659                                         for (i = 0; i < acc_levels; ++i)
1660                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1661                                 }
1662                                 // let know that acc_col[] needs to be loaded
1663                                 acc_col_x[0] = -1;
1664                         }
1665
1666                         HUD_Main(); // always run these functions for alpha checks
1667                         HUD_DrawScoreboard();
1668
1669                         if (scoreboard_active) // scoreboard/accuracy
1670                         {       
1671                                 HUD_Reset();
1672                                 // HUD_DrawScoreboard takes care of centerprint_start
1673                         }
1674                         else if (intermission == 2) // map voting screen
1675                         {
1676                                 HUD_FinaleOverlay();
1677                                 HUD_Reset();
1678
1679                                 centerprint_start_x = 0;
1680                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1681                         }
1682                         else // hud
1683                         {
1684                                 centerprint_start_x = 0;
1685                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1686                         }
1687
1688                         HUD_DrawCenterPrint();
1689                         break;
1690
1691                 case HUD_SPIDERBOT:
1692                         CSQC_SPIDER_HUD();
1693                         break;
1694
1695                 case HUD_WAKIZASHI:
1696                         CSQC_WAKIZASHI_HUD();
1697                         break;
1698         }
1699 }
1700
1701
1702 // following vectors must be global to allow seamless switching between camera modes
1703 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1704 void CSQC_Demo_Camera()
1705 {
1706         float speed, attenuation, dimensions;
1707         vector tmp, delta;
1708
1709         if( autocvar_camera_reset || !camera_mode )
1710         {
1711                 camera_offset = '0 0 0';
1712                 current_angles = '0 0 0';
1713                 camera_direction = '0 0 0';
1714                 camera_offset_z += 30;
1715                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1716                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1717                 current_origin = view_origin;
1718                 current_camera_offset  = camera_offset;
1719                 cvar_set("camera_reset", "0");
1720                 camera_mode = CAMERA_CHASE;
1721         }
1722
1723         // Camera angles
1724         if( camera_roll )
1725                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1726
1727         if(autocvar_camera_look_player)
1728         {
1729                 local vector dir;
1730                 local float n;
1731
1732                 dir = normalize(view_origin - current_position);
1733                 n = mouse_angles_z;
1734                 mouse_angles = vectoangles(dir);
1735                 mouse_angles_x = mouse_angles_x * -1;
1736                 mouse_angles_z = n;
1737         }
1738         else
1739         {
1740                 tmp = getmousepos() * 0.1;
1741                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1742                 {
1743                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1744                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1745                 }
1746         }
1747
1748         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1749         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1750         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1751         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1752
1753         // Fix difference when angles don't have the same sign
1754         delta = '0 0 0';
1755         if(mouse_angles_y < -60 && current_angles_y > 60)
1756                 delta = '0 360 0';
1757         if(mouse_angles_y > 60 && current_angles_y < -60)
1758                 delta = '0 -360 0';
1759
1760         if(autocvar_camera_look_player)
1761                 attenuation = autocvar_camera_look_attenuation;
1762         else
1763                 attenuation = autocvar_camera_speed_attenuation;
1764
1765         attenuation = 1 / max(1, attenuation);
1766         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1767
1768         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1769         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1770         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1771         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1772
1773         // Camera position
1774         tmp = '0 0 0';
1775         dimensions = 0;
1776
1777         if( camera_direction_x )
1778         {
1779                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1780                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1781                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1782                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1783                 ++dimensions;
1784         }
1785
1786         if( camera_direction_y )
1787         {
1788                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1789                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1790                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1791                 ++dimensions;
1792         }
1793
1794         if( camera_direction_z )
1795         {
1796                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1797                 ++dimensions;
1798         }
1799
1800         if(autocvar_camera_free)
1801                 speed = autocvar_camera_speed_free;
1802         else
1803                 speed = autocvar_camera_speed_chase;
1804
1805         if(dimensions)
1806         {
1807                 speed = speed * sqrt(1 / dimensions);
1808                 camera_offset += tmp * speed;
1809         }
1810
1811         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1812
1813         // Camera modes
1814         if( autocvar_camera_free )
1815         {
1816                 if ( camera_mode == CAMERA_CHASE )
1817                 {
1818                         current_camera_offset = current_origin + current_camera_offset;
1819                         camera_offset = current_origin + camera_offset;
1820                 }
1821
1822                 camera_mode = CAMERA_FREE;
1823                 current_position = current_camera_offset;
1824         }
1825         else
1826         {
1827                 if ( camera_mode == CAMERA_FREE )
1828                 {
1829                         current_origin = view_origin;
1830                         camera_offset = camera_offset - current_origin;
1831                         current_camera_offset = current_camera_offset - current_origin;
1832                 }
1833
1834                 camera_mode = CAMERA_CHASE;
1835
1836                 if(autocvar_camera_chase_smoothly)
1837                         current_origin += (view_origin - current_origin) * attenuation;
1838                 else
1839                         current_origin = view_origin;
1840
1841                 current_position = current_origin + current_camera_offset;
1842         }
1843
1844         R_SetView(VF_ANGLES, current_angles);
1845         R_SetView(VF_ORIGIN, current_position);
1846 }