remove gl_polyblend, and let a CSQC fullscreen image with blood splatter (thanks...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = cvar("cl_zoomsensitivity");
131         zoomfactor = cvar("cl_zoomfactor");
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = cvar("cl_zoomspeed");
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_CAMPINGRIFLE && campingrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_CAMPINGRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
342 float view_set;
343 float camera_mode;
344 float reticle_type;
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
348
349 vector freeze_pmove_org, freeze_input_angles;
350 entity nightvision_noise, nightvision_noise2;
351
352 float pickup_crosshair_time, pickup_crosshair_size;
353
354 float myhealth, myhealth_prev;
355 float myhealth_flash;
356
357 void CSQC_UpdateView(float w, float h)
358 {
359         entity e;
360         float fov;
361         float f, i, j;
362         vector v, vo;
363         vector vf_size, vf_min;
364         float a;
365
366         vf_size = R_SetView3fv(VF_SIZE);
367         vf_min = R_SetView3fv(VF_MIN);
368         vid_width = vf_size_x;
369         vid_height = vf_size_y;
370
371         vector reticle_pos, reticle_size;
372
373         WaypointSprite_Load();
374
375         if(spectatee_status)
376                 myteam = GetPlayerColor(spectatee_status - 1);
377         else
378                 myteam = GetPlayerColor(player_localentnum - 1);
379
380         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
381         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
382
383         warpzone_fixview_origin = pmove_org + vo;
384         warpzone_fixview_cl_viewangles = input_angles;
385         warpzone_fixview_angles = view_angles;
386         WarpZone_FixView();
387         pmove_org = warpzone_fixview_origin - vo;
388         input_angles = warpzone_fixview_cl_viewangles;
389         view_angles = warpzone_fixview_angles;
390
391         if(cvar("cl_lockview") || (autocvar__hud_configure && spectatee_status <= 0))
392         {
393                 pmove_org = freeze_pmove_org;
394                 input_angles = view_angles = freeze_input_angles;
395                 R_SetView(VF_ORIGIN, pmove_org + vo);
396                 R_SetView(VF_ANGLES, view_angles);
397                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
398         }
399         freeze_pmove_org = pmove_org;
400         freeze_input_angles = input_angles;
401
402         // Render the Scene
403         if(!intermission || !view_set)
404         {
405                 view_origin = pmove_org + vo;
406                 view_angles = input_angles;
407                 makevectors(view_angles);
408                 view_forward = v_forward;
409                 view_right = v_right;
410                 view_up = v_up;
411                 view_set = 1;
412         }
413
414 #ifdef BLURTEST
415         if(time > blurtest_time0 && time < blurtest_time1)
416         {
417                 float r, t;
418
419                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
420                 r = t * blurtest_radius;
421                 f = 1 / pow(t, blurtest_power) - 1;
422
423                 cvar_set("r_glsl_postprocess", "1");
424                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
425         }
426         else
427         {
428                 cvar_set("r_glsl_postprocess", "0");
429                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
430         }
431 #endif
432
433         TargetMusic_Advance();
434         Fog_Force();
435
436         drawframetime = max(0.000001, time - drawtime);
437         drawtime = time;
438
439         // watch for gametype changes here...
440         // in ParseStuffCMD the cmd isn't executed yet :/
441         // might even be better to add the gametype to TE_CSQC_INIT...?
442         if(!postinit)
443                 PostInit();
444
445         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
446                 if(calledhooks & HOOK_START)
447                 {
448                         localcmd("\ncl_hook_gameend\n");
449                         calledhooks |= HOOK_END;
450                 }
451
452         CheckForGamestartChange();
453         serverAnnouncer();
454         maptimeAnnouncer();
455         carrierAnnouncer();
456
457         fov = cvar("fov");
458         if(button_zoom || fov <= 59.5)
459         {
460                 if(!zoomscript_caught)
461                 {
462                         localcmd("+button4\n");
463                         zoomscript_caught = 1;
464                         ignore_plus_zoom += 1;
465                 }
466         }
467         else
468         {
469                 if(zoomscript_caught)
470                 {
471                         localcmd("-button4\n");
472                         zoomscript_caught = 0;
473                         ignore_minus_zoom += 1;
474                 }
475         }
476
477         ColorTranslateMode = cvar("cl_stripcolorcodes");
478         activeweapon = getstati(STAT_SWITCHWEAPON);
479         f = cvar("teamplay");
480         if(f != teamplay)
481         {
482                 teamplay = f;
483                 HUD_InitScores();
484         }
485
486         if(last_weapon != activeweapon) {
487                 weapontime = time;
488                 last_weapon = activeweapon;
489
490                 e = get_weaponinfo(activeweapon);
491                 if(e.netname != "")
492                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
493                 else
494                         localcmd("\ncl_hook_activeweapon none\n");
495         }
496
497         // ALWAYS Clear Current Scene First
498         R_ClearScene();
499
500         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
501         R_SetView(VF_SIZE, vf_size);
502         R_SetView(VF_MIN, vf_min);
503
504         // Assign Standard Viewflags
505         // Draw the World (and sky)
506         R_SetView(VF_DRAWWORLD, 1);
507
508         // Set the console size vars
509         vid_conwidth = cvar("vid_conwidth");
510         vid_conheight = cvar("vid_conheight");
511         vid_pixelheight = cvar("vid_pixelheight");
512
513         R_SetView(VF_FOV, GetCurrentFov(fov));
514
515         // Camera for demo playback
516         if(camera_active)
517         {
518                 if(cvar("camera_enable"))
519                         CSQC_Demo_Camera();
520                 else
521                 {
522                         cvar_set("chase_active", ftos(chase_active_backup));
523                         cvar_set("cl_demo_mousegrab", "0");
524                         camera_active = FALSE;
525                 }
526         }
527 #ifdef CAMERATEST
528         else if(cvar("camera_enable"))
529 #else
530         else if(cvar("camera_enable") && isdemo())
531 #endif
532         {
533                 // Enable required Darkplaces cvars
534                 chase_active_backup = cvar("chase_active");
535                 cvar_set("chase_active", "2");
536                 cvar_set("cl_demo_mousegrab", "1");
537                 camera_active = TRUE;
538                 camera_mode = FALSE;
539         }
540
541         // Draw the Crosshair
542         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
543
544         // Draw the Engine Status Bar (the default Quake HUD)
545         R_SetView(VF_DRAWENGINEHUD, 0);
546
547         // fetch this one only once per frame
548         hud_showbinds = cvar("hud_showbinds");
549         hud_showbinds_limit = cvar("hud_showbinds_limit");
550
551         // Update the mouse position
552         /*
553            mousepos_x = vid_conwidth;
554            mousepos_y = vid_conheight;
555            mousepos = mousepos*0.5 + getmousepos();
556          */
557
558         e = self;
559         for(self = world; (self = nextent(self)); )
560                 if(self.draw)
561                         self.draw();
562         self = e;
563
564         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
565         R_RenderScene();
566
567         // now switch to 2D drawing mode by calling a 2D drawing function
568         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
569         // next R_RenderScene call
570         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
571
572         if(cvar("r_fakelight") >= 2 || cvar("r_fullbright") >= 1)
573         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
574         {
575                 // apply night vision effect
576                 vector rgb, tc_00, tc_01, tc_10, tc_11;
577
578                 if(!nightvision_noise)
579                 {
580                         nightvision_noise = spawn();
581                         nightvision_noise.classname = "nightvision_noise";
582                 }
583                 if(!nightvision_noise2)
584                 {
585                         nightvision_noise2 = spawn();
586                         nightvision_noise2.classname = "nightvision_noise2";
587                 }
588
589                 // color tint in yellow
590                 drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
591
592                 // draw BG
593                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
594                 rgb = '1 1 1';
595                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
596                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
597                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
598                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
599                 tc_11 = tc_01 + tc_10 - tc_00;
600                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
601                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
602                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
603                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
604                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
605                 R_EndPolygon();
606
607                 // draw FG
608                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
609                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
610                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
611                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
612                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
613                 tc_11 = tc_01 + tc_10 - tc_00;
614                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
615                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
616                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
617                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
618                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
619                 R_EndPolygon();
620         }
621
622         // Draw the aiming reticle for weapons that use it
623         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
624         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
625         // the view to go back to normal, so reticle_type would become 0 as we fade out)
626         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
627                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
628         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
629                 reticle_type = 2; // nex zoom
630         else if(button_zoom || zoomscript_caught)
631                 reticle_type = 1; // normal zoom
632         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
633                 reticle_type = 2; // nex zoom
634
635         if(cvar("cl_reticle_stretch"))
636         {
637                 reticle_size_x = vid_conwidth;
638                 reticle_size_y = vid_conheight;
639                 reticle_pos_x = 0;
640                 reticle_pos_y = 0;
641         }
642         else
643         {
644                 reticle_size_x = max(vid_conwidth, vid_conheight);
645                 reticle_size_y = max(vid_conwidth, vid_conheight);
646                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
647                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
648         }
649
650         f = current_zoomfraction;
651         if(zoomscript_caught)
652                 f = 1;
653         if(cvar("cl_reticle_item_normal"))
654         {
655                 precache_pic("gfx/reticle_normal");
656                 if(reticle_type == 1 && f)
657                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
658         }
659         if(cvar("cl_reticle_item_nex"))
660         {
661                 precache_pic("gfx/reticle_nex");
662                 if(reticle_type == 2 && f)
663                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
664         }
665
666         // improved polyblend
667         float myhealth_flash_temp;
668         myhealth = getstati(STAT_HEALTH);
669
670         // fade out
671         myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);
672         // add new damage
673         myhealth_flash = bound(0, myhealth_flash + max(0, myhealth_prev - myhealth) * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));
674
675         float pain_treshold, pain_treshold_lower, pain_treshold_lower_health;
676         pain_treshold = cvar("hud_damage_pain_treshold");
677         pain_treshold_lower = cvar("hud_damage_pain_treshold_lower");
678         pain_treshold_lower_health = cvar("hud_damage_pain_treshold_lower_health");
679
680         if(pain_treshold_lower && myhealth < pain_treshold_lower_health)
681         {
682                 pain_treshold = pain_treshold - max(cvar("hud_damage_pain_treshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_treshold_pulsating_period")))) * pain_treshold_lower * (1 - max(0, myhealth)/pain_treshold_lower_health);
683         }
684
685         myhealth_flash_temp = bound(0, myhealth_flash - pain_treshold, 1);
686
687         if(myhealth_prev < 1)
688         {
689                 if(myhealth >= 1)
690                 {
691                         myhealth_flash = 0; // just spawned, clear the flash immediately
692                         myhealth_flash_temp = 0;
693                 }
694                 else
695                 {
696                         myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead
697                 }
698         }
699
700         if(spectatee_status == -1)
701         {
702                 myhealth_flash = 0; // observing
703                 myhealth_flash_temp = 0;
704         }
705
706         myhealth_prev = myhealth;
707
708         drawpic(reticle_pos, "gfx/blood", reticle_size, '1 0 0', bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
709
710         // Draw the mouse cursor
711         // NOTE: drawpic must happen after R_RenderScene for some reason
712         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
713         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
714         //self = edict_num(player_localnum);
715         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
716         //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);
717         // as long as the ctf part isn't in, this is useless
718         if(menu_visible)
719                 menu_show();
720
721         /*if(gametype == GAME_CTF)
722           {
723           ctf_view();
724           } else */
725
726         // draw 2D entities
727         e = self;
728         for(self = world; (self = nextent(self)); )
729                 if(self.draw2d)
730                         self.draw2d();
731         self = e;
732
733         scoreboard_active = HUD_WouldDrawScoreboard();
734
735         float hud;
736         hud = getstati(STAT_HUD);
737         if(hud == HUD_SPIDERBOT)
738                 CSQC_SPIDER_HUD();
739         else if(hud == HUD_WAKIZASHI)
740         CSQC_WAKIZASHI_HUD();
741     else if(hud == HUD_RAPTOR)
742         CSQC_RAPTOR_HUD();
743         else
744         {
745                 if(cvar("r_letterbox") == 0)
746                         if(cvar("viewsize") < 120)
747                                 CSQC_common_hud();
748
749                 // crosshair goes VERY LAST
750                 if(!scoreboard_active && !camera_active && intermission != 2) {
751                         string wcross_style;
752                         float wcross_alpha, wcross_resolution;
753                         wcross_style = cvar_string("crosshair");
754                         if (wcross_style == "0")
755                                 return;
756                         wcross_resolution = cvar("crosshair_size");
757                         if (wcross_resolution == 0)
758                                 return;
759                         wcross_alpha = cvar("crosshair_alpha");
760                         if (wcross_alpha == 0)
761                                 return;
762
763                         // TrueAim check
764                         float shottype;
765                         float bullets, ring_scale;
766                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
767                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
768                         wcross_origin_z = 0;
769                         if(cvar("crosshair_hittest"))
770                         {
771                                 vector wcross_oldorigin;
772                                 wcross_oldorigin = wcross_origin;
773                                 shottype = TrueAimCheck();
774                                 if(shottype == SHOTTYPE_HITWORLD)
775                                 {
776                                         v = wcross_origin - wcross_oldorigin;
777                                         v_x /= vid_conwidth;
778                                         v_y /= vid_conheight;
779                                         if(vlen(v) > 0.01)
780                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
781                                 }
782                                 if(!cvar("crosshair_hittest_showimpact"))
783                                         wcross_origin = wcross_oldorigin;
784                         }
785                         else
786                                 shottype = SHOTTYPE_HITWORLD;
787
788                         vector wcross_color, wcross_size;
789                         string wcross_wep, wcross_name;
790                         float wcross_scale, wcross_blur;
791
792                         if (cvar("crosshair_per_weapon") || cvar("crosshair_color_per_weapon")) {
793                                 e = get_weaponinfo(activeweapon);
794                                 if (e && e.netname != "")
795                                 {
796                                         wcross_wep = e.netname;
797                                         if(cvar("crosshair_per_weapon"))
798                                         {
799                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
800                                                 if (wcross_resolution == 0)
801                                                         return;
802                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
803                                                 if (wcross_alpha == 0)
804                                                         return;
805
806                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
807                                                 if(wcross_style == "" || wcross_style == "0")
808                                                         wcross_style = wcross_wep;
809                                         }
810                                 }
811                         }
812                         if(wcross_wep != "" && cvar("crosshair_color_per_weapon"))
813                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
814                         else
815                                 wcross_color = stov(cvar_string("crosshair_color"));
816
817                         wcross_name = strcat("gfx/crosshair", wcross_style);
818
819                         if(cvar("crosshair_effect_scalefade"))
820                         {
821                                 wcross_scale = wcross_resolution;
822                                 wcross_resolution = 1;
823                         }
824                         else
825                         {
826                                 wcross_scale = 1;
827                         }
828
829                         if(cvar("crosshair_pickup"))
830                         {
831                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
832                                 {
833                                         pickup_crosshair_size = 1;
834                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
835                                 }
836
837                                 if(pickup_crosshair_size > 0)
838                                         pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;
839                                 else
840                                         pickup_crosshair_size = 0;
841
842                                 wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");
843                         }
844
845                         if(shottype == SHOTTYPE_HITENEMY)
846                                 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
847                         if(shottype == SHOTTYPE_HITTEAM)
848                                 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
849
850                         f = cvar("crosshair_effect_speed");
851                         if(f < 0)
852                                 f *= -2 * g_weaponswitchdelay;
853                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
854                         {
855                                 wcross_changedonetime = time + f;
856                         }
857                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
858                         {
859                                 wcross_name_changestarttime = time;
860                                 wcross_name_changedonetime = time + f;
861                                 if(wcross_name_goal_prev_prev)
862                                         strunzone(wcross_name_goal_prev_prev);
863                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
864                                 wcross_name_goal_prev = strzone(wcross_name);
865                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
866                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
867                                 wcross_resolution_goal_prev = wcross_resolution;
868                         }
869
870                         wcross_scale_goal_prev = wcross_scale;
871                         wcross_alpha_goal_prev = wcross_alpha;
872                         wcross_color_goal_prev = wcross_color;
873
874                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
875                         {
876                                 wcross_blur = 1;
877                                 wcross_alpha *= 0.75;
878                         }
879                         else
880                                 wcross_blur = 0;
881                         // *_prev is at time-frametime
882                         // * is at wcross_changedonetime+f
883                         // what do we have at time?
884                         if(time < wcross_changedonetime)
885                         {
886                                 f = frametime / (wcross_changedonetime - time + frametime);
887                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
888                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
889                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
890                         }
891
892                         wcross_scale_prev = wcross_scale;
893                         wcross_alpha_prev = wcross_alpha;
894                         wcross_color_prev = wcross_color;
895
896                         wcross_scale *= 1 - cvar("_menu_alpha");
897                         wcross_alpha *= 1 - cvar("_menu_alpha");
898
899                         ring_scale = cvar("crosshair_ring_size");
900
901                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
902
903                         float nex_charge;
904                         nex_charge = getstatf(STAT_NEX_CHARGE);
905
906                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
907                                 nex_charge_movingavg = nex_charge;
908
909                         // ring around crosshair representing bullets left in camping rifle clip
910                         if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
911                         {
912                                 bullets = getstati(STAT_BULLETS_LOADED);
913                                 f = bound(0, bullets / cr_maxbullets, 1);
914
915                                 a = cvar("crosshair_campingrifle_bulletcounter_alpha");
916                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
917                         }
918                         else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
919                         {
920                                 vector rgb;
921                                 // indicate how much we're charging right now with an inner circle
922                                 a = cvar("crosshair_nexvelocity_currentcharge_alpha");
923                                 nex_charge_movingavg = (1 - cvar("crosshair_nexvelocity_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_nexvelocity_currentcharge_movingavg_rate") * nex_charge;
924
925                                 rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
926                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_nexvelocity_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
927
928                                 // draw the charge
929                                 a = cvar("crosshair_nexvelocity_alpha");
930                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
931                         }
932
933 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
934                         do \
935                         { \
936                                 if(wcross_blur > 0) \
937                                 { \
938                                         for(i = -2; i <= 2; ++i) \
939                                                 for(j = -2; j <= 2; ++j) \
940                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
941                                 } \
942                                 else \
943                                 { \
944                                         M(0,0,sz,wcross_name,wcross_alpha); \
945                                 } \
946                         } \
947                         while(0)
948
949 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
950                         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)
951
952 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
953                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
954
955                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
956                         {
957                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
958                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
959                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
960                                 f = 1 - f;
961                         }
962                         else
963                         {
964                                 f = 1;
965                         }
966
967                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
968                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
969
970                         if(cvar("crosshair_dot"))
971                                 CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
972
973                         wcross_name_alpha_goal_prev = f;
974                 }
975                 else
976                 {
977                         wcross_scale_prev = 0;
978                         wcross_alpha_prev = 0;
979                         wcross_scale_goal_prev = 0;
980                         wcross_alpha_goal_prev = 0;
981                         wcross_changedonetime = 0;
982                         if(wcross_name_goal_prev)
983                                 strunzone(wcross_name_goal_prev);
984                         wcross_name_goal_prev = string_null;
985                         if(wcross_name_goal_prev_prev)
986                                 strunzone(wcross_name_goal_prev_prev);
987                         wcross_name_goal_prev_prev = string_null;
988                         wcross_name_changestarttime = 0;
989                         wcross_name_changedonetime = 0;
990                         wcross_name_alpha_goal_prev = 0;
991                         wcross_name_alpha_goal_prev_prev = 0;
992                         wcross_resolution_goal_prev = 0;
993                         wcross_resolution_goal_prev_prev = 0;
994                 }
995         }
996
997         if(NextFrameCommand)
998         {
999                 localcmd("\n", NextFrameCommand, "\n");
1000                 NextFrameCommand = string_null;
1001         }
1002
1003         // we must do this check AFTER a frame was rendered, or it won't work
1004         if(cs_project_is_b0rked == 0)
1005         {
1006                 string w0, h0;
1007                 w0 = cvar_string("vid_conwidth");
1008                 h0 = cvar_string("vid_conheight");
1009                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1010                 //R_SetView(VF_FOV, '90 90 0');
1011                 R_SetView(VF_ORIGIN, '0 0 0');
1012                 R_SetView(VF_ANGLES, '0 0 0');
1013                 R_SetView(VF_PERSPECTIVE, 1);
1014                 makevectors('0 0 0');
1015                 vector v1, v2;
1016                 cvar_set("vid_conwidth", "800");
1017                 cvar_set("vid_conheight", "600");
1018                 v1 = cs_project(v_forward);
1019                 cvar_set("vid_conwidth", "640");
1020                 cvar_set("vid_conheight", "480");
1021                 v2 = cs_project(v_forward);
1022                 if(v1 == v2)
1023                         cs_project_is_b0rked = 1;
1024                 else
1025                         cs_project_is_b0rked = -1;
1026                 cvar_set("vid_conwidth", w0);
1027                 cvar_set("vid_conheight", h0);
1028         }
1029
1030         if(autocvar__hud_configure)
1031                 HUD_Panel_Mouse();
1032
1033         // let's reset the view back to normal for the end
1034         R_SetView(VF_MIN, '0 0 0');
1035         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1036 }
1037
1038 #define spider_h "gfx/vehicles/hud_bg.tga"
1039 #define spider_b "gfx/vehicles/sbot.tga"
1040 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1041 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1042 #define spider_s "gfx/vehicles/shiled.tga"
1043 #define spider_a1 "gfx/hud/sb_rocket.tga"
1044 #define spider_a2 "gfx/sb_bullets.tga"
1045
1046 void CSQC_SPIDER_HUD()
1047 {
1048         float rockets, reload, heat, hp, shield;
1049         vector picsize, hudloc;
1050
1051     // Fetch health & ammo stats
1052     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1053         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1054         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1055         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1056         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1057
1058     // Draw the crosshairs
1059     picsize = drawgetimagesize(SPIDER_CROSS);
1060     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1061     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1062     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1063
1064     hudloc_y =  4;
1065     hudloc_x = 4;
1066
1067     picsize = drawgetimagesize(spider_h) * 0.5;
1068     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1069
1070     picsize = drawgetimagesize(spider_a2) * 0.5;
1071     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1072
1073     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1074     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1075     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1076
1077     picsize = drawgetimagesize(spider_a1) * 0.85;
1078     if(rockets == 9)
1079     {
1080         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1081         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1082     }
1083     else
1084     {
1085         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1086         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1087     }
1088
1089     picsize = drawgetimagesize(spider_b) * 0.5;
1090     hudloc_y = 10.5;
1091     hudloc_x = 10.5;
1092
1093     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1094     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1095     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1096     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1097
1098
1099         /*
1100         // Draw health bar
1101         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1102         p = p + '0 1 0' * vid_conheight - '0 32 0';
1103         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1104         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1105         p_y += 8;
1106         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1107         p_x += 256 * hp;
1108         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1109
1110         // Draw minigun heat indicator
1111         p = '0.5 0 0' * (vid_conwidth - 256);
1112         p = p + '0 1 0' * vid_conheight - '0 34  0';
1113         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1114         p_x += 256 * (1-heat);
1115         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1116
1117
1118         // Draw rocket icons for loaded/empty tubes.
1119         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1120         pp += '0 1 0' * vid_conheight - '0 64 0';
1121         for(i = 0; i < 8; ++i)
1122         {
1123                 p = pp + '1 0 0' * (rkt_size * i);
1124                 if(rockets == 8)
1125                 {
1126                         if(floor(reload * 8) == i)
1127                         {
1128                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1129                         }
1130                         else if(i < reload * 8)
1131                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1132                         else
1133                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1134                 }
1135                 else
1136                 {
1137                         if(i < rockets)
1138                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1139                         else
1140                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1141                 }
1142         }
1143         */
1144
1145         if (scoreboard_showscores)
1146         {
1147                 HUD_DrawScoreboard();
1148                 HUD_DrawCenterPrint();
1149         }
1150
1151 }
1152
1153 #define raptor_h "gfx/vehicles/hud_bg.tga"
1154 #define raptor_b "gfx/vehicles/raptor.tga"
1155 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1156 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1157 #define raptor_s "gfx/vehicles/shiled.tga"
1158
1159 void CSQC_RAPTOR_HUD()
1160 {
1161         float reload, hp, shield, energy;
1162         vector picsize, hudloc;
1163
1164     // Fetch health & ammo stats
1165     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1166         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1167         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1168         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1169
1170     // Draw the crosshairs
1171     picsize = drawgetimagesize(SPIDER_CROSS);
1172     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1173     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1174     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1175
1176     hudloc_y =  4;
1177     hudloc_x = 4;
1178
1179     picsize = drawgetimagesize(raptor_h) * 0.5;
1180     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1181
1182     picsize = drawgetimagesize(spider_a2) * 0.5;
1183     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1184
1185     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1186     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1187     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1188
1189
1190     picsize = drawgetimagesize(spider_a1) * 0.85;
1191     if(reload == 1)
1192     {
1193         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1194         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1195     }
1196     else
1197     {
1198         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1199         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1200     }
1201
1202     picsize = drawgetimagesize(raptor_b) * 0.5;
1203     hudloc_y = 10.5;
1204     hudloc_x = 10.5;
1205
1206     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1207     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1208     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1209     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1210
1211
1212         if (scoreboard_showscores)
1213         {
1214                 HUD_DrawScoreboard();
1215                 HUD_DrawCenterPrint();
1216         }
1217
1218 }
1219
1220 #define waki_h "gfx/vehicles/hud_bg.tga"
1221 #define waki_b "gfx/vehicles/waki.tga"
1222 #define waki_e "gfx/vehicles/waki_e.tga"
1223 #define waki_g "gfx/vehicles/waki_guns.tga"
1224 #define waki_r "gfx/vehicles/waki_rockets.tga"
1225 #define waki_s "gfx/vehicles/shiled.tga"
1226
1227 #define waki_a1 "gfx/hud/sb_rocket.tga"
1228 #define waki_a2 "gfx/sb_cells.tga"
1229
1230 void CSQC_WAKIZASHI_HUD()
1231 {
1232         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1233         float health, shield, energy, rockets;
1234         vector picsize, hudloc;
1235
1236     picsize = drawgetimagesize(SPIDER_CROSS);
1237     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1238     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1239     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1240
1241 /*
1242 const float STAT_VEHICLESTAT_HEALTH  = 60;
1243 const float STAT_VEHICLESTAT_SHIELD  = 61;
1244 const float STAT_VEHICLESTAT_ENERGY  = 62;
1245 const float STAT_VEHICLESTAT_AMMO1   = 63;
1246 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1247 const float STAT_VEHICLESTAT_AMMO2   = 65;
1248 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1249 */
1250     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1251         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1252         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1253         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1254
1255     hudloc_y =  4;
1256     hudloc_x = 4;
1257
1258     picsize = drawgetimagesize(waki_h) * 0.5;
1259     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1260
1261     picsize = drawgetimagesize(waki_a2) * 0.7;
1262     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1263
1264
1265     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1266     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1267
1268     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1269
1270     picsize = drawgetimagesize(waki_a1) * 0.75;
1271     if(rockets == 1)
1272     {
1273         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1274         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1275     }
1276     else
1277     {
1278         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1279         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1280         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1281     }
1282
1283     picsize = drawgetimagesize(waki_b) * 0.5;
1284     hudloc_y = 10.5;
1285     hudloc_x = 10.5;
1286
1287     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1288     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1289     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1290     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1291
1292
1293
1294         /*
1295         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1296         p = p + '0 1 0' * vid_conheight - '0 32 0';
1297
1298         // Draw health bar
1299         p_y += 8;
1300         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1301         p_x += 256 * health;
1302         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1303
1304         // Draw shiled bar
1305         p_x -= 256 * health;
1306         p_y += 4;
1307         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1308
1309         // Draw energy
1310         //p_x -= 256 * health;
1311         p_y -= 8;
1312         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1313
1314         // Draw rockets bar
1315         p_y += 12;
1316         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1317         */
1318
1319
1320
1321
1322         if (scoreboard_showscores)
1323         {
1324                 HUD_DrawScoreboard();
1325                 HUD_DrawCenterPrint();
1326         }
1327
1328 }
1329
1330
1331 void CSQC_common_hud(void)
1332 {
1333         // HUD_SortFrags(); done in HUD_Draw
1334         float hud;
1335         hud = getstati(STAT_HUD);
1336
1337         //hud = 10;
1338         switch(hud)
1339         {
1340                 case HUD_NORMAL:
1341                         // do some accuracy var caching
1342                         float i;
1343                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1344                         {
1345                                 if(cvar_string("accuracy_color_levels") != acc_color_levels)
1346                                 {
1347                                         if(acc_color_levels)
1348                                                 strunzone(acc_color_levels);
1349                                         acc_color_levels = strzone(cvar_string("accuracy_color_levels"));
1350                                         acc_levels = tokenize(acc_color_levels);
1351                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1352                                                 acc_levels = MAX_ACCURACY_LEVELS;
1353
1354                                         for (i = 0; i < acc_levels; ++i)
1355                                                 acc_lev[i] = stof(argv(i));
1356                                 }
1357                                 // let know that acc_col[] needs to be loaded
1358                                 acc_col_x[0] = -1;
1359                         }
1360
1361                         HUD_Main(); // always run these functions for alpha checks
1362                         HUD_DrawScoreboard();
1363
1364                         if (scoreboard_active) // scoreboard/accuracy
1365                         {       
1366                                 HUD_Reset();
1367                                 // HUD_DrawScoreboard takes care of centerprint_start
1368                         }
1369                         else if (intermission == 2) // map voting screen
1370                         {
1371                                 HUD_FinaleOverlay();
1372                                 HUD_Reset();
1373
1374                                 centerprint_start_x = 0;
1375                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1376                         }
1377                         else // hud
1378                         {
1379                                 centerprint_start_x = 0;
1380                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1381                         }
1382
1383                         HUD_DrawCenterPrint();
1384                         break;
1385
1386                 case HUD_SPIDERBOT:
1387                         CSQC_SPIDER_HUD();
1388                         break;
1389
1390                 case HUD_WAKIZASHI:
1391                         CSQC_WAKIZASHI_HUD();
1392                         break;
1393         }
1394 }
1395
1396
1397 // following vectors must be global to allow seamless switching between camera modes
1398 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1399 void CSQC_Demo_Camera()
1400 {
1401         float speed, attenuation, dimensions;
1402         vector tmp, delta;
1403
1404         if( cvar("camera_reset") || !camera_mode )
1405         {
1406                 camera_offset = '0 0 0';
1407                 current_angles = '0 0 0';
1408                 camera_direction = '0 0 0';
1409                 camera_offset_z += 30;
1410                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1411                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1412                 current_origin = view_origin;
1413                 current_camera_offset  = camera_offset;
1414                 cvar_set("camera_reset", "0");
1415                 camera_mode = CAMERA_CHASE;
1416         }
1417
1418         // Camera angles
1419         if( camera_roll )
1420                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1421
1422         if(cvar("camera_look_player"))
1423         {
1424                 local vector dir;
1425                 local float n;
1426
1427                 dir = normalize(view_origin - current_position);
1428                 n = mouse_angles_z;
1429                 mouse_angles = vectoangles(dir);
1430                 mouse_angles_x = mouse_angles_x * -1;
1431                 mouse_angles_z = n;
1432         }
1433         else
1434         {
1435                 tmp = getmousepos() * 0.1;
1436                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1437                 {
1438                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1439                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1440                 }
1441         }
1442
1443         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1444         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1445         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1446         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1447
1448         // Fix difference when angles don't have the same sign
1449         delta = '0 0 0';
1450         if(mouse_angles_y < -60 && current_angles_y > 60)
1451                 delta = '0 360 0';
1452         if(mouse_angles_y > 60 && current_angles_y < -60)
1453                 delta = '0 -360 0';
1454
1455         if(cvar("camera_look_player"))
1456                 attenuation = cvar("camera_look_attenuation");
1457         else
1458                 attenuation = cvar("camera_speed_attenuation");
1459
1460         attenuation = 1 / max(1, attenuation);
1461         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1462
1463         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1464         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1465         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1466         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1467
1468         // Camera position
1469         tmp = '0 0 0';
1470         dimensions = 0;
1471
1472         if( camera_direction_x )
1473         {
1474                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1475                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1476                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1477                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1478                 ++dimensions;
1479         }
1480
1481         if( camera_direction_y )
1482         {
1483                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1484                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1485                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1486                 ++dimensions;
1487         }
1488
1489         if( camera_direction_z )
1490         {
1491                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1492                 ++dimensions;
1493         }
1494
1495         if(cvar("camera_free"))
1496                 speed = cvar("camera_speed_free");
1497         else
1498                 speed = cvar("camera_speed_chase");
1499
1500         if(dimensions)
1501         {
1502                 speed = speed * sqrt(1 / dimensions);
1503                 camera_offset += tmp * speed;
1504         }
1505
1506         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1507
1508         // Camera modes
1509         if( cvar("camera_free") )
1510         {
1511                 if ( camera_mode == CAMERA_CHASE )
1512                 {
1513                         current_camera_offset = current_origin + current_camera_offset;
1514                         camera_offset = current_origin + camera_offset;
1515                 }
1516
1517                 camera_mode = CAMERA_FREE;
1518                 current_position = current_camera_offset;
1519         }
1520         else
1521         {
1522                 if ( camera_mode == CAMERA_FREE )
1523                 {
1524                         current_origin = view_origin;
1525                         camera_offset = camera_offset - current_origin;
1526                         current_camera_offset = current_camera_offset - current_origin;
1527                 }
1528
1529                 camera_mode = CAMERA_CHASE;
1530
1531                 if(cvar("camera_chase_smoothly"))
1532                         current_origin += (view_origin - current_origin) * attenuation;
1533                 else
1534                         current_origin = view_origin;
1535
1536                 current_position = current_origin + current_camera_offset;
1537         }
1538
1539         R_SetView(VF_ANGLES, current_angles);
1540         R_SetView(VF_ORIGIN, current_position);
1541 }