]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
do the nearclip hack in the chasecam too
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_RIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float camera_mode;
346 float reticle_type;
347 string NextFrameCommand;
348 void CSQC_SPIDER_HUD();
349 void CSQC_RAPTOR_HUD();
350
351 vector freeze_pmove_org, freeze_input_angles;
352 entity nightvision_noise, nightvision_noise2;
353
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
359
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
362
363 vector myhealth_gentlergb;
364
365 float contentavgalpha, liquidalpha_prev;
366 vector liquidcolor_prev;
367
368 float eventchase_current_distance;
369
370 float checkfail[16];
371
372 void CSQC_UpdateView(float w, float h)
373 {
374         entity e;
375         float fov;
376         float f, i, j;
377         vector v, vo;
378         vector vf_size, vf_min;
379         float a;
380
381         button_attack2 = (input_buttons & BUTTON_3);
382         button_zoom = (input_buttons & BUTTON_4);
383
384 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
385         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
386         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
387         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
388         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
389         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
390         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
391
392         vf_size = R_SetView3fv(VF_SIZE);
393         vf_min = R_SetView3fv(VF_MIN);
394         vid_width = vf_size_x;
395         vid_height = vf_size_y;
396
397         vector reticle_pos, reticle_size;
398         vector splash_pos, splash_size;
399
400         WaypointSprite_Load();
401
402         if(spectatee_status)
403                 myteam = GetPlayerColor(spectatee_status - 1);
404         else
405                 myteam = GetPlayerColor(player_localentnum - 1);
406
407         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
408         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
409
410         warpzone_fixview_origin = pmove_org + vo;
411         warpzone_fixview_cl_viewangles = input_angles;
412         warpzone_fixview_angles = view_angles;
413         WarpZone_FixView();
414         pmove_org = warpzone_fixview_origin - vo;
415         input_angles = warpzone_fixview_cl_viewangles;
416         view_angles = warpzone_fixview_angles;
417
418         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
419         {
420                 pmove_org = freeze_pmove_org;
421                 input_angles = view_angles = freeze_input_angles;
422                 R_SetView(VF_ORIGIN, pmove_org + vo);
423                 R_SetView(VF_ANGLES, view_angles);
424                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
425         }
426         freeze_pmove_org = pmove_org;
427         freeze_input_angles = input_angles;
428
429         // event chase camera
430         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
431         {
432                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
433                 {
434                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
435                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
436                         if(!autocvar_chase_active)
437                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
438
439                         // make the camera smooth back
440                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
441                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
442                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
443                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
444
445                         vector eventchase_target_origin;
446                         makevectors(view_angles);
447                         // pass 1, used to check where the camera would go and obtain the trace_fraction
448                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
449
450                         WarpZone_TraceLine(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
451                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
452                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
453                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
454                         WarpZone_TraceLine(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
455
456                         R_SetView(VF_ORIGIN, trace_endpos);
457                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
458
459                         vector o, corner0, corner1, corner2, corner3, nearclip;
460                         nearclip = '0 0 1' * (cvar("r_nearclip") * 1.125);
461                         corner0 = cs_unproject('0 0 0' + nearclip);
462                         corner1 = cs_unproject('1 0 0' * cvar("vid_conwidth") + nearclip);
463                         corner2 = cs_unproject('0 1 0' * cvar("vid_conheight") + nearclip);
464                         corner3 = cs_unproject('1 0 0' * cvar("vid_conwidth") + '0 1 0' * cvar("vid_conheight") + nearclip);
465                         o = trace_endpos;
466                         o = o + WarpZone_FixNearClip(trace_endpos, corner0, corner1, corner2, corner3);
467                         R_SetView(VF_ORIGIN, o);
468                 }
469                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
470                 {
471                         cvar_set("chase_active", "0");
472                         eventchase_current_distance = 0; // start from 0 next time
473                 }
474         }
475
476         // Render the Scene
477         view_origin = R_SetView3fv(VF_ORIGIN);
478         view_angles = R_SetView3fv(VF_ANGLES);
479         makevectors(view_angles);
480         view_forward = v_forward;
481         view_right = v_right;
482         view_up = v_up;
483
484 #ifdef BLURTEST
485         if(time > blurtest_time0 && time < blurtest_time1)
486         {
487                 float r, t;
488
489                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
490                 r = t * blurtest_radius;
491                 f = 1 / pow(t, blurtest_power) - 1;
492
493                 cvar_set("r_glsl_postprocess", "1");
494                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
495         }
496         else
497         {
498                 cvar_set("r_glsl_postprocess", "0");
499                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
500         }
501 #endif
502
503         TargetMusic_Advance();
504         Fog_Force();
505
506         drawframetime = max(0.000001, time - drawtime);
507         drawtime = time;
508
509         // watch for gametype changes here...
510         // in ParseStuffCMD the cmd isn't executed yet :/
511         // might even be better to add the gametype to TE_CSQC_INIT...?
512         if(!postinit)
513                 PostInit();
514
515         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
516                 if(calledhooks & HOOK_START)
517                 {
518                         localcmd("\ncl_hook_gameend\n");
519                         calledhooks |= HOOK_END;
520                 }
521
522         CheckForGamestartChange();
523         serverAnnouncer();
524         maptimeAnnouncer();
525         carrierAnnouncer();
526
527         fov = autocvar_fov;
528         if(fov <= 59.5)
529         {
530                 if(!zoomscript_caught)
531                 {
532                         localcmd("+button9\n");
533                         zoomscript_caught = 1;
534                 }
535         }
536         else
537         {
538                 if(zoomscript_caught)
539                 {
540                         localcmd("-button9\n");
541                         zoomscript_caught = 0;
542                 }
543         }
544
545         ColorTranslateMode = autocvar_cl_stripcolorcodes;
546         activeweapon = getstati(STAT_SWITCHWEAPON);
547         f = (serverflags & SERVERFLAG_TEAMPLAY);
548         if(f != teamplay)
549         {
550                 teamplay = f;
551                 HUD_InitScores();
552         }
553
554         if(last_weapon != activeweapon) {
555                 weapontime = time;
556                 last_weapon = activeweapon;
557
558                 e = get_weaponinfo(activeweapon);
559                 if(e.netname != "")
560                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
561                 else
562                         localcmd("\ncl_hook_activeweapon none\n");
563         }
564
565         // ALWAYS Clear Current Scene First
566         R_ClearScene();
567         R_SetView(VF_ORIGIN, view_origin);
568         R_SetView(VF_ANGLES, view_angles);
569
570         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
571         R_SetView(VF_SIZE, vf_size);
572         R_SetView(VF_MIN, vf_min);
573
574         // Assign Standard Viewflags
575         // Draw the World (and sky)
576         R_SetView(VF_DRAWWORLD, 1);
577
578         // Set the console size vars
579         vid_conwidth = autocvar_vid_conwidth;
580         vid_conheight = autocvar_vid_conheight;
581         vid_pixelheight = autocvar_vid_pixelheight;
582
583         R_SetView(VF_FOV, GetCurrentFov(fov));
584
585         // Camera for demo playback
586         if(camera_active)
587         {
588                 if(autocvar_camera_enable)
589                         CSQC_Demo_Camera();
590                 else
591                 {
592                         cvar_set("chase_active", ftos(chase_active_backup));
593                         cvar_set("cl_demo_mousegrab", "0");
594                         camera_active = FALSE;
595                 }
596         }
597 #ifdef CAMERATEST
598         else if(autocvar_camera_enable)
599 #else
600         else if(autocvar_camera_enable && isdemo())
601 #endif
602         {
603                 // Enable required Darkplaces cvars
604                 chase_active_backup = autocvar_chase_active;
605                 cvar_set("chase_active", "2");
606                 cvar_set("cl_demo_mousegrab", "1");
607                 camera_active = TRUE;
608                 camera_mode = FALSE;
609         }
610
611         // Draw the Crosshair
612         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
613
614         // Draw the Engine Status Bar (the default Quake HUD)
615         R_SetView(VF_DRAWENGINEHUD, 0);
616
617         // Update the mouse position
618         /*
619            mousepos_x = vid_conwidth;
620            mousepos_y = vid_conheight;
621            mousepos = mousepos*0.5 + getmousepos();
622          */
623
624         e = self;
625         for(self = world; (self = nextent(self)); )
626                 if(self.draw)
627                         self.draw();
628         self = e;
629
630         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
631         R_RenderScene();
632
633         // now switch to 2D drawing mode by calling a 2D drawing function
634         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
635         // next R_RenderScene call
636         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
637
638         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
639         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
640         {
641                 // apply night vision effect
642                 vector rgb, tc_00, tc_01, tc_10, tc_11;
643
644                 if(!nightvision_noise)
645                 {
646                         nightvision_noise = spawn();
647                         nightvision_noise.classname = "nightvision_noise";
648                 }
649                 if(!nightvision_noise2)
650                 {
651                         nightvision_noise2 = spawn();
652                         nightvision_noise2.classname = "nightvision_noise2";
653                 }
654
655                 // color tint in yellow
656                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
657
658                 // draw BG
659                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
660                 rgb = '1 1 1';
661                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
662                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
663                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
664                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
665                 tc_11 = tc_01 + tc_10 - tc_00;
666                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
667                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
668                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
669                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
670                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
671                 R_EndPolygon();
672
673                 // draw FG
674                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
675                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
676                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
677                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
678                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
679                 tc_11 = tc_01 + tc_10 - tc_00;
680                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
681                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
682                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
683                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
684                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
685                 R_EndPolygon();
686         }
687
688         // Draw the aiming reticle for weapons that use it
689         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
690         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
691         // the view to go back to normal, so reticle_type would become 0 as we fade out)
692         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
693                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
694         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
695                 reticle_type = 2; // nex zoom
696         else if(button_zoom || zoomscript_caught)
697                 reticle_type = 1; // normal zoom
698         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
699                 reticle_type = 2; // nex zoom
700
701         if (reticle_type)
702         {
703                 if(autocvar_cl_reticle_stretch)
704                 {
705                         reticle_size_x = vid_conwidth;
706                         reticle_size_y = vid_conheight;
707                         reticle_pos_x = 0;
708                         reticle_pos_y = 0;
709                 }
710                 else
711                 {
712                         reticle_size_x = max(vid_conwidth, vid_conheight);
713                         reticle_size_y = max(vid_conwidth, vid_conheight);
714                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
715                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
716                 }
717
718                 f = current_zoomfraction;
719                 if(zoomscript_caught)
720                         f = 1;
721                 if(autocvar_cl_reticle_item_normal)
722                 {
723                         if(reticle_type == 1 && f)
724                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
725                 }
726                 if(autocvar_cl_reticle_item_nex)
727                 {
728                         if(reticle_type == 2 && f)
729                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
730                 }
731         }
732
733
734         // improved polyblend
735         vector rgb;
736         if(autocvar_hud_contents)
737         {
738                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
739                 vector liquidcolor;
740                 
741                 switch(pointcontents(view_origin))
742                 {
743                         case CONTENT_WATER:
744                                 liquidalpha = autocvar_hud_contents_water_alpha;
745                                 liquidcolor = stov(autocvar_hud_contents_water_color);
746                                 incontent = 1;
747                                 break;
748                                 
749                         case CONTENT_LAVA:
750                                 liquidalpha = autocvar_hud_contents_lava_alpha;
751                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
752                                 incontent = 1;
753                                 break;  
754                                                         
755                         case CONTENT_SLIME:
756                                 liquidalpha = autocvar_hud_contents_slime_alpha;
757                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
758                                 incontent = 1;
759                                 break;
760                                 
761                         default:
762                                 liquidalpha = 0;
763                                 liquidcolor = '0 0 0';
764                                 incontent = 0;
765                                 break;
766                 }
767                 
768                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
769                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
770                         contentfadetime = autocvar_hud_contents_fadeintime;
771                         liquidalpha_prev = liquidalpha;
772                         liquidcolor_prev = liquidcolor;
773                 }
774                 else
775                         contentfadetime = autocvar_hud_contents_fadeouttime;
776                         
777                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
778                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
779                 
780                 if(contentavgalpha)
781                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
782         }
783         
784         if(autocvar_hud_damage && !autocvar_chase_active)
785         {
786                 splash_size_x = max(vid_conwidth, vid_conheight);
787                 splash_size_y = max(vid_conwidth, vid_conheight);
788                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
789                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
790
791                 float myhealth_flash_temp;
792                 myhealth = getstati(STAT_HEALTH);
793
794                 // fade out
795                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
796                 // add new damage
797                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
798
799                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
800                 pain_threshold = autocvar_hud_damage_pain_threshold;
801                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
802                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
803
804                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
805                 {
806                         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);
807                 }
808
809                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
810
811                 if(myhealth_prev < 1)
812                 {
813                         if(myhealth >= 1)
814                         {
815                                 myhealth_flash = 0; // just spawned, clear the flash immediately
816                                 myhealth_flash_temp = 0;
817                         }
818                         else
819                         {
820                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
821                         }
822                 }
823
824                 if(spectatee_status == -1 || intermission)
825                 {
826                         myhealth_flash = 0; // observing, or match ended
827                         myhealth_flash_temp = 0;
828                 }
829
830                 myhealth_prev = myhealth;
831
832                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
833                 {
834                         if(autocvar_cl_gentle_damage == 2)
835                         {
836                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
837                                 {
838                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
839                                 }
840                         }
841                         else
842                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
843
844                         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);
845                 }
846                 else
847                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
848         }
849
850         // Draw the mouse cursor
851         // NOTE: drawpic must happen after R_RenderScene for some reason
852         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
853         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
854         //self = edict_num(player_localnum);
855         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
856         //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);
857         // as long as the ctf part isn't in, this is useless
858         if(menu_visible)
859                 menu_show();
860
861         /*if(gametype == GAME_CTF)
862           {
863           ctf_view();
864           } else */
865
866         // draw 2D entities
867         e = self;
868         for(self = world; (self = nextent(self)); )
869                 if(self.draw2d)
870                         self.draw2d();
871         self = e;
872         Draw_ShowNames_All();
873
874         scoreboard_active = HUD_WouldDrawScoreboard();
875
876         hit_time = getstatf(STAT_HIT_TIME);
877         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
878         {
879                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
880                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
881         }
882         typehit_time = getstatf(STAT_TYPEHIT_TIME);
883         if(typehit_time > nextsound_typehit_time)
884         {
885                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
886                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
887         }
888
889         float hud;
890         hud = getstati(STAT_HUD);
891         if(hud == HUD_SPIDERBOT)
892                 CSQC_SPIDER_HUD();
893         else if(hud == HUD_WAKIZASHI)
894         CSQC_WAKIZASHI_HUD();
895     else if(hud == HUD_RAPTOR)
896         CSQC_RAPTOR_HUD();
897         else
898         {
899                 if(gametype == GAME_FREEZETAG)
900                 {
901                         if(getstati(STAT_FROZEN))
902                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
903                         if(getstatf(STAT_REVIVE_PROGRESS))
904                         {
905                                 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);
906                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
907                         }
908                 }
909
910                 if(autocvar_r_letterbox == 0)
911                         if(autocvar_viewsize < 120)
912                                 CSQC_common_hud();
913
914                 // crosshair goes VERY LAST
915                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
916                         string wcross_style;
917                         float wcross_alpha, wcross_resolution;
918                         wcross_style = autocvar_crosshair;
919                         if (wcross_style == "0")
920                                 return;
921                         wcross_resolution = autocvar_crosshair_size;
922                         if (wcross_resolution == 0)
923                                 return;
924                         wcross_alpha = autocvar_crosshair_alpha;
925                         if (wcross_alpha == 0)
926                                 return;
927
928                         // TrueAim check
929                         float shottype;
930
931                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
932                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
933                         wcross_origin_z = 0;
934                         if(autocvar_crosshair_hittest)
935                         {
936                                 vector wcross_oldorigin;
937                                 wcross_oldorigin = wcross_origin;
938                                 shottype = TrueAimCheck();
939                                 if(shottype == SHOTTYPE_HITWORLD)
940                                 {
941                                         v = wcross_origin - wcross_oldorigin;
942                                         v_x /= vid_conwidth;
943                                         v_y /= vid_conheight;
944                                         if(vlen(v) > 0.01)
945                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
946                                 }
947                                 if(!autocvar_crosshair_hittest_showimpact)
948                                         wcross_origin = wcross_oldorigin;
949                         }
950                         else
951                                 shottype = SHOTTYPE_HITWORLD;
952
953                         vector wcross_color, wcross_size;
954                         string wcross_wep, wcross_name;
955                         float wcross_scale, wcross_blur;
956
957                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
958                                 e = get_weaponinfo(activeweapon);
959                                 if (e && e.netname != "")
960                                 {
961                                         wcross_wep = e.netname;
962                                         if(autocvar_crosshair_per_weapon)
963                                         {
964                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
965                                                 if (wcross_resolution == 0)
966                                                         return;
967                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
968                                                 if (wcross_alpha == 0)
969                                                         return;
970
971                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
972                                                 if(wcross_style == "" || wcross_style == "0")
973                                                         wcross_style = wcross_wep;
974                                         }
975                                 }
976                         }
977                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
978                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
979                         else if(autocvar_crosshair_color_by_health)
980                         {
981                                 local float x = getstati(STAT_HEALTH);
982                                 
983                                 //x = red
984                                 //y = green
985                                 //z = blue
986                                 
987                                 wcross_color_z = 0;
988                                 
989                                 if(x > 200)
990                                 {
991                                         wcross_color_x = 0;
992                                         wcross_color_y = 1;
993                                 }
994                                 else if(x > 150)
995                                 {
996                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
997                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
998                                 }
999                                 else if(x > 100)
1000                                 {
1001                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1002                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1003                                         wcross_color_z = 1 - (x-100)*0.02;
1004                                 }
1005                                 else if(x > 50)
1006                                 {
1007                                         wcross_color_x = 1;
1008                                         wcross_color_y = 1;
1009                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
1010                                 }
1011                                 else if(x > 20)
1012                                 {
1013                                         wcross_color_x = 1;
1014                                         wcross_color_y = (x-20)*90/27/100;
1015                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1016                                 }
1017                                 else
1018                                 {
1019                                         wcross_color_x = 1;
1020                                         wcross_color_y = 0;
1021                                 }
1022                         }
1023                         else
1024                                 wcross_color = stov(autocvar_crosshair_color);
1025
1026                         wcross_name = strcat("gfx/crosshair", wcross_style);
1027
1028                         if(autocvar_crosshair_effect_scalefade)
1029                         {
1030                                 wcross_scale = wcross_resolution;
1031                                 wcross_resolution = 1;
1032                         }
1033                         else
1034                         {
1035                                 wcross_scale = 1;
1036                         }
1037
1038                         if(autocvar_crosshair_pickup)
1039                         {
1040                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1041                                 {
1042                                         pickup_crosshair_size = 1;
1043                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1044                                 }
1045
1046                                 if(pickup_crosshair_size > 0)
1047                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1048                                 else
1049                                         pickup_crosshair_size = 0;
1050
1051                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1052                         }
1053                         
1054                         vector hitindication_color;
1055                         if(autocvar_crosshair_hitindication)
1056                         {
1057                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1058                                 if(hitindication_crosshair_time < hit_time)
1059                                 {
1060                                         hitindication_crosshair_size = 1;
1061                                         hitindication_crosshair_time = hit_time;
1062                                 }
1063
1064                                 if(hitindication_crosshair_size > 0)
1065                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1066                                 else
1067                                         hitindication_crosshair_size = 0;
1068
1069                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1070                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1071                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1072                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1073                         }
1074
1075                         if(shottype == SHOTTYPE_HITENEMY)
1076                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1077                         if(shottype == SHOTTYPE_HITTEAM)
1078                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1079
1080                         f = autocvar_crosshair_effect_speed;
1081                         if(f < 0)
1082                                 f *= -2 * g_weaponswitchdelay;
1083                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1084                         {
1085                                 wcross_changedonetime = time + f;
1086                         }
1087                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1088                         {
1089                                 wcross_name_changestarttime = time;
1090                                 wcross_name_changedonetime = time + f;
1091                                 if(wcross_name_goal_prev_prev)
1092                                         strunzone(wcross_name_goal_prev_prev);
1093                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1094                                 wcross_name_goal_prev = strzone(wcross_name);
1095                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1096                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1097                                 wcross_resolution_goal_prev = wcross_resolution;
1098                         }
1099
1100                         wcross_scale_goal_prev = wcross_scale;
1101                         wcross_alpha_goal_prev = wcross_alpha;
1102                         wcross_color_goal_prev = wcross_color;
1103
1104                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1105                         {
1106                                 wcross_blur = 1;
1107                                 wcross_alpha *= 0.75;
1108                         }
1109                         else
1110                                 wcross_blur = 0;
1111                         // *_prev is at time-frametime
1112                         // * is at wcross_changedonetime+f
1113                         // what do we have at time?
1114                         if(time < wcross_changedonetime)
1115                         {
1116                                 f = frametime / (wcross_changedonetime - time + frametime);
1117                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1118                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1119                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1120                         }
1121
1122                         wcross_scale_prev = wcross_scale;
1123                         wcross_alpha_prev = wcross_alpha;
1124                         wcross_color_prev = wcross_color;
1125
1126                         wcross_scale *= 1 - autocvar__menu_alpha;
1127                         wcross_alpha *= 1 - autocvar__menu_alpha;
1128                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1129
1130                         // crosshair rings for weapon stats
1131                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1132                         {
1133                                 // declarations and stats
1134                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1135                                 string ring_image, ring_inner_image;
1136                                 vector ring_rgb, ring_inner_rgb;
1137                                 
1138                                 ring_scale = autocvar_crosshair_ring_size;
1139
1140                                 float weapon_clipload, weapon_clipsize;
1141                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1142                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1143
1144                                 float nex_charge, nex_chargepool;
1145                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1146                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1147
1148                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1149                                         nex_charge_movingavg = nex_charge;
1150                                         
1151
1152                                 // handle the values
1153                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1154                                 {
1155                                         if (nex_chargepool || use_nex_chargepool) { 
1156                                                 use_nex_chargepool = 1; 
1157                                                 ring_inner_value = nex_chargepool;
1158                                         } else { 
1159                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1160                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1161                                         }
1162                                                 
1163                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1164                                         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;
1165                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1166                                         
1167                                         // draw the outer ring to show the current charge of the weapon
1168                                         ring_value = nex_charge;
1169                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1170                                         ring_rgb = wcross_color;
1171                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1172                                 }
1173                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1174                                 {
1175                                         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.
1176                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1177                                         ring_rgb = wcross_color;
1178                                         ring_image = "gfx/crosshair_ring.tga";
1179                                 }
1180                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1181                                 {
1182                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1183                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1184                                         ring_rgb = wcross_color;
1185                                         ring_image = "gfx/crosshair_ring.tga";
1186                                 }
1187
1188                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1189                                 {
1190                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1191                                         ring_scale = autocvar_crosshair_ring_reload_size;
1192                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1193                                         ring_rgb = wcross_color;
1194                                         
1195                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1196                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1197                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1198                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1199                                         else
1200                                                 ring_image = "gfx/crosshair_ring.tga";
1201                                 }
1202
1203                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1204                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1205
1206                                 if (ring_value)
1207                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1208                         }
1209
1210 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1211                         do \
1212                         { \
1213                                 if(wcross_blur > 0) \
1214                                 { \
1215                                         for(i = -2; i <= 2; ++i) \
1216                                                 for(j = -2; j <= 2; ++j) \
1217                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1218                                 } \
1219                                 else \
1220                                 { \
1221                                         M(0,0,sz,wcross_name,wcross_alpha); \
1222                                 } \
1223                         } \
1224                         while(0)
1225
1226 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1227                         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)
1228
1229 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1230                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1231
1232                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1233                         {
1234                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1235                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1236                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1237                                 f = 1 - f;
1238                         }
1239                         else
1240                         {
1241                                 f = 1;
1242                         }
1243
1244                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1245                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1246
1247                         if(autocvar_crosshair_dot)
1248             {
1249                 vector wcross_color_old;
1250                 wcross_color_old = wcross_color;
1251                 if(autocvar_crosshair_dot_color != "0")
1252                     wcross_color = stov(autocvar_crosshair_dot_color);
1253                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1254                 wcross_color = wcross_color_old;
1255             }
1256
1257                         wcross_name_alpha_goal_prev = f;
1258                 }
1259                 else
1260                 {
1261                         wcross_scale_prev = 0;
1262                         wcross_alpha_prev = 0;
1263                         wcross_scale_goal_prev = 0;
1264                         wcross_alpha_goal_prev = 0;
1265                         wcross_changedonetime = 0;
1266                         if(wcross_name_goal_prev)
1267                                 strunzone(wcross_name_goal_prev);
1268                         wcross_name_goal_prev = string_null;
1269                         if(wcross_name_goal_prev_prev)
1270                                 strunzone(wcross_name_goal_prev_prev);
1271                         wcross_name_goal_prev_prev = string_null;
1272                         wcross_name_changestarttime = 0;
1273                         wcross_name_changedonetime = 0;
1274                         wcross_name_alpha_goal_prev = 0;
1275                         wcross_name_alpha_goal_prev_prev = 0;
1276                         wcross_resolution_goal_prev = 0;
1277                         wcross_resolution_goal_prev_prev = 0;
1278                 }
1279         }
1280
1281         if(NextFrameCommand)
1282         {
1283                 localcmd("\n", NextFrameCommand, "\n");
1284                 NextFrameCommand = string_null;
1285         }
1286
1287         // we must do this check AFTER a frame was rendered, or it won't work
1288         if(cs_project_is_b0rked == 0)
1289         {
1290                 string w0, h0;
1291                 w0 = ftos(autocvar_vid_conwidth);
1292                 h0 = ftos(autocvar_vid_conheight);
1293                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1294                 //R_SetView(VF_FOV, '90 90 0');
1295                 R_SetView(VF_ORIGIN, '0 0 0');
1296                 R_SetView(VF_ANGLES, '0 0 0');
1297                 R_SetView(VF_PERSPECTIVE, 1);
1298                 makevectors('0 0 0');
1299                 vector v1, v2;
1300                 cvar_set("vid_conwidth", "800");
1301                 cvar_set("vid_conheight", "600");
1302                 v1 = cs_project(v_forward);
1303                 cvar_set("vid_conwidth", "640");
1304                 cvar_set("vid_conheight", "480");
1305                 v2 = cs_project(v_forward);
1306                 if(v1 == v2)
1307                         cs_project_is_b0rked = 1;
1308                 else
1309                         cs_project_is_b0rked = -1;
1310                 cvar_set("vid_conwidth", w0);
1311                 cvar_set("vid_conheight", h0);
1312         }
1313
1314         if(autocvar__hud_configure)
1315                 HUD_Panel_Mouse();
1316
1317         // let's reset the view back to normal for the end
1318         R_SetView(VF_MIN, '0 0 0');
1319         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1320 }
1321
1322 #define spider_h "gfx/vehicles/hud_bg.tga"
1323 #define spider_b "gfx/vehicles/sbot.tga"
1324 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1325 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1326 #define spider_s "gfx/vehicles/shiled.tga"
1327 #define spider_a1 "gfx/hud/sb_rocket.tga"
1328 #define spider_a2 "gfx/sb_bullets.tga"
1329
1330 void CSQC_SPIDER_HUD()
1331 {
1332         float rockets, reload, heat, hp, shield;
1333         vector picsize, hudloc;
1334
1335     // Fetch health & ammo stats
1336     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1337         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1338         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1339         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1340         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1341
1342     // Draw the crosshairs
1343     picsize = drawgetimagesize(SPIDER_CROSS);
1344     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1345     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1346     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1347
1348     hudloc_y =  4;
1349     hudloc_x = 4;
1350
1351     picsize = drawgetimagesize(spider_h) * 0.5;
1352     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1353
1354     picsize = drawgetimagesize(spider_a2) * 0.5;
1355     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1356
1357     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1358     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1359     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1360
1361     picsize = drawgetimagesize(spider_a1) * 0.85;
1362     if(rockets == 9)
1363     {
1364         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1365         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1366     }
1367     else
1368     {
1369         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1370         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1371     }
1372
1373     picsize = drawgetimagesize(spider_b) * 0.5;
1374     hudloc_y = 10.5;
1375     hudloc_x = 10.5;
1376
1377     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1378     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1379     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1380     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1381
1382
1383         /*
1384         // Draw health bar
1385         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1386         p = p + '0 1 0' * vid_conheight - '0 32 0';
1387         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1388         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1389         p_y += 8;
1390         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1391         p_x += 256 * hp;
1392         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1393
1394         // Draw minigun heat indicator
1395         p = '0.5 0 0' * (vid_conwidth - 256);
1396         p = p + '0 1 0' * vid_conheight - '0 34  0';
1397         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1398         p_x += 256 * (1-heat);
1399         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1400
1401
1402         // Draw rocket icons for loaded/empty tubes.
1403         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1404         pp += '0 1 0' * vid_conheight - '0 64 0';
1405         for(i = 0; i < 8; ++i)
1406         {
1407                 p = pp + '1 0 0' * (rkt_size * i);
1408                 if(rockets == 8)
1409                 {
1410                         if(floor(reload * 8) == i)
1411                         {
1412                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1413                         }
1414                         else if(i < reload * 8)
1415                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1416                         else
1417                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1418                 }
1419                 else
1420                 {
1421                         if(i < rockets)
1422                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1423                         else
1424                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1425                 }
1426         }
1427         */
1428
1429         if (scoreboard_showscores)
1430         {
1431                 HUD_DrawScoreboard();
1432                 HUD_DrawCenterPrint();
1433         }
1434
1435 }
1436
1437 #define raptor_h "gfx/vehicles/hud_bg.tga"
1438 #define raptor_b "gfx/vehicles/raptor.tga"
1439 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1440 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1441 #define raptor_s "gfx/vehicles/shiled.tga"
1442
1443 void CSQC_RAPTOR_HUD()
1444 {
1445         float reload, hp, shield, energy;
1446         vector picsize, hudloc;
1447
1448     // Fetch health & ammo stats
1449     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1450         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1451         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1452         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1453
1454     // Draw the crosshairs
1455     picsize = drawgetimagesize(SPIDER_CROSS);
1456     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1457     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1458     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);
1459
1460     hudloc_y =  4;
1461     hudloc_x = 4;
1462
1463     picsize = drawgetimagesize(raptor_h) * 0.5;
1464     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1465
1466     picsize = drawgetimagesize(spider_a2) * 0.5;
1467     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1468
1469     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1470     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1471     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1472
1473
1474     picsize = drawgetimagesize(spider_a1) * 0.85;
1475     if(reload == 1)
1476     {
1477         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1478         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1479     }
1480     else
1481     {
1482         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1483         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1484     }
1485
1486     picsize = drawgetimagesize(raptor_b) * 0.5;
1487     hudloc_y = 10.5;
1488     hudloc_x = 10.5;
1489
1490     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1491     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1492     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1493     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1494
1495
1496         if (scoreboard_showscores)
1497         {
1498                 HUD_DrawScoreboard();
1499                 HUD_DrawCenterPrint();
1500         }
1501
1502 }
1503
1504 #define waki_h "gfx/vehicles/hud_bg.tga"
1505 #define waki_b "gfx/vehicles/waki.tga"
1506 #define waki_e "gfx/vehicles/waki_e.tga"
1507 #define waki_g "gfx/vehicles/waki_guns.tga"
1508 #define waki_r "gfx/vehicles/waki_rockets.tga"
1509 #define waki_s "gfx/vehicles/shiled.tga"
1510
1511 #define waki_a1 "gfx/hud/sb_rocket.tga"
1512 #define waki_a2 "gfx/sb_cells.tga"
1513
1514 void CSQC_WAKIZASHI_HUD()
1515 {
1516         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1517         float health, shield, energy, rockets;
1518         vector picsize, hudloc;
1519
1520     picsize = drawgetimagesize(SPIDER_CROSS);
1521     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1522     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1523     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);
1524
1525 /*
1526 const float STAT_VEHICLESTAT_HEALTH  = 60;
1527 const float STAT_VEHICLESTAT_SHIELD  = 61;
1528 const float STAT_VEHICLESTAT_ENERGY  = 62;
1529 const float STAT_VEHICLESTAT_AMMO1   = 63;
1530 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1531 const float STAT_VEHICLESTAT_AMMO2   = 65;
1532 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1533 */
1534     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1535         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1536         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1537         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1538
1539     hudloc_y =  4;
1540     hudloc_x = 4;
1541
1542     picsize = drawgetimagesize(waki_h) * 0.5;
1543     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1544
1545     picsize = drawgetimagesize(waki_a2) * 0.7;
1546     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1547
1548
1549     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1550     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1551
1552     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1553
1554     picsize = drawgetimagesize(waki_a1) * 0.75;
1555     if(rockets == 1)
1556     {
1557         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1558         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1559     }
1560     else
1561     {
1562         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1563         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1564         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1565     }
1566
1567     picsize = drawgetimagesize(waki_b) * 0.5;
1568     hudloc_y = 10.5;
1569     hudloc_x = 10.5;
1570
1571     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1572     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1573     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1574     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1575
1576
1577
1578         /*
1579         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1580         p = p + '0 1 0' * vid_conheight - '0 32 0';
1581
1582         // Draw health bar
1583         p_y += 8;
1584         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1585         p_x += 256 * health;
1586         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1587
1588         // Draw shiled bar
1589         p_x -= 256 * health;
1590         p_y += 4;
1591         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1592
1593         // Draw energy
1594         //p_x -= 256 * health;
1595         p_y -= 8;
1596         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1597
1598         // Draw rockets bar
1599         p_y += 12;
1600         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1601         */
1602
1603
1604
1605
1606         if (scoreboard_showscores)
1607         {
1608                 HUD_DrawScoreboard();
1609                 HUD_DrawCenterPrint();
1610         }
1611
1612 }
1613
1614 void CSQC_common_hud(void)
1615 {
1616         // HUD_SortFrags(); done in HUD_Draw
1617         float hud;
1618         hud = getstati(STAT_HUD);
1619
1620         //hud = 10;
1621         switch(hud)
1622         {
1623                 case HUD_NORMAL:
1624                         // do some accuracy var caching
1625                         float i;
1626                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1627                         {
1628                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1629                                 {
1630                                         if(acc_color_levels)
1631                                                 strunzone(acc_color_levels);
1632                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1633                                         acc_levels = tokenize(acc_color_levels);
1634                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1635                                                 acc_levels = MAX_ACCURACY_LEVELS;
1636
1637                                         for (i = 0; i < acc_levels; ++i)
1638                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1639                                 }
1640                                 // let know that acc_col[] needs to be loaded
1641                                 acc_col_x[0] = -1;
1642                         }
1643
1644                         HUD_Main(); // always run these functions for alpha checks
1645                         HUD_DrawScoreboard();
1646
1647                         if (scoreboard_active) // scoreboard/accuracy
1648                         {       
1649                                 HUD_Reset();
1650                                 // HUD_DrawScoreboard takes care of centerprint_start
1651                         }
1652                         else if (intermission == 2) // map voting screen
1653                         {
1654                                 HUD_FinaleOverlay();
1655                                 HUD_Reset();
1656
1657                                 centerprint_start_x = 0;
1658                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1659                         }
1660                         else // hud
1661                         {
1662                                 centerprint_start_x = 0;
1663                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1664                         }
1665
1666                         HUD_DrawCenterPrint();
1667                         break;
1668
1669                 case HUD_SPIDERBOT:
1670                         CSQC_SPIDER_HUD();
1671                         break;
1672
1673                 case HUD_WAKIZASHI:
1674                         CSQC_WAKIZASHI_HUD();
1675                         break;
1676         }
1677 }
1678
1679
1680 // following vectors must be global to allow seamless switching between camera modes
1681 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1682 void CSQC_Demo_Camera()
1683 {
1684         float speed, attenuation, dimensions;
1685         vector tmp, delta;
1686
1687         if( autocvar_camera_reset || !camera_mode )
1688         {
1689                 camera_offset = '0 0 0';
1690                 current_angles = '0 0 0';
1691                 camera_direction = '0 0 0';
1692                 camera_offset_z += 30;
1693                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1694                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1695                 current_origin = view_origin;
1696                 current_camera_offset  = camera_offset;
1697                 cvar_set("camera_reset", "0");
1698                 camera_mode = CAMERA_CHASE;
1699         }
1700
1701         // Camera angles
1702         if( camera_roll )
1703                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1704
1705         if(autocvar_camera_look_player)
1706         {
1707                 local vector dir;
1708                 local float n;
1709
1710                 dir = normalize(view_origin - current_position);
1711                 n = mouse_angles_z;
1712                 mouse_angles = vectoangles(dir);
1713                 mouse_angles_x = mouse_angles_x * -1;
1714                 mouse_angles_z = n;
1715         }
1716         else
1717         {
1718                 tmp = getmousepos() * 0.1;
1719                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1720                 {
1721                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1722                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1723                 }
1724         }
1725
1726         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1727         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1728         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1729         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1730
1731         // Fix difference when angles don't have the same sign
1732         delta = '0 0 0';
1733         if(mouse_angles_y < -60 && current_angles_y > 60)
1734                 delta = '0 360 0';
1735         if(mouse_angles_y > 60 && current_angles_y < -60)
1736                 delta = '0 -360 0';
1737
1738         if(autocvar_camera_look_player)
1739                 attenuation = autocvar_camera_look_attenuation;
1740         else
1741                 attenuation = autocvar_camera_speed_attenuation;
1742
1743         attenuation = 1 / max(1, attenuation);
1744         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1745
1746         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1747         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1748         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1749         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1750
1751         // Camera position
1752         tmp = '0 0 0';
1753         dimensions = 0;
1754
1755         if( camera_direction_x )
1756         {
1757                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1758                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1759                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1760                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1761                 ++dimensions;
1762         }
1763
1764         if( camera_direction_y )
1765         {
1766                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1767                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1768                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1769                 ++dimensions;
1770         }
1771
1772         if( camera_direction_z )
1773         {
1774                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1775                 ++dimensions;
1776         }
1777
1778         if(autocvar_camera_free)
1779                 speed = autocvar_camera_speed_free;
1780         else
1781                 speed = autocvar_camera_speed_chase;
1782
1783         if(dimensions)
1784         {
1785                 speed = speed * sqrt(1 / dimensions);
1786                 camera_offset += tmp * speed;
1787         }
1788
1789         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1790
1791         // Camera modes
1792         if( autocvar_camera_free )
1793         {
1794                 if ( camera_mode == CAMERA_CHASE )
1795                 {
1796                         current_camera_offset = current_origin + current_camera_offset;
1797                         camera_offset = current_origin + camera_offset;
1798                 }
1799
1800                 camera_mode = CAMERA_FREE;
1801                 current_position = current_camera_offset;
1802         }
1803         else
1804         {
1805                 if ( camera_mode == CAMERA_FREE )
1806                 {
1807                         current_origin = view_origin;
1808                         camera_offset = camera_offset - current_origin;
1809                         current_camera_offset = current_camera_offset - current_origin;
1810                 }
1811
1812                 camera_mode = CAMERA_CHASE;
1813
1814                 if(autocvar_camera_chase_smoothly)
1815                         current_origin += (view_origin - current_origin) * attenuation;
1816                 else
1817                         current_origin = view_origin;
1818
1819                 current_position = current_origin + current_camera_offset;
1820         }
1821
1822         R_SetView(VF_ANGLES, current_angles);
1823         R_SetView(VF_ORIGIN, current_position);
1824 }