]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
draw a fullscreen cyan tint when frozen, easy to add/replace with an image later
[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 void CSQC_UpdateView(float w, float h)
355 {
356         entity e;
357         float fov;
358         float f, i, j;
359         vector v, vo;
360         vector vf_size, vf_min;
361         float a;
362
363         vf_size = R_SetView3fv(VF_SIZE);
364         vf_min = R_SetView3fv(VF_MIN);
365         vid_width = vf_size_x;
366         vid_height = vf_size_y;
367
368         vector reticle_pos, reticle_size;
369
370         WaypointSprite_Load();
371
372         if(spectatee_status)
373                 myteam = GetPlayerColor(spectatee_status - 1);
374         else
375                 myteam = GetPlayerColor(player_localentnum - 1);
376
377         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
378         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
379
380         warpzone_fixview_origin = pmove_org + vo;
381         warpzone_fixview_cl_viewangles = input_angles;
382         warpzone_fixview_angles = view_angles;
383         WarpZone_FixView();
384         pmove_org = warpzone_fixview_origin - vo;
385         input_angles = warpzone_fixview_cl_viewangles;
386         view_angles = warpzone_fixview_angles;
387
388         if(cvar("cl_lockview") || (autocvar__hud_configure && spectatee_status <= 0))
389         {
390                 pmove_org = freeze_pmove_org;
391                 input_angles = view_angles = freeze_input_angles;
392                 R_SetView(VF_ORIGIN, pmove_org + vo);
393                 R_SetView(VF_ANGLES, view_angles);
394                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
395         }
396         freeze_pmove_org = pmove_org;
397         freeze_input_angles = input_angles;
398
399         // Render the Scene
400         if(!intermission || !view_set)
401         {
402                 view_origin = pmove_org + vo;
403                 view_angles = input_angles;
404                 makevectors(view_angles);
405                 view_forward = v_forward;
406                 view_right = v_right;
407                 view_up = v_up;
408                 view_set = 1;
409         }
410
411 #ifdef BLURTEST
412         if(time > blurtest_time0 && time < blurtest_time1)
413         {
414                 float r, t;
415
416                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
417                 r = t * blurtest_radius;
418                 f = 1 / pow(t, blurtest_power) - 1;
419
420                 cvar_set("r_glsl_postprocess", "1");
421                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
422         }
423         else
424         {
425                 cvar_set("r_glsl_postprocess", "0");
426                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
427         }
428 #endif
429
430         TargetMusic_Advance();
431         Fog_Force();
432
433         drawframetime = max(0.000001, time - drawtime);
434         drawtime = time;
435
436         // watch for gametype changes here...
437         // in ParseStuffCMD the cmd isn't executed yet :/
438         // might even be better to add the gametype to TE_CSQC_INIT...?
439         if(!postinit)
440                 PostInit();
441
442         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
443                 if(calledhooks & HOOK_START)
444                 {
445                         localcmd("\ncl_hook_gameend\n");
446                         calledhooks |= HOOK_END;
447                 }
448
449         CheckForGamestartChange();
450         serverAnnouncer();
451         maptimeAnnouncer();
452         carrierAnnouncer();
453
454         fov = cvar("fov");
455         if(button_zoom || fov <= 59.5)
456         {
457                 if(!zoomscript_caught)
458                 {
459                         localcmd("+button4\n");
460                         zoomscript_caught = 1;
461                         ignore_plus_zoom += 1;
462                 }
463         }
464         else
465         {
466                 if(zoomscript_caught)
467                 {
468                         localcmd("-button4\n");
469                         zoomscript_caught = 0;
470                         ignore_minus_zoom += 1;
471                 }
472         }
473
474         ColorTranslateMode = cvar("cl_stripcolorcodes");
475         activeweapon = getstati(STAT_SWITCHWEAPON);
476         f = cvar("teamplay");
477         if(f != teamplay)
478         {
479                 teamplay = f;
480                 HUD_InitScores();
481         }
482
483         if(last_weapon != activeweapon) {
484                 weapontime = time;
485                 last_weapon = activeweapon;
486
487                 e = get_weaponinfo(activeweapon);
488                 if(e.netname != "")
489                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
490                 else
491                         localcmd("\ncl_hook_activeweapon none\n");
492         }
493
494         // ALWAYS Clear Current Scene First
495         R_ClearScene();
496
497         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
498         R_SetView(VF_SIZE, vf_size);
499         R_SetView(VF_MIN, vf_min);
500
501         // Assign Standard Viewflags
502         // Draw the World (and sky)
503         R_SetView(VF_DRAWWORLD, 1);
504
505         // Set the console size vars
506         vid_conwidth = cvar("vid_conwidth");
507         vid_conheight = cvar("vid_conheight");
508         vid_pixelheight = cvar("vid_pixelheight");
509
510         R_SetView(VF_FOV, GetCurrentFov(fov));
511
512         // Camera for demo playback
513         if(camera_active)
514         {
515                 if(cvar("camera_enable"))
516                         CSQC_Demo_Camera();
517                 else
518                 {
519                         cvar_set("chase_active", ftos(chase_active_backup));
520                         cvar_set("cl_demo_mousegrab", "0");
521                         camera_active = FALSE;
522                 }
523         }
524 #ifdef CAMERATEST
525         else if(cvar("camera_enable"))
526 #else
527         else if(cvar("camera_enable") && isdemo())
528 #endif
529         {
530                 // Enable required Darkplaces cvars
531                 chase_active_backup = cvar("chase_active");
532                 cvar_set("chase_active", "2");
533                 cvar_set("cl_demo_mousegrab", "1");
534                 camera_active = TRUE;
535                 camera_mode = FALSE;
536         }
537
538         // Draw the Crosshair
539         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
540
541         // Draw the Engine Status Bar (the default Quake HUD)
542         R_SetView(VF_DRAWENGINEHUD, 0);
543
544         // fetch this one only once per frame
545         hud_showbinds = cvar("hud_showbinds");
546         hud_showbinds_limit = cvar("hud_showbinds_limit");
547
548         // Update the mouse position
549         /*
550            mousepos_x = vid_conwidth;
551            mousepos_y = vid_conheight;
552            mousepos = mousepos*0.5 + getmousepos();
553          */
554
555         e = self;
556         for(self = world; (self = nextent(self)); )
557                 if(self.draw)
558                         self.draw();
559         self = e;
560
561         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
562         R_RenderScene();
563
564         // now switch to 2D drawing mode by calling a 2D drawing function
565         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
566         // next R_RenderScene call
567         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
568
569         if(cvar("r_fakelight") >= 2 || cvar("r_fullbright") >= 1)
570         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
571         {
572                 // apply night vision effect
573                 vector rgb, tc_00, tc_01, tc_10, tc_11;
574
575                 if(!nightvision_noise)
576                 {
577                         nightvision_noise = spawn();
578                         nightvision_noise.classname = "nightvision_noise";
579                 }
580                 if(!nightvision_noise2)
581                 {
582                         nightvision_noise2 = spawn();
583                         nightvision_noise2.classname = "nightvision_noise2";
584                 }
585
586                 // color tint in yellow
587                 drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
588
589                 // draw BG
590                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
591                 rgb = '1 1 1';
592                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
593                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
594                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
595                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
596                 tc_11 = tc_01 + tc_10 - tc_00;
597                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
598                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
599                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
600                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
601                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
602                 R_EndPolygon();
603
604                 // draw FG
605                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
606                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
607                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
608                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
609                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
610                 tc_11 = tc_01 + tc_10 - tc_00;
611                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
612                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
613                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
614                 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
615                 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
616                 R_EndPolygon();
617         }
618
619         // Draw the aiming reticle for weapons that use it
620         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
621         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
622         // the view to go back to normal, so reticle_type would become 0 as we fade out)
623         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
624                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
625         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
626                 reticle_type = 2; // nex zoom
627         else if(button_zoom || zoomscript_caught)
628                 reticle_type = 1; // normal zoom
629         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
630                 reticle_type = 2; // nex zoom
631
632         if(cvar("cl_reticle_stretch"))
633         {
634                 reticle_size_x = vid_conwidth;
635                 reticle_size_y = vid_conheight;
636                 reticle_pos_x = 0;
637                 reticle_pos_y = 0;
638         }
639         else
640         {
641                 reticle_size_x = max(vid_conwidth, vid_conheight);
642                 reticle_size_y = max(vid_conwidth, vid_conheight);
643                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
644                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
645         }
646
647         f = current_zoomfraction;
648         if(zoomscript_caught)
649                 f = 1;
650         if(cvar("cl_reticle_item_normal"))
651         {
652                 precache_pic("gfx/reticle_normal");
653                 if(reticle_type == 1 && f)
654                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
655         }
656         if(cvar("cl_reticle_item_nex"))
657         {
658                 precache_pic("gfx/reticle_nex");
659                 if(reticle_type == 2 && f)
660                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
661         }
662
663         // Draw the mouse cursor
664         // NOTE: drawpic must happen after R_RenderScene for some reason
665         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
666         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
667         //self = edict_num(player_localnum);
668         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
669         //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);
670         // as long as the ctf part isn't in, this is useless
671         if(menu_visible)
672                 menu_show();
673
674         /*if(gametype == GAME_CTF)
675           {
676           ctf_view();
677           } else */
678
679         // draw 2D entities
680         e = self;
681         for(self = world; (self = nextent(self)); )
682                 if(self.draw2d)
683                         self.draw2d();
684         self = e;
685
686         scoreboard_active = HUD_WouldDrawScoreboard();
687
688         float hud;
689         hud = getstati(STAT_HUD);
690         if(hud == HUD_SPIDERBOT)
691                 CSQC_SPIDER_HUD();
692         else if(hud == HUD_WAKIZASHI)
693         CSQC_WAKIZASHI_HUD();
694     else if(hud == HUD_RAPTOR)
695         CSQC_RAPTOR_HUD();
696         else
697         {
698                 if(gametype == GAME_FREEZETAG)
699                         if(getstati(STAT_FROZEN))
700                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', cvar("hud_colorflash_alpha"), DRAWFLAG_ADDITIVE);
701
702                 if(cvar("r_letterbox") == 0)
703                         if(cvar("viewsize") < 120)
704                                 CSQC_common_hud();
705
706                 // crosshair goes VERY LAST
707                 if(!scoreboard_active && !camera_active && intermission != 2) {
708                         string wcross_style;
709                         float wcross_alpha, wcross_resolution;
710                         wcross_style = cvar_string("crosshair");
711                         if (wcross_style == "0")
712                                 return;
713                         wcross_resolution = cvar("crosshair_size");
714                         if (wcross_resolution == 0)
715                                 return;
716                         wcross_alpha = cvar("crosshair_alpha");
717                         if (wcross_alpha == 0)
718                                 return;
719
720                         // TrueAim check
721                         float shottype;
722                         float bullets, ring_scale;
723                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
724                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
725                         wcross_origin_z = 0;
726                         if(cvar("crosshair_hittest"))
727                         {
728                                 vector wcross_oldorigin;
729                                 wcross_oldorigin = wcross_origin;
730                                 shottype = TrueAimCheck();
731                                 if(shottype == SHOTTYPE_HITWORLD)
732                                 {
733                                         v = wcross_origin - wcross_oldorigin;
734                                         v_x /= vid_conwidth;
735                                         v_y /= vid_conheight;
736                                         if(vlen(v) > 0.01)
737                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
738                                 }
739                                 if(!cvar("crosshair_hittest_showimpact"))
740                                         wcross_origin = wcross_oldorigin;
741                         }
742                         else
743                                 shottype = SHOTTYPE_HITWORLD;
744
745                         vector wcross_color, wcross_size;
746                         string wcross_wep, wcross_name;
747                         float wcross_scale, wcross_blur;
748
749                         wcross_color_x = cvar("crosshair_color_red");
750                         wcross_color_y = cvar("crosshair_color_green");
751                         wcross_color_z = cvar("crosshair_color_blue");
752                         if (cvar("crosshair_per_weapon")) {
753                                 e = get_weaponinfo(activeweapon);
754                                 if (e && e.netname != "")
755                                 {
756                                         wcross_wep = e.netname;
757                                         wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
758                                         if (wcross_resolution == 0)
759                                                 return;
760                                         wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
761                                         if (wcross_alpha == 0)
762                                                 return;
763
764                                         wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
765                                         if(wcross_style == "")
766                                                 wcross_style = e.netname;
767
768                                         if(!cvar("crosshair_color_override"))
769                                         {
770                                                 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
771                                                 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
772                                                 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
773                                         }
774                                 }
775                         }
776
777                         wcross_name = strcat("gfx/crosshair", wcross_style);
778
779                         if(cvar("crosshair_effect_scalefade"))
780                         {
781                                 wcross_scale = wcross_resolution;
782                                 wcross_resolution = 1;
783                         }
784                         else
785                         {
786                                 wcross_scale = 1;
787                         }
788
789                         if(cvar("crosshair_pickup"))
790                         {
791                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
792                                 {
793                                         pickup_crosshair_size = 1;
794                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
795                                 }
796
797                                 if(pickup_crosshair_size > 0)
798                                         pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;
799                                 else
800                                         pickup_crosshair_size = 0;
801
802                                 wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");
803                         }
804
805                         if(shottype == SHOTTYPE_HITENEMY)
806                                 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
807                         if(shottype == SHOTTYPE_HITTEAM)
808                                 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
809
810                         f = cvar("crosshair_effect_speed");
811                         if(f < 0)
812                                 f *= -2 * g_weaponswitchdelay;
813                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
814                         {
815                                 wcross_changedonetime = time + f;
816                         }
817                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
818                         {
819                                 wcross_name_changestarttime = time;
820                                 wcross_name_changedonetime = time + f;
821                                 if(wcross_name_goal_prev_prev)
822                                         strunzone(wcross_name_goal_prev_prev);
823                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
824                                 wcross_name_goal_prev = strzone(wcross_name);
825                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
826                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
827                                 wcross_resolution_goal_prev = wcross_resolution;
828                         }
829
830                         wcross_scale_goal_prev = wcross_scale;
831                         wcross_alpha_goal_prev = wcross_alpha;
832                         wcross_color_goal_prev = wcross_color;
833
834                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
835                         {
836                                 wcross_blur = 1;
837                                 wcross_alpha *= 0.75;
838                         }
839                         else
840                                 wcross_blur = 0;
841                         // *_prev is at time-frametime
842                         // * is at wcross_changedonetime+f
843                         // what do we have at time?
844                         if(time < wcross_changedonetime)
845                         {
846                                 f = frametime / (wcross_changedonetime - time + frametime);
847                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
848                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
849                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
850                         }
851
852                         wcross_scale_prev = wcross_scale;
853                         wcross_alpha_prev = wcross_alpha;
854                         wcross_color_prev = wcross_color;
855
856                         wcross_scale *= 1 - cvar("_menu_alpha");
857                         wcross_alpha *= 1 - cvar("_menu_alpha");
858
859                         ring_scale = cvar("crosshair_ring_size");
860
861                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
862
863                         float nex_charge;
864                         nex_charge = getstatf(STAT_NEX_CHARGE);
865
866                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
867                                 nex_charge_movingavg = nex_charge;
868
869                         // ring around crosshair representing bullets left in camping rifle clip
870                         if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
871                         {
872                                 bullets = getstati(STAT_BULLETS_LOADED);
873                                 f = bound(0, bullets / cr_maxbullets, 1);
874
875                                 a = cvar("crosshair_campingrifle_bulletcounter_alpha");
876                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
877                         }
878                         else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
879                         {
880                                 vector rgb;
881                                 // indicate how much we're charging right now with an inner circle
882                                 a = cvar("crosshair_nexvelocity_currentcharge_alpha");
883                                 nex_charge_movingavg = (1 - cvar("crosshair_nexvelocity_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_nexvelocity_currentcharge_movingavg_rate") * nex_charge;
884
885                                 rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
886                                 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);
887
888                                 // draw the charge
889                                 a = cvar("crosshair_nexvelocity_alpha");
890                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
891                         }
892
893 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
894                         do \
895                         { \
896                                 if(wcross_blur > 0) \
897                                 { \
898                                         for(i = -2; i <= 2; ++i) \
899                                                 for(j = -2; j <= 2; ++j) \
900                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
901                                 } \
902                                 else \
903                                 { \
904                                         M(0,0,sz,wcross_name,wcross_alpha); \
905                                 } \
906                         } \
907                         while(0)
908
909 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
910                         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)
911
912 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
913                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
914
915                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
916                         {
917                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
918                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
919                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
920                                 f = 1 - f;
921                         }
922                         else
923                         {
924                                 f = 1;
925                         }
926
927                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
928                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
929
930                         if(cvar("crosshair_dot"))
931                                 CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
932
933                         wcross_name_alpha_goal_prev = f;
934                 }
935                 else
936                 {
937                         wcross_scale_prev = 0;
938                         wcross_alpha_prev = 0;
939                         wcross_scale_goal_prev = 0;
940                         wcross_alpha_goal_prev = 0;
941                         wcross_changedonetime = 0;
942                         if(wcross_name_goal_prev)
943                                 strunzone(wcross_name_goal_prev);
944                         wcross_name_goal_prev = string_null;
945                         if(wcross_name_goal_prev_prev)
946                                 strunzone(wcross_name_goal_prev_prev);
947                         wcross_name_goal_prev_prev = string_null;
948                         wcross_name_changestarttime = 0;
949                         wcross_name_changedonetime = 0;
950                         wcross_name_alpha_goal_prev = 0;
951                         wcross_name_alpha_goal_prev_prev = 0;
952                         wcross_resolution_goal_prev = 0;
953                         wcross_resolution_goal_prev_prev = 0;
954                 }
955         }
956
957         if(NextFrameCommand)
958         {
959                 localcmd("\n", NextFrameCommand, "\n");
960                 NextFrameCommand = string_null;
961         }
962
963         // we must do this check AFTER a frame was rendered, or it won't work
964         if(cs_project_is_b0rked == 0)
965         {
966                 string w0, h0;
967                 w0 = cvar_string("vid_conwidth");
968                 h0 = cvar_string("vid_conheight");
969                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
970                 //R_SetView(VF_FOV, '90 90 0');
971                 R_SetView(VF_ORIGIN, '0 0 0');
972                 R_SetView(VF_ANGLES, '0 0 0');
973                 R_SetView(VF_PERSPECTIVE, 1);
974                 makevectors('0 0 0');
975                 vector v1, v2;
976                 cvar_set("vid_conwidth", "800");
977                 cvar_set("vid_conheight", "600");
978                 v1 = cs_project(v_forward);
979                 cvar_set("vid_conwidth", "640");
980                 cvar_set("vid_conheight", "480");
981                 v2 = cs_project(v_forward);
982                 if(v1 == v2)
983                         cs_project_is_b0rked = 1;
984                 else
985                         cs_project_is_b0rked = -1;
986                 cvar_set("vid_conwidth", w0);
987                 cvar_set("vid_conheight", h0);
988         }
989
990         if(autocvar__hud_configure)
991                 HUD_Panel_Mouse();
992
993         // let's reset the view back to normal for the end
994         R_SetView(VF_MIN, '0 0 0');
995         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
996 }
997
998 #define spider_h "gfx/vehicles/hud_bg.tga"
999 #define spider_b "gfx/vehicles/sbot.tga"
1000 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1001 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1002 #define spider_s "gfx/vehicles/shiled.tga"
1003 #define spider_a1 "gfx/hud/sb_rocket.tga"
1004 #define spider_a2 "gfx/sb_bullets.tga"
1005
1006 void CSQC_SPIDER_HUD()
1007 {
1008         float rockets, reload, heat, hp, shield;
1009         vector picsize, hudloc;
1010
1011     // Fetch health & ammo stats
1012     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1013         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1014         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1015         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1016         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1017
1018     // Draw the crosshairs
1019     picsize = drawgetimagesize(SPIDER_CROSS);
1020     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1021     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1022     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);
1023
1024     hudloc_y =  4;
1025     hudloc_x = 4;
1026
1027     picsize = drawgetimagesize(spider_h) * 0.5;
1028     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1029
1030     picsize = drawgetimagesize(spider_a2) * 0.5;
1031     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1032
1033     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1034     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1035     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1036
1037     picsize = drawgetimagesize(spider_a1) * 0.85;
1038     if(rockets == 9)
1039     {
1040         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1041         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1042     }
1043     else
1044     {
1045         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1046         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1047     }
1048
1049     picsize = drawgetimagesize(spider_b) * 0.5;
1050     hudloc_y = 10.5;
1051     hudloc_x = 10.5;
1052
1053     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1054     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1055     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1056     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1057
1058
1059         /*
1060         // Draw health bar
1061         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1062         p = p + '0 1 0' * vid_conheight - '0 32 0';
1063         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1064         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1065         p_y += 8;
1066         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1067         p_x += 256 * hp;
1068         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1069
1070         // Draw minigun heat indicator
1071         p = '0.5 0 0' * (vid_conwidth - 256);
1072         p = p + '0 1 0' * vid_conheight - '0 34  0';
1073         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1074         p_x += 256 * (1-heat);
1075         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1076
1077
1078         // Draw rocket icons for loaded/empty tubes.
1079         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1080         pp += '0 1 0' * vid_conheight - '0 64 0';
1081         for(i = 0; i < 8; ++i)
1082         {
1083                 p = pp + '1 0 0' * (rkt_size * i);
1084                 if(rockets == 8)
1085                 {
1086                         if(floor(reload * 8) == i)
1087                         {
1088                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1089                         }
1090                         else if(i < reload * 8)
1091                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1092                         else
1093                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1094                 }
1095                 else
1096                 {
1097                         if(i < rockets)
1098                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1099                         else
1100                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1101                 }
1102         }
1103         */
1104
1105         if (scoreboard_showscores)
1106         {
1107                 HUD_DrawScoreboard();
1108                 HUD_DrawCenterPrint();
1109         }
1110
1111 }
1112
1113 #define raptor_h "gfx/vehicles/hud_bg.tga"
1114 #define raptor_b "gfx/vehicles/raptor.tga"
1115 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1116 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1117 #define raptor_s "gfx/vehicles/shiled.tga"
1118
1119 void CSQC_RAPTOR_HUD()
1120 {
1121         float reload, hp, shield, energy;
1122         vector picsize, hudloc;
1123
1124     // Fetch health & ammo stats
1125     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1126         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1127         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1128         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1129
1130     // Draw the crosshairs
1131     picsize = drawgetimagesize(SPIDER_CROSS);
1132     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1133     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1134     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);
1135
1136     hudloc_y =  4;
1137     hudloc_x = 4;
1138
1139     picsize = drawgetimagesize(raptor_h) * 0.5;
1140     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1141
1142     picsize = drawgetimagesize(spider_a2) * 0.5;
1143     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1144
1145     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1146     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1147     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1148
1149
1150     picsize = drawgetimagesize(spider_a1) * 0.85;
1151     if(reload == 1)
1152     {
1153         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1154         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1155     }
1156     else
1157     {
1158         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1159         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1160     }
1161
1162     picsize = drawgetimagesize(raptor_b) * 0.5;
1163     hudloc_y = 10.5;
1164     hudloc_x = 10.5;
1165
1166     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1167     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1168     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1169     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1170
1171
1172         if (scoreboard_showscores)
1173         {
1174                 HUD_DrawScoreboard();
1175                 HUD_DrawCenterPrint();
1176         }
1177
1178 }
1179
1180 #define waki_h "gfx/vehicles/hud_bg.tga"
1181 #define waki_b "gfx/vehicles/waki.tga"
1182 #define waki_e "gfx/vehicles/waki_e.tga"
1183 #define waki_g "gfx/vehicles/waki_guns.tga"
1184 #define waki_r "gfx/vehicles/waki_rockets.tga"
1185 #define waki_s "gfx/vehicles/shiled.tga"
1186
1187 #define waki_a1 "gfx/hud/sb_rocket.tga"
1188 #define waki_a2 "gfx/sb_cells.tga"
1189
1190 void CSQC_WAKIZASHI_HUD()
1191 {
1192         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1193         float health, shield, energy, rockets;
1194         vector picsize, hudloc;
1195
1196     picsize = drawgetimagesize(SPIDER_CROSS);
1197     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1198     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1199     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);
1200
1201 /*
1202 const float STAT_VEHICLESTAT_HEALTH  = 60;
1203 const float STAT_VEHICLESTAT_SHIELD  = 61;
1204 const float STAT_VEHICLESTAT_ENERGY  = 62;
1205 const float STAT_VEHICLESTAT_AMMO1   = 63;
1206 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1207 const float STAT_VEHICLESTAT_AMMO2   = 65;
1208 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1209 */
1210     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1211         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1212         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1213         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1214
1215     hudloc_y =  4;
1216     hudloc_x = 4;
1217
1218     picsize = drawgetimagesize(waki_h) * 0.5;
1219     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1220
1221     picsize = drawgetimagesize(waki_a2) * 0.7;
1222     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1223
1224
1225     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1226     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1227
1228     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1229
1230     picsize = drawgetimagesize(waki_a1) * 0.75;
1231     if(rockets == 1)
1232     {
1233         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1234         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1235     }
1236     else
1237     {
1238         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1239         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1240         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1241     }
1242
1243     picsize = drawgetimagesize(waki_b) * 0.5;
1244     hudloc_y = 10.5;
1245     hudloc_x = 10.5;
1246
1247     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1248     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1249     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1250     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1251
1252
1253
1254         /*
1255         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1256         p = p + '0 1 0' * vid_conheight - '0 32 0';
1257
1258         // Draw health bar
1259         p_y += 8;
1260         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1261         p_x += 256 * health;
1262         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1263
1264         // Draw shiled bar
1265         p_x -= 256 * health;
1266         p_y += 4;
1267         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1268
1269         // Draw energy
1270         //p_x -= 256 * health;
1271         p_y -= 8;
1272         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1273
1274         // Draw rockets bar
1275         p_y += 12;
1276         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1277         */
1278
1279
1280
1281
1282         if (scoreboard_showscores)
1283         {
1284                 HUD_DrawScoreboard();
1285                 HUD_DrawCenterPrint();
1286         }
1287
1288 }
1289
1290
1291 void CSQC_common_hud(void)
1292 {
1293         // HUD_SortFrags(); done in HUD_Draw
1294         float hud;
1295         hud = getstati(STAT_HUD);
1296
1297         //hud = 10;
1298         switch(hud)
1299         {
1300                 case HUD_NORMAL:
1301                         // do some accuracy var caching
1302                         float i;
1303                         if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
1304                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1305                         {
1306                                 if(acc_color_levels)
1307                                         strunzone(acc_color_levels);
1308                                 acc_color_levels = strzone(cvar_string("hud_panel_weapons_accuracy_color_levels"));
1309                                 acc_levels = tokenize(acc_color_levels);
1310                                 if (acc_levels > MAX_ACCURACY_LEVELS)
1311                                         acc_levels = MAX_ACCURACY_LEVELS;
1312
1313                                 for (i = 0; i < acc_levels; ++i)
1314                                         acc_lev[i] = stof(argv(i));
1315                         }
1316
1317                         HUD_Main(); // always run these functions for alpha checks
1318                         HUD_DrawScoreboard();
1319
1320                         if (scoreboard_active) // scoreboard/accuracy
1321                         {       
1322                                 HUD_Reset();
1323                                 // HUD_DrawScoreboard takes care of centerprint_start
1324                         }
1325                         else if (intermission == 2) // map voting screen
1326                         {
1327                                 HUD_FinaleOverlay();
1328                                 HUD_Reset();
1329
1330                                 centerprint_start_x = 0;
1331                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1332                         }
1333                         else // hud
1334                         {
1335                                 centerprint_start_x = 0;
1336                                 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1337                         }
1338
1339                         HUD_DrawCenterPrint();
1340                         break;
1341
1342                 case HUD_SPIDERBOT:
1343                         CSQC_SPIDER_HUD();
1344                         break;
1345
1346                 case HUD_WAKIZASHI:
1347                         CSQC_WAKIZASHI_HUD();
1348                         break;
1349         }
1350 }
1351
1352
1353 // following vectors must be global to allow seamless switching between camera modes
1354 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1355 void CSQC_Demo_Camera()
1356 {
1357         float speed, attenuation, dimensions;
1358         vector tmp, delta;
1359
1360         if( cvar("camera_reset") || !camera_mode )
1361         {
1362                 camera_offset = '0 0 0';
1363                 current_angles = '0 0 0';
1364                 camera_direction = '0 0 0';
1365                 camera_offset_z += 30;
1366                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1367                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1368                 current_origin = view_origin;
1369                 current_camera_offset  = camera_offset;
1370                 cvar_set("camera_reset", "0");
1371                 camera_mode = CAMERA_CHASE;
1372         }
1373
1374         // Camera angles
1375         if( camera_roll )
1376                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1377
1378         if(cvar("camera_look_player"))
1379         {
1380                 local vector dir;
1381                 local float n;
1382
1383                 dir = normalize(view_origin - current_position);
1384                 n = mouse_angles_z;
1385                 mouse_angles = vectoangles(dir);
1386                 mouse_angles_x = mouse_angles_x * -1;
1387                 mouse_angles_z = n;
1388         }
1389         else
1390         {
1391                 tmp = getmousepos() * 0.1;
1392                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1393                 {
1394                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1395                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1396                 }
1397         }
1398
1399         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1400         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1401         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1402         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1403
1404         // Fix difference when angles don't have the same sign
1405         delta = '0 0 0';
1406         if(mouse_angles_y < -60 && current_angles_y > 60)
1407                 delta = '0 360 0';
1408         if(mouse_angles_y > 60 && current_angles_y < -60)
1409                 delta = '0 -360 0';
1410
1411         if(cvar("camera_look_player"))
1412                 attenuation = cvar("camera_look_attenuation");
1413         else
1414                 attenuation = cvar("camera_speed_attenuation");
1415
1416         attenuation = 1 / max(1, attenuation);
1417         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1418
1419         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1420         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1421         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1422         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1423
1424         // Camera position
1425         tmp = '0 0 0';
1426         dimensions = 0;
1427
1428         if( camera_direction_x )
1429         {
1430                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1431                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1432                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1433                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1434                 ++dimensions;
1435         }
1436
1437         if( camera_direction_y )
1438         {
1439                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1440                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1441                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1442                 ++dimensions;
1443         }
1444
1445         if( camera_direction_z )
1446         {
1447                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1448                 ++dimensions;
1449         }
1450
1451         if(cvar("camera_free"))
1452                 speed = cvar("camera_speed_free");
1453         else
1454                 speed = cvar("camera_speed_chase");
1455
1456         if(dimensions)
1457         {
1458                 speed = speed * sqrt(1 / dimensions);
1459                 camera_offset += tmp * speed;
1460         }
1461
1462         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1463
1464         // Camera modes
1465         if( cvar("camera_free") )
1466         {
1467                 if ( camera_mode == CAMERA_CHASE )
1468                 {
1469                         current_camera_offset = current_origin + current_camera_offset;
1470                         camera_offset = current_origin + camera_offset;
1471                 }
1472
1473                 camera_mode = CAMERA_FREE;
1474                 current_position = current_camera_offset;
1475         }
1476         else
1477         {
1478                 if ( camera_mode == CAMERA_FREE )
1479                 {
1480                         current_origin = view_origin;
1481                         camera_offset = camera_offset - current_origin;
1482                         current_camera_offset = current_camera_offset - current_origin;
1483                 }
1484
1485                 camera_mode = CAMERA_CHASE;
1486
1487                 if(cvar("camera_chase_smoothly"))
1488                         current_origin += (view_origin - current_origin) * attenuation;
1489                 else
1490                         current_origin = view_origin;
1491
1492                 current_position = current_origin + current_camera_offset;
1493         }
1494
1495         R_SetView(VF_ANGLES, current_angles);
1496         R_SetView(VF_ORIGIN, current_position);
1497 }