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Merge branch 'master' into mirceakitsune/event_chasecam
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_SNIPERRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
360
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
363
364 vector myhealth_gentlergb;
365
366 float contentavgalpha, liquidalpha_prev;
367 vector liquidcolor_prev;
368
369 float chase_current_distance;
370
371 void CSQC_UpdateView(float w, float h)
372 {
373         entity e;
374         float fov;
375         float f, i, j;
376         vector v, vo;
377         vector vf_size, vf_min;
378         float a;
379
380         vf_size = R_SetView3fv(VF_SIZE);
381         vf_min = R_SetView3fv(VF_MIN);
382         vid_width = vf_size_x;
383         vid_height = vf_size_y;
384
385         vector reticle_pos, reticle_size;
386         vector splash_pos, splash_size;
387
388         WaypointSprite_Load();
389
390         if(spectatee_status)
391                 myteam = GetPlayerColor(spectatee_status - 1);
392         else
393                 myteam = GetPlayerColor(player_localentnum - 1);
394
395         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
396         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
397
398         warpzone_fixview_origin = pmove_org + vo;
399         warpzone_fixview_cl_viewangles = input_angles;
400         warpzone_fixview_angles = view_angles;
401         WarpZone_FixView();
402         pmove_org = warpzone_fixview_origin - vo;
403         input_angles = warpzone_fixview_cl_viewangles;
404         view_angles = warpzone_fixview_angles;
405
406         // event chase cam
407         if(spectatee_status >= 0 && (autocvar_cl_chase_death || autocvar_cl_chase_intermission))
408         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually
409         {
410                 if((autocvar_cl_chase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_chase_intermission && intermission) && intermission <= 1) // not during the map voting screen
411                 {
412                         if(!autocvar_chase_active)
413                                 cvar_set("chase_active", "-1"); // -1 enables chase_active as well as marking it as set by this code, and not by the user (which would be 1)
414
415                         // make the camera smooth back
416                         if(autocvar_cl_chase_speed && chase_current_distance < autocvar_cl_chase_distance)
417                                 chase_current_distance += autocvar_cl_chase_speed * (autocvar_cl_chase_distance - chase_current_distance) * frametime; // slow down smoothly
418                         else if(chase_current_distance != autocvar_cl_chase_distance)
419                                 chase_current_distance = autocvar_cl_chase_distance;
420
421                         vector target_origin;
422                         target_origin = pmove_org - view_forward * chase_current_distance;
423
424                         // don't allow the camera to go through walls
425                         traceline(pmove_org, target_origin, MOVE_NORMAL, self);
426                         if(trace_fraction == 1)
427                         {
428                                 makevectors(view_angles);
429                                 R_SetView(VF_ORIGIN, target_origin);
430                         }
431                 }
432                 else if(autocvar_chase_active < 0)
433                 {
434                         cvar_set("chase_active", "0");
435                         chase_current_distance = 0; // start from 0
436                 }
437         }
438
439         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
440         {
441                 pmove_org = freeze_pmove_org;
442                 input_angles = view_angles = freeze_input_angles;
443                 R_SetView(VF_ORIGIN, pmove_org + vo);
444                 R_SetView(VF_ANGLES, view_angles);
445                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
446         }
447         freeze_pmove_org = pmove_org;
448         freeze_input_angles = input_angles;
449
450         // Render the Scene
451         if(!intermission || !view_set)
452         {
453                 view_origin = pmove_org + vo;
454                 view_angles = input_angles;
455                 makevectors(view_angles);
456                 view_forward = v_forward;
457                 view_right = v_right;
458                 view_up = v_up;
459                 view_set = 1;
460         }
461
462 #ifdef BLURTEST
463         if(time > blurtest_time0 && time < blurtest_time1)
464         {
465                 float r, t;
466
467                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
468                 r = t * blurtest_radius;
469                 f = 1 / pow(t, blurtest_power) - 1;
470
471                 cvar_set("r_glsl_postprocess", "1");
472                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
473         }
474         else
475         {
476                 cvar_set("r_glsl_postprocess", "0");
477                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
478         }
479 #endif
480
481         TargetMusic_Advance();
482         Fog_Force();
483
484         drawframetime = max(0.000001, time - drawtime);
485         drawtime = time;
486
487         // watch for gametype changes here...
488         // in ParseStuffCMD the cmd isn't executed yet :/
489         // might even be better to add the gametype to TE_CSQC_INIT...?
490         if(!postinit)
491                 PostInit();
492
493         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
494                 if(calledhooks & HOOK_START)
495                 {
496                         localcmd("\ncl_hook_gameend\n");
497                         calledhooks |= HOOK_END;
498                 }
499
500         CheckForGamestartChange();
501         serverAnnouncer();
502         maptimeAnnouncer();
503         carrierAnnouncer();
504
505         fov = autocvar_fov;
506         if(button_zoom || fov <= 59.5)
507         {
508                 if(!zoomscript_caught)
509                 {
510                         localcmd("+button4\n");
511                         zoomscript_caught = 1;
512                         ignore_plus_zoom += 1;
513                 }
514         }
515         else
516         {
517                 if(zoomscript_caught)
518                 {
519                         localcmd("-button4\n");
520                         zoomscript_caught = 0;
521                         ignore_minus_zoom += 1;
522                 }
523         }
524
525         ColorTranslateMode = autocvar_cl_stripcolorcodes;
526         activeweapon = getstati(STAT_SWITCHWEAPON);
527         f = (serverflags & SERVERFLAG_TEAMPLAY);
528         if(f != teamplay)
529         {
530                 teamplay = f;
531                 HUD_InitScores();
532         }
533
534         if(last_weapon != activeweapon) {
535                 weapontime = time;
536                 last_weapon = activeweapon;
537
538                 e = get_weaponinfo(activeweapon);
539                 if(e.netname != "")
540                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
541                 else
542                         localcmd("\ncl_hook_activeweapon none\n");
543         }
544
545         // ALWAYS Clear Current Scene First
546         R_ClearScene();
547
548         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
549         R_SetView(VF_SIZE, vf_size);
550         R_SetView(VF_MIN, vf_min);
551
552         // Assign Standard Viewflags
553         // Draw the World (and sky)
554         R_SetView(VF_DRAWWORLD, 1);
555
556         // Set the console size vars
557         vid_conwidth = autocvar_vid_conwidth;
558         vid_conheight = autocvar_vid_conheight;
559         vid_pixelheight = autocvar_vid_pixelheight;
560
561         R_SetView(VF_FOV, GetCurrentFov(fov));
562
563         // Camera for demo playback
564         if(camera_active)
565         {
566                 if(autocvar_camera_enable)
567                         CSQC_Demo_Camera();
568                 else
569                 {
570                         cvar_set("chase_active", ftos(chase_active_backup));
571                         cvar_set("cl_demo_mousegrab", "0");
572                         camera_active = FALSE;
573                 }
574         }
575 #ifdef CAMERATEST
576         else if(autocvar_camera_enable)
577 #else
578         else if(autocvar_camera_enable && isdemo())
579 #endif
580         {
581                 // Enable required Darkplaces cvars
582                 chase_active_backup = autocvar_chase_active;
583                 cvar_set("chase_active", "2");
584                 cvar_set("cl_demo_mousegrab", "1");
585                 camera_active = TRUE;
586                 camera_mode = FALSE;
587         }
588
589         // Draw the Crosshair
590         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
591
592         // Draw the Engine Status Bar (the default Quake HUD)
593         R_SetView(VF_DRAWENGINEHUD, 0);
594
595         // fetch this one only once per frame
596         hud_showbinds = autocvar_hud_showbinds;
597         hud_showbinds_limit = autocvar_hud_showbinds_limit;
598
599         // Update the mouse position
600         /*
601            mousepos_x = vid_conwidth;
602            mousepos_y = vid_conheight;
603            mousepos = mousepos*0.5 + getmousepos();
604          */
605
606         e = self;
607         for(self = world; (self = nextent(self)); )
608                 if(self.draw)
609                         self.draw();
610         self = e;
611
612         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
613         R_RenderScene();
614
615         // now switch to 2D drawing mode by calling a 2D drawing function
616         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
617         // next R_RenderScene call
618         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
619
620         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
621         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
622         {
623                 // apply night vision effect
624                 vector rgb, tc_00, tc_01, tc_10, tc_11;
625
626                 if(!nightvision_noise)
627                 {
628                         nightvision_noise = spawn();
629                         nightvision_noise.classname = "nightvision_noise";
630                 }
631                 if(!nightvision_noise2)
632                 {
633                         nightvision_noise2 = spawn();
634                         nightvision_noise2.classname = "nightvision_noise2";
635                 }
636
637                 // color tint in yellow
638                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
639
640                 // draw BG
641                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
642                 rgb = '1 1 1';
643                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
644                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
645                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
646                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
647                 tc_11 = tc_01 + tc_10 - tc_00;
648                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
649                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
650                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
651                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
652                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
653                 R_EndPolygon();
654
655                 // draw FG
656                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
657                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
658                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
659                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
660                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
661                 tc_11 = tc_01 + tc_10 - tc_00;
662                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
663                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
664                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
665                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
666                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
667                 R_EndPolygon();
668         }
669
670         // Draw the aiming reticle for weapons that use it
671         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
672         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
673         // the view to go back to normal, so reticle_type would become 0 as we fade out)
674         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
675                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
676         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
677                 reticle_type = 2; // nex zoom
678         else if(button_zoom || zoomscript_caught)
679                 reticle_type = 1; // normal zoom
680         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
681                 reticle_type = 2; // nex zoom
682
683         if (reticle_type)
684         {
685                 if(autocvar_cl_reticle_stretch)
686                 {
687                         reticle_size_x = vid_conwidth;
688                         reticle_size_y = vid_conheight;
689                         reticle_pos_x = 0;
690                         reticle_pos_y = 0;
691                 }
692                 else
693                 {
694                         reticle_size_x = max(vid_conwidth, vid_conheight);
695                         reticle_size_y = max(vid_conwidth, vid_conheight);
696                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
697                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
698                 }
699
700                 f = current_zoomfraction;
701                 if(zoomscript_caught)
702                         f = 1;
703                 if(autocvar_cl_reticle_item_normal)
704                 {
705                         if(reticle_type == 1 && f)
706                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
707                 }
708                 if(autocvar_cl_reticle_item_nex)
709                 {
710                         if(reticle_type == 2 && f)
711                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
712                 }
713         }
714
715
716         // improved polyblend
717         vector rgb;
718         if(autocvar_hud_contents)
719         {
720                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
721                 vector liquidcolor;
722                 
723                 switch(pointcontents(view_origin))
724                 {
725                         case CONTENT_WATER:
726                                 liquidalpha = autocvar_hud_contents_water_alpha;
727                                 liquidcolor = stov(autocvar_hud_contents_water_color);
728                                 incontent = 1;
729                                 break;
730                                 
731                         case CONTENT_LAVA:
732                                 liquidalpha = autocvar_hud_contents_lava_alpha;
733                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
734                                 incontent = 1;
735                                 break;  
736                                                         
737                         case CONTENT_SLIME:
738                                 liquidalpha = autocvar_hud_contents_slime_alpha;
739                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
740                                 incontent = 1;
741                                 break;
742                                 
743                         default:
744                                 liquidalpha = 0;
745                                 liquidcolor = '0 0 0';
746                                 incontent = 0;
747                                 break;
748                 }
749                 
750                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
751                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
752                         contentfadetime = autocvar_hud_contents_fadeintime;
753                         liquidalpha_prev = liquidalpha;
754                         liquidcolor_prev = liquidcolor;
755                 }
756                 else
757                         contentfadetime = autocvar_hud_contents_fadeouttime;
758                         
759                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
760                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
761                 
762                 if(contentavgalpha)
763                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
764         }
765         
766         if(autocvar_hud_damage)
767         {
768                 splash_size_x = max(vid_conwidth, vid_conheight);
769                 splash_size_y = max(vid_conwidth, vid_conheight);
770                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
771                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
772
773                 float myhealth_flash_temp;
774                 myhealth = getstati(STAT_HEALTH);
775
776                 // fade out
777                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
778                 // add new damage
779                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
780
781                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
782                 pain_threshold = autocvar_hud_damage_pain_threshold;
783                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
784                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
785
786                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
787                 {
788                         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);
789                 }
790
791                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
792
793                 if(myhealth_prev < 1)
794                 {
795                         if(myhealth >= 1)
796                         {
797                                 myhealth_flash = 0; // just spawned, clear the flash immediately
798                                 myhealth_flash_temp = 0;
799                         }
800                         else
801                         {
802                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
803                         }
804                 }
805
806                 if(spectatee_status == -1 || intermission)
807                 {
808                         myhealth_flash = 0; // observing, or match ended
809                         myhealth_flash_temp = 0;
810                 }
811
812                 myhealth_prev = myhealth;
813
814                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
815                 {
816                         if(autocvar_cl_gentle_damage == 2)
817                         {
818                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
819                                 {
820                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
821                                 }
822                         }
823                         else
824                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
825
826                         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);
827                 }
828                 else
829                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
830         }
831
832         // Draw the mouse cursor
833         // NOTE: drawpic must happen after R_RenderScene for some reason
834         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
835         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
836         //self = edict_num(player_localnum);
837         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
838         //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);
839         // as long as the ctf part isn't in, this is useless
840         if(menu_visible)
841                 menu_show();
842
843         /*if(gametype == GAME_CTF)
844           {
845           ctf_view();
846           } else */
847
848         // draw 2D entities
849         e = self;
850         for(self = world; (self = nextent(self)); )
851                 if(self.draw2d)
852                         self.draw2d();
853         self = e;
854
855         scoreboard_active = HUD_WouldDrawScoreboard();
856
857         hit_time = getstatf(STAT_HIT_TIME);
858         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
859         {
860                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
861                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
862         }
863         typehit_time = getstatf(STAT_TYPEHIT_TIME);
864         if(typehit_time > nextsound_typehit_time)
865         {
866                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
867                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
868         }
869
870         float hud;
871         hud = getstati(STAT_HUD);
872         if(hud == HUD_SPIDERBOT)
873                 CSQC_SPIDER_HUD();
874         else if(hud == HUD_WAKIZASHI)
875         CSQC_WAKIZASHI_HUD();
876     else if(hud == HUD_RAPTOR)
877         CSQC_RAPTOR_HUD();
878         else
879         {
880                 if(gametype == GAME_FREEZETAG)
881                 {
882                         if(getstati(STAT_FROZEN))
883                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
884                         if(getstatf(STAT_REVIVE_PROGRESS))
885                         {
886                                 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);
887                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
888                         }
889                 }
890
891                 if(autocvar_r_letterbox == 0)
892                         if(autocvar_viewsize < 120)
893                                 CSQC_common_hud();
894
895                 // crosshair goes VERY LAST
896                 if(!scoreboard_active && !camera_active && intermission != 2) {
897                         string wcross_style;
898                         float wcross_alpha, wcross_resolution;
899                         wcross_style = autocvar_crosshair;
900                         if (wcross_style == "0")
901                                 return;
902                         wcross_resolution = autocvar_crosshair_size;
903                         if (wcross_resolution == 0)
904                                 return;
905                         wcross_alpha = autocvar_crosshair_alpha;
906                         if (wcross_alpha == 0)
907                                 return;
908
909                         // TrueAim check
910                         float shottype;
911
912                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
913                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
914                         wcross_origin_z = 0;
915                         if(autocvar_crosshair_hittest)
916                         {
917                                 vector wcross_oldorigin;
918                                 wcross_oldorigin = wcross_origin;
919                                 shottype = TrueAimCheck();
920                                 if(shottype == SHOTTYPE_HITWORLD)
921                                 {
922                                         v = wcross_origin - wcross_oldorigin;
923                                         v_x /= vid_conwidth;
924                                         v_y /= vid_conheight;
925                                         if(vlen(v) > 0.01)
926                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
927                                 }
928                                 if(!autocvar_crosshair_hittest_showimpact)
929                                         wcross_origin = wcross_oldorigin;
930                         }
931                         else
932                                 shottype = SHOTTYPE_HITWORLD;
933
934                         vector wcross_color, wcross_size;
935                         string wcross_wep, wcross_name;
936                         float wcross_scale, wcross_blur;
937
938                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
939                                 e = get_weaponinfo(activeweapon);
940                                 if (e && e.netname != "")
941                                 {
942                                         wcross_wep = e.netname;
943                                         if(autocvar_crosshair_per_weapon)
944                                         {
945                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
946                                                 if (wcross_resolution == 0)
947                                                         return;
948                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
949                                                 if (wcross_alpha == 0)
950                                                         return;
951
952                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
953                                                 if(wcross_style == "" || wcross_style == "0")
954                                                         wcross_style = wcross_wep;
955                                         }
956                                 }
957                         }
958                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
959                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
960                         else if(autocvar_crosshair_color_by_health)
961                         {
962                                 local float x = getstati(STAT_HEALTH);
963                                 
964                                 //x = red
965                                 //y = green
966                                 //z = blue
967                                 
968                                 wcross_color_z = 0;
969                                 
970                                 if(x > 200)
971                                 {
972                                         wcross_color_x = 0;
973                                         wcross_color_y = 1;
974                                 }
975                                 else if(x > 150)
976                                 {
977                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
978                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
979                                 }
980                                 else if(x > 100)
981                                 {
982                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
983                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
984                                         wcross_color_z = 1 - (x-100)*0.02;
985                                 }
986                                 else if(x > 50)
987                                 {
988                                         wcross_color_x = 1;
989                                         wcross_color_y = 1;
990                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
991                                 }
992                                 else if(x > 20)
993                                 {
994                                         wcross_color_x = 1;
995                                         wcross_color_y = (x-20)*90/27/100;
996                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
997                                 }
998                                 else
999                                 {
1000                                         wcross_color_x = 1;
1001                                         wcross_color_y = 0;
1002                                 }
1003                         }
1004                         else
1005                                 wcross_color = stov(autocvar_crosshair_color);
1006
1007                         wcross_name = strcat("gfx/crosshair", wcross_style);
1008
1009                         if(autocvar_crosshair_effect_scalefade)
1010                         {
1011                                 wcross_scale = wcross_resolution;
1012                                 wcross_resolution = 1;
1013                         }
1014                         else
1015                         {
1016                                 wcross_scale = 1;
1017                         }
1018
1019                         if(autocvar_crosshair_pickup)
1020                         {
1021                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1022                                 {
1023                                         pickup_crosshair_size = 1;
1024                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1025                                 }
1026
1027                                 if(pickup_crosshair_size > 0)
1028                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1029                                 else
1030                                         pickup_crosshair_size = 0;
1031
1032                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1033                         }
1034                         
1035                         vector hitindication_color;
1036                         if(autocvar_crosshair_hitindication)
1037                         {
1038                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1039                                 if(hitindication_crosshair_time < hit_time)
1040                                 {
1041                                         hitindication_crosshair_size = 1;
1042                                         hitindication_crosshair_time = hit_time;
1043                                 }
1044
1045                                 if(hitindication_crosshair_size > 0)
1046                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1047                                 else
1048                                         hitindication_crosshair_size = 0;
1049
1050                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1051                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1052                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1053                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1054                         }
1055
1056                         if(shottype == SHOTTYPE_HITENEMY)
1057                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1058                         if(shottype == SHOTTYPE_HITTEAM)
1059                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1060
1061                         f = autocvar_crosshair_effect_speed;
1062                         if(f < 0)
1063                                 f *= -2 * g_weaponswitchdelay;
1064                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1065                         {
1066                                 wcross_changedonetime = time + f;
1067                         }
1068                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1069                         {
1070                                 wcross_name_changestarttime = time;
1071                                 wcross_name_changedonetime = time + f;
1072                                 if(wcross_name_goal_prev_prev)
1073                                         strunzone(wcross_name_goal_prev_prev);
1074                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1075                                 wcross_name_goal_prev = strzone(wcross_name);
1076                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1077                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1078                                 wcross_resolution_goal_prev = wcross_resolution;
1079                         }
1080
1081                         wcross_scale_goal_prev = wcross_scale;
1082                         wcross_alpha_goal_prev = wcross_alpha;
1083                         wcross_color_goal_prev = wcross_color;
1084
1085                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1086                         {
1087                                 wcross_blur = 1;
1088                                 wcross_alpha *= 0.75;
1089                         }
1090                         else
1091                                 wcross_blur = 0;
1092                         // *_prev is at time-frametime
1093                         // * is at wcross_changedonetime+f
1094                         // what do we have at time?
1095                         if(time < wcross_changedonetime)
1096                         {
1097                                 f = frametime / (wcross_changedonetime - time + frametime);
1098                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1099                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1100                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1101                         }
1102
1103                         wcross_scale_prev = wcross_scale;
1104                         wcross_alpha_prev = wcross_alpha;
1105                         wcross_color_prev = wcross_color;
1106
1107                         wcross_scale *= 1 - autocvar__menu_alpha;
1108                         wcross_alpha *= 1 - autocvar__menu_alpha;
1109                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1110
1111                         // crosshair rings for weapon stats
1112                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1113                         {
1114                                 // declarations and stats
1115                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1116                                 string ring_image, ring_inner_image;
1117                                 vector ring_rgb, ring_inner_rgb;
1118                                 
1119                                 ring_scale = autocvar_crosshair_ring_size;
1120
1121                                 float weapon_clipload, weapon_clipsize;
1122                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1123                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1124
1125                                 float nex_charge, nex_chargepool;
1126                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1127                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1128
1129                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1130                                         nex_charge_movingavg = nex_charge;
1131                                         
1132
1133                                 // handle the values
1134                                 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1135                                 {
1136                                         if (nex_chargepool || use_nex_chargepool) { 
1137                                                 use_nex_chargepool = 1; 
1138                                                 ring_inner_value = nex_chargepool;
1139                                         } else { 
1140                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1141                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1142                                         }
1143                                                 
1144                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1145                                         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;
1146                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1147                                         
1148                                         // draw the outer ring to show the current charge of the weapon
1149                                         ring_value = nex_charge;
1150                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1151                                         ring_rgb = wcross_color;
1152                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1153                                 }
1154                                 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1155                                 {
1156                                         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.
1157                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1158                                         ring_rgb = wcross_color;
1159                                         ring_image = "gfx/crosshair_ring.tga";
1160                                 }
1161
1162                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1163                                 {
1164                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1165                                         ring_scale = autocvar_crosshair_ring_reload_size;
1166                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1167                                         ring_rgb = wcross_color;
1168                                         
1169                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1170                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1171                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1172                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1173                                         else
1174                                                 ring_image = "gfx/crosshair_ring.tga";
1175                                 }
1176
1177                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1178                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1179
1180                                 if (ring_value)
1181                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1182                         }
1183
1184 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1185                         do \
1186                         { \
1187                                 if(wcross_blur > 0) \
1188                                 { \
1189                                         for(i = -2; i <= 2; ++i) \
1190                                                 for(j = -2; j <= 2; ++j) \
1191                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1192                                 } \
1193                                 else \
1194                                 { \
1195                                         M(0,0,sz,wcross_name,wcross_alpha); \
1196                                 } \
1197                         } \
1198                         while(0)
1199
1200 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1201                         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)
1202
1203 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1204                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1205
1206                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1207                         {
1208                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1209                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1210                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1211                                 f = 1 - f;
1212                         }
1213                         else
1214                         {
1215                                 f = 1;
1216                         }
1217
1218                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1219                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1220
1221                         if(autocvar_crosshair_dot)
1222             {
1223                 vector wcross_color_old;
1224                 wcross_color_old = wcross_color;
1225                 if(autocvar_crosshair_dot_color != "0")
1226                     wcross_color = stov(autocvar_crosshair_dot_color);
1227                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1228                 wcross_color = wcross_color_old;
1229             }
1230
1231                         wcross_name_alpha_goal_prev = f;
1232                 }
1233                 else
1234                 {
1235                         wcross_scale_prev = 0;
1236                         wcross_alpha_prev = 0;
1237                         wcross_scale_goal_prev = 0;
1238                         wcross_alpha_goal_prev = 0;
1239                         wcross_changedonetime = 0;
1240                         if(wcross_name_goal_prev)
1241                                 strunzone(wcross_name_goal_prev);
1242                         wcross_name_goal_prev = string_null;
1243                         if(wcross_name_goal_prev_prev)
1244                                 strunzone(wcross_name_goal_prev_prev);
1245                         wcross_name_goal_prev_prev = string_null;
1246                         wcross_name_changestarttime = 0;
1247                         wcross_name_changedonetime = 0;
1248                         wcross_name_alpha_goal_prev = 0;
1249                         wcross_name_alpha_goal_prev_prev = 0;
1250                         wcross_resolution_goal_prev = 0;
1251                         wcross_resolution_goal_prev_prev = 0;
1252                 }
1253         }
1254
1255         if(NextFrameCommand)
1256         {
1257                 localcmd("\n", NextFrameCommand, "\n");
1258                 NextFrameCommand = string_null;
1259         }
1260
1261         // we must do this check AFTER a frame was rendered, or it won't work
1262         if(cs_project_is_b0rked == 0)
1263         {
1264                 string w0, h0;
1265                 w0 = ftos(autocvar_vid_conwidth);
1266                 h0 = ftos(autocvar_vid_conheight);
1267                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1268                 //R_SetView(VF_FOV, '90 90 0');
1269                 R_SetView(VF_ORIGIN, '0 0 0');
1270                 R_SetView(VF_ANGLES, '0 0 0');
1271                 R_SetView(VF_PERSPECTIVE, 1);
1272                 makevectors('0 0 0');
1273                 vector v1, v2;
1274                 cvar_set("vid_conwidth", "800");
1275                 cvar_set("vid_conheight", "600");
1276                 v1 = cs_project(v_forward);
1277                 cvar_set("vid_conwidth", "640");
1278                 cvar_set("vid_conheight", "480");
1279                 v2 = cs_project(v_forward);
1280                 if(v1 == v2)
1281                         cs_project_is_b0rked = 1;
1282                 else
1283                         cs_project_is_b0rked = -1;
1284                 cvar_set("vid_conwidth", w0);
1285                 cvar_set("vid_conheight", h0);
1286         }
1287
1288         if(autocvar__hud_configure)
1289                 HUD_Panel_Mouse();
1290
1291         // let's reset the view back to normal for the end
1292         R_SetView(VF_MIN, '0 0 0');
1293         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1294 }
1295
1296 #define spider_h "gfx/vehicles/hud_bg.tga"
1297 #define spider_b "gfx/vehicles/sbot.tga"
1298 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1299 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1300 #define spider_s "gfx/vehicles/shiled.tga"
1301 #define spider_a1 "gfx/hud/sb_rocket.tga"
1302 #define spider_a2 "gfx/sb_bullets.tga"
1303
1304 void CSQC_SPIDER_HUD()
1305 {
1306         float rockets, reload, heat, hp, shield;
1307         vector picsize, hudloc;
1308
1309     // Fetch health & ammo stats
1310     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1311         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1312         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1313         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1314         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1315
1316     // Draw the crosshairs
1317     picsize = drawgetimagesize(SPIDER_CROSS);
1318     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1319     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1320     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);
1321
1322     hudloc_y =  4;
1323     hudloc_x = 4;
1324
1325     picsize = drawgetimagesize(spider_h) * 0.5;
1326     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1327
1328     picsize = drawgetimagesize(spider_a2) * 0.5;
1329     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1330
1331     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1332     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1333     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1334
1335     picsize = drawgetimagesize(spider_a1) * 0.85;
1336     if(rockets == 9)
1337     {
1338         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1339         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1340     }
1341     else
1342     {
1343         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1344         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1345     }
1346
1347     picsize = drawgetimagesize(spider_b) * 0.5;
1348     hudloc_y = 10.5;
1349     hudloc_x = 10.5;
1350
1351     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1352     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1353     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1354     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1355
1356
1357         /*
1358         // Draw health bar
1359         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1360         p = p + '0 1 0' * vid_conheight - '0 32 0';
1361         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1362         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1363         p_y += 8;
1364         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1365         p_x += 256 * hp;
1366         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1367
1368         // Draw minigun heat indicator
1369         p = '0.5 0 0' * (vid_conwidth - 256);
1370         p = p + '0 1 0' * vid_conheight - '0 34  0';
1371         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1372         p_x += 256 * (1-heat);
1373         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1374
1375
1376         // Draw rocket icons for loaded/empty tubes.
1377         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1378         pp += '0 1 0' * vid_conheight - '0 64 0';
1379         for(i = 0; i < 8; ++i)
1380         {
1381                 p = pp + '1 0 0' * (rkt_size * i);
1382                 if(rockets == 8)
1383                 {
1384                         if(floor(reload * 8) == i)
1385                         {
1386                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1387                         }
1388                         else if(i < reload * 8)
1389                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1390                         else
1391                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1392                 }
1393                 else
1394                 {
1395                         if(i < rockets)
1396                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1397                         else
1398                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1399                 }
1400         }
1401         */
1402
1403         if (scoreboard_showscores)
1404         {
1405                 HUD_DrawScoreboard();
1406                 HUD_DrawCenterPrint();
1407         }
1408
1409 }
1410
1411 #define raptor_h "gfx/vehicles/hud_bg.tga"
1412 #define raptor_b "gfx/vehicles/raptor.tga"
1413 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1414 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1415 #define raptor_s "gfx/vehicles/shiled.tga"
1416
1417 void CSQC_RAPTOR_HUD()
1418 {
1419         float reload, hp, shield, energy;
1420         vector picsize, hudloc;
1421
1422     // Fetch health & ammo stats
1423     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1424         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1425         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1426         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1427
1428     // Draw the crosshairs
1429     picsize = drawgetimagesize(SPIDER_CROSS);
1430     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1431     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1432     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);
1433
1434     hudloc_y =  4;
1435     hudloc_x = 4;
1436
1437     picsize = drawgetimagesize(raptor_h) * 0.5;
1438     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1439
1440     picsize = drawgetimagesize(spider_a2) * 0.5;
1441     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1442
1443     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1444     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1445     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1446
1447
1448     picsize = drawgetimagesize(spider_a1) * 0.85;
1449     if(reload == 1)
1450     {
1451         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1452         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1453     }
1454     else
1455     {
1456         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1457         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1458     }
1459
1460     picsize = drawgetimagesize(raptor_b) * 0.5;
1461     hudloc_y = 10.5;
1462     hudloc_x = 10.5;
1463
1464     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1465     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1466     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1467     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1468
1469
1470         if (scoreboard_showscores)
1471         {
1472                 HUD_DrawScoreboard();
1473                 HUD_DrawCenterPrint();
1474         }
1475
1476 }
1477
1478 #define waki_h "gfx/vehicles/hud_bg.tga"
1479 #define waki_b "gfx/vehicles/waki.tga"
1480 #define waki_e "gfx/vehicles/waki_e.tga"
1481 #define waki_g "gfx/vehicles/waki_guns.tga"
1482 #define waki_r "gfx/vehicles/waki_rockets.tga"
1483 #define waki_s "gfx/vehicles/shiled.tga"
1484
1485 #define waki_a1 "gfx/hud/sb_rocket.tga"
1486 #define waki_a2 "gfx/sb_cells.tga"
1487
1488 void CSQC_WAKIZASHI_HUD()
1489 {
1490         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1491         float health, shield, energy, rockets;
1492         vector picsize, hudloc;
1493
1494     picsize = drawgetimagesize(SPIDER_CROSS);
1495     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1496     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1497     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);
1498
1499 /*
1500 const float STAT_VEHICLESTAT_HEALTH  = 60;
1501 const float STAT_VEHICLESTAT_SHIELD  = 61;
1502 const float STAT_VEHICLESTAT_ENERGY  = 62;
1503 const float STAT_VEHICLESTAT_AMMO1   = 63;
1504 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1505 const float STAT_VEHICLESTAT_AMMO2   = 65;
1506 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1507 */
1508     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1509         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1510         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1511         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1512
1513     hudloc_y =  4;
1514     hudloc_x = 4;
1515
1516     picsize = drawgetimagesize(waki_h) * 0.5;
1517     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1518
1519     picsize = drawgetimagesize(waki_a2) * 0.7;
1520     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1521
1522
1523     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1524     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1525
1526     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1527
1528     picsize = drawgetimagesize(waki_a1) * 0.75;
1529     if(rockets == 1)
1530     {
1531         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1532         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1533     }
1534     else
1535     {
1536         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1537         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1538         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1539     }
1540
1541     picsize = drawgetimagesize(waki_b) * 0.5;
1542     hudloc_y = 10.5;
1543     hudloc_x = 10.5;
1544
1545     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1546     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1547     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1548     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1549
1550
1551
1552         /*
1553         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1554         p = p + '0 1 0' * vid_conheight - '0 32 0';
1555
1556         // Draw health bar
1557         p_y += 8;
1558         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1559         p_x += 256 * health;
1560         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1561
1562         // Draw shiled bar
1563         p_x -= 256 * health;
1564         p_y += 4;
1565         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1566
1567         // Draw energy
1568         //p_x -= 256 * health;
1569         p_y -= 8;
1570         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1571
1572         // Draw rockets bar
1573         p_y += 12;
1574         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1575         */
1576
1577
1578
1579
1580         if (scoreboard_showscores)
1581         {
1582                 HUD_DrawScoreboard();
1583                 HUD_DrawCenterPrint();
1584         }
1585
1586 }
1587
1588
1589 void CSQC_common_hud(void)
1590 {
1591         // HUD_SortFrags(); done in HUD_Draw
1592         float hud;
1593         hud = getstati(STAT_HUD);
1594
1595         //hud = 10;
1596         switch(hud)
1597         {
1598                 case HUD_NORMAL:
1599                         // do some accuracy var caching
1600                         float i;
1601                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1602                         {
1603                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1604                                 {
1605                                         if(acc_color_levels)
1606                                                 strunzone(acc_color_levels);
1607                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1608                                         acc_levels = tokenize(acc_color_levels);
1609                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1610                                                 acc_levels = MAX_ACCURACY_LEVELS;
1611
1612                                         for (i = 0; i < acc_levels; ++i)
1613                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1614                                 }
1615                                 // let know that acc_col[] needs to be loaded
1616                                 acc_col_x[0] = -1;
1617                         }
1618
1619                         HUD_Main(); // always run these functions for alpha checks
1620                         HUD_DrawScoreboard();
1621
1622                         if (scoreboard_active) // scoreboard/accuracy
1623                         {       
1624                                 HUD_Reset();
1625                                 // HUD_DrawScoreboard takes care of centerprint_start
1626                         }
1627                         else if (intermission == 2) // map voting screen
1628                         {
1629                                 HUD_FinaleOverlay();
1630                                 HUD_Reset();
1631
1632                                 centerprint_start_x = 0;
1633                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1634                         }
1635                         else // hud
1636                         {
1637                                 centerprint_start_x = 0;
1638                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1639                         }
1640
1641                         HUD_DrawCenterPrint();
1642                         break;
1643
1644                 case HUD_SPIDERBOT:
1645                         CSQC_SPIDER_HUD();
1646                         break;
1647
1648                 case HUD_WAKIZASHI:
1649                         CSQC_WAKIZASHI_HUD();
1650                         break;
1651         }
1652 }
1653
1654
1655 // following vectors must be global to allow seamless switching between camera modes
1656 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1657 void CSQC_Demo_Camera()
1658 {
1659         float speed, attenuation, dimensions;
1660         vector tmp, delta;
1661
1662         if( autocvar_camera_reset || !camera_mode )
1663         {
1664                 camera_offset = '0 0 0';
1665                 current_angles = '0 0 0';
1666                 camera_direction = '0 0 0';
1667                 camera_offset_z += 30;
1668                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1669                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1670                 current_origin = view_origin;
1671                 current_camera_offset  = camera_offset;
1672                 cvar_set("camera_reset", "0");
1673                 camera_mode = CAMERA_CHASE;
1674         }
1675
1676         // Camera angles
1677         if( camera_roll )
1678                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1679
1680         if(autocvar_camera_look_player)
1681         {
1682                 local vector dir;
1683                 local float n;
1684
1685                 dir = normalize(view_origin - current_position);
1686                 n = mouse_angles_z;
1687                 mouse_angles = vectoangles(dir);
1688                 mouse_angles_x = mouse_angles_x * -1;
1689                 mouse_angles_z = n;
1690         }
1691         else
1692         {
1693                 tmp = getmousepos() * 0.1;
1694                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1695                 {
1696                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1697                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1698                 }
1699         }
1700
1701         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1702         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1703         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1704         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1705
1706         // Fix difference when angles don't have the same sign
1707         delta = '0 0 0';
1708         if(mouse_angles_y < -60 && current_angles_y > 60)
1709                 delta = '0 360 0';
1710         if(mouse_angles_y > 60 && current_angles_y < -60)
1711                 delta = '0 -360 0';
1712
1713         if(autocvar_camera_look_player)
1714                 attenuation = autocvar_camera_look_attenuation;
1715         else
1716                 attenuation = autocvar_camera_speed_attenuation;
1717
1718         attenuation = 1 / max(1, attenuation);
1719         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1720
1721         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1722         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1723         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1724         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1725
1726         // Camera position
1727         tmp = '0 0 0';
1728         dimensions = 0;
1729
1730         if( camera_direction_x )
1731         {
1732                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1733                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1734                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1735                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1736                 ++dimensions;
1737         }
1738
1739         if( camera_direction_y )
1740         {
1741                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1742                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1743                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1744                 ++dimensions;
1745         }
1746
1747         if( camera_direction_z )
1748         {
1749                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1750                 ++dimensions;
1751         }
1752
1753         if(autocvar_camera_free)
1754                 speed = autocvar_camera_speed_free;
1755         else
1756                 speed = autocvar_camera_speed_chase;
1757
1758         if(dimensions)
1759         {
1760                 speed = speed * sqrt(1 / dimensions);
1761                 camera_offset += tmp * speed;
1762         }
1763
1764         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1765
1766         // Camera modes
1767         if( autocvar_camera_free )
1768         {
1769                 if ( camera_mode == CAMERA_CHASE )
1770                 {
1771                         current_camera_offset = current_origin + current_camera_offset;
1772                         camera_offset = current_origin + camera_offset;
1773                 }
1774
1775                 camera_mode = CAMERA_FREE;
1776                 current_position = current_camera_offset;
1777         }
1778         else
1779         {
1780                 if ( camera_mode == CAMERA_FREE )
1781                 {
1782                         current_origin = view_origin;
1783                         camera_offset = camera_offset - current_origin;
1784                         current_camera_offset = current_camera_offset - current_origin;
1785                 }
1786
1787                 camera_mode = CAMERA_CHASE;
1788
1789                 if(autocvar_camera_chase_smoothly)
1790                         current_origin += (view_origin - current_origin) * attenuation;
1791                 else
1792                         current_origin = view_origin;
1793
1794                 current_position = current_origin + current_camera_offset;
1795         }
1796
1797         R_SetView(VF_ANGLES, current_angles);
1798         R_SetView(VF_ORIGIN, current_position);
1799 }