]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
No need to keep eventchase_target_origin a global any more.
[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 eventchase_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         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
407         {
408                 pmove_org = freeze_pmove_org;
409                 input_angles = view_angles = freeze_input_angles;
410                 R_SetView(VF_ORIGIN, pmove_org + vo);
411                 R_SetView(VF_ANGLES, view_angles);
412                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
413         }
414         freeze_pmove_org = pmove_org;
415         freeze_input_angles = input_angles;
416
417         // event chase camera
418         if(spectatee_status >= 0 && (autocvar_cl_eventchase_death || autocvar_cl_eventchase_intermission))
419         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually
420         {
421                 if((autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
422                 {
423                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
424                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
425                         if(!autocvar_chase_active)
426                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
427
428                         // make the camera smooth back
429                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
430                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
431                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
432                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
433
434                         vector eventchase_target_origin;
435                         makevectors(view_angles);
436                         // pass 1, used to check where the camera would go and obtain the trace_fraction
437                         eventchase_target_origin = pmove_org - view_forward * eventchase_current_distance;
438
439                         traceline(pmove_org, eventchase_target_origin, MOVE_NORMAL, self);
440                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
441                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
442                         eventchase_target_origin = pmove_org - view_forward * eventchase_current_distance * (trace_fraction - 0.1);
443
444                         R_SetView(VF_ORIGIN, eventchase_target_origin);
445                 }
446                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
447                 {
448                         cvar_set("chase_active", "0");
449                         eventchase_current_distance = 0; // start from 0 next time
450                 }
451         }
452
453         // Render the Scene
454         if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission))
455         {
456                 view_origin = pmove_org + vo;
457                 view_angles = input_angles;
458                 makevectors(view_angles);
459                 view_forward = v_forward;
460                 view_right = v_right;
461                 view_up = v_up;
462                 view_set = 1;
463         }
464
465 #ifdef BLURTEST
466         if(time > blurtest_time0 && time < blurtest_time1)
467         {
468                 float r, t;
469
470                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
471                 r = t * blurtest_radius;
472                 f = 1 / pow(t, blurtest_power) - 1;
473
474                 cvar_set("r_glsl_postprocess", "1");
475                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
476         }
477         else
478         {
479                 cvar_set("r_glsl_postprocess", "0");
480                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
481         }
482 #endif
483
484         TargetMusic_Advance();
485         Fog_Force();
486
487         drawframetime = max(0.000001, time - drawtime);
488         drawtime = time;
489
490         // watch for gametype changes here...
491         // in ParseStuffCMD the cmd isn't executed yet :/
492         // might even be better to add the gametype to TE_CSQC_INIT...?
493         if(!postinit)
494                 PostInit();
495
496         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
497                 if(calledhooks & HOOK_START)
498                 {
499                         localcmd("\ncl_hook_gameend\n");
500                         calledhooks |= HOOK_END;
501                 }
502
503         CheckForGamestartChange();
504         serverAnnouncer();
505         maptimeAnnouncer();
506         carrierAnnouncer();
507
508         fov = autocvar_fov;
509         if(button_zoom || fov <= 59.5)
510         {
511                 if(!zoomscript_caught)
512                 {
513                         localcmd("+button4\n");
514                         zoomscript_caught = 1;
515                         ignore_plus_zoom += 1;
516                 }
517         }
518         else
519         {
520                 if(zoomscript_caught)
521                 {
522                         localcmd("-button4\n");
523                         zoomscript_caught = 0;
524                         ignore_minus_zoom += 1;
525                 }
526         }
527
528         ColorTranslateMode = autocvar_cl_stripcolorcodes;
529         activeweapon = getstati(STAT_SWITCHWEAPON);
530         f = (serverflags & SERVERFLAG_TEAMPLAY);
531         if(f != teamplay)
532         {
533                 teamplay = f;
534                 HUD_InitScores();
535         }
536
537         if(last_weapon != activeweapon) {
538                 weapontime = time;
539                 last_weapon = activeweapon;
540
541                 e = get_weaponinfo(activeweapon);
542                 if(e.netname != "")
543                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
544                 else
545                         localcmd("\ncl_hook_activeweapon none\n");
546         }
547
548         // ALWAYS Clear Current Scene First
549         R_ClearScene();
550
551         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
552         R_SetView(VF_SIZE, vf_size);
553         R_SetView(VF_MIN, vf_min);
554
555         // Assign Standard Viewflags
556         // Draw the World (and sky)
557         R_SetView(VF_DRAWWORLD, 1);
558
559         // Set the console size vars
560         vid_conwidth = autocvar_vid_conwidth;
561         vid_conheight = autocvar_vid_conheight;
562         vid_pixelheight = autocvar_vid_pixelheight;
563
564         R_SetView(VF_FOV, GetCurrentFov(fov));
565
566         // Camera for demo playback
567         if(camera_active)
568         {
569                 if(autocvar_camera_enable)
570                         CSQC_Demo_Camera();
571                 else
572                 {
573                         cvar_set("chase_active", ftos(chase_active_backup));
574                         cvar_set("cl_demo_mousegrab", "0");
575                         camera_active = FALSE;
576                 }
577         }
578 #ifdef CAMERATEST
579         else if(autocvar_camera_enable)
580 #else
581         else if(autocvar_camera_enable && isdemo())
582 #endif
583         {
584                 // Enable required Darkplaces cvars
585                 chase_active_backup = autocvar_chase_active;
586                 cvar_set("chase_active", "2");
587                 cvar_set("cl_demo_mousegrab", "1");
588                 camera_active = TRUE;
589                 camera_mode = FALSE;
590         }
591
592         // Draw the Crosshair
593         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
594
595         // Draw the Engine Status Bar (the default Quake HUD)
596         R_SetView(VF_DRAWENGINEHUD, 0);
597
598         // fetch this one only once per frame
599         hud_showbinds = autocvar_hud_showbinds;
600         hud_showbinds_limit = autocvar_hud_showbinds_limit;
601
602         // Update the mouse position
603         /*
604            mousepos_x = vid_conwidth;
605            mousepos_y = vid_conheight;
606            mousepos = mousepos*0.5 + getmousepos();
607          */
608
609         e = self;
610         for(self = world; (self = nextent(self)); )
611                 if(self.draw)
612                         self.draw();
613         self = e;
614
615         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
616         R_RenderScene();
617
618         // now switch to 2D drawing mode by calling a 2D drawing function
619         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
620         // next R_RenderScene call
621         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
622
623         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
624         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
625         {
626                 // apply night vision effect
627                 vector rgb, tc_00, tc_01, tc_10, tc_11;
628
629                 if(!nightvision_noise)
630                 {
631                         nightvision_noise = spawn();
632                         nightvision_noise.classname = "nightvision_noise";
633                 }
634                 if(!nightvision_noise2)
635                 {
636                         nightvision_noise2 = spawn();
637                         nightvision_noise2.classname = "nightvision_noise2";
638                 }
639
640                 // color tint in yellow
641                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
642
643                 // draw BG
644                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
645                 rgb = '1 1 1';
646                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
647                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
648                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
649                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
650                 tc_11 = tc_01 + tc_10 - tc_00;
651                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
652                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
653                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
654                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
655                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
656                 R_EndPolygon();
657
658                 // draw FG
659                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
660                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
661                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
662                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
663                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
664                 tc_11 = tc_01 + tc_10 - tc_00;
665                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
666                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
667                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
668                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
669                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
670                 R_EndPolygon();
671         }
672
673         // Draw the aiming reticle for weapons that use it
674         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
675         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
676         // the view to go back to normal, so reticle_type would become 0 as we fade out)
677         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
678                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
679         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
680                 reticle_type = 2; // nex zoom
681         else if(button_zoom || zoomscript_caught)
682                 reticle_type = 1; // normal zoom
683         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
684                 reticle_type = 2; // nex zoom
685
686         if (reticle_type)
687         {
688                 if(autocvar_cl_reticle_stretch)
689                 {
690                         reticle_size_x = vid_conwidth;
691                         reticle_size_y = vid_conheight;
692                         reticle_pos_x = 0;
693                         reticle_pos_y = 0;
694                 }
695                 else
696                 {
697                         reticle_size_x = max(vid_conwidth, vid_conheight);
698                         reticle_size_y = max(vid_conwidth, vid_conheight);
699                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
700                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
701                 }
702
703                 f = current_zoomfraction;
704                 if(zoomscript_caught)
705                         f = 1;
706                 if(autocvar_cl_reticle_item_normal)
707                 {
708                         if(reticle_type == 1 && f)
709                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
710                 }
711                 if(autocvar_cl_reticle_item_nex)
712                 {
713                         if(reticle_type == 2 && f)
714                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
715                 }
716         }
717
718
719         // improved polyblend
720         vector rgb;
721         if(autocvar_hud_contents)
722         {
723                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
724                 vector liquidcolor;
725                 
726                 switch(pointcontents(view_origin))
727                 {
728                         case CONTENT_WATER:
729                                 liquidalpha = autocvar_hud_contents_water_alpha;
730                                 liquidcolor = stov(autocvar_hud_contents_water_color);
731                                 incontent = 1;
732                                 break;
733                                 
734                         case CONTENT_LAVA:
735                                 liquidalpha = autocvar_hud_contents_lava_alpha;
736                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
737                                 incontent = 1;
738                                 break;  
739                                                         
740                         case CONTENT_SLIME:
741                                 liquidalpha = autocvar_hud_contents_slime_alpha;
742                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
743                                 incontent = 1;
744                                 break;
745                                 
746                         default:
747                                 liquidalpha = 0;
748                                 liquidcolor = '0 0 0';
749                                 incontent = 0;
750                                 break;
751                 }
752                 
753                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
754                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
755                         contentfadetime = autocvar_hud_contents_fadeintime;
756                         liquidalpha_prev = liquidalpha;
757                         liquidcolor_prev = liquidcolor;
758                 }
759                 else
760                         contentfadetime = autocvar_hud_contents_fadeouttime;
761                         
762                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
763                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
764                 
765                 if(contentavgalpha)
766                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
767         }
768         
769         if(autocvar_hud_damage)
770         {
771                 splash_size_x = max(vid_conwidth, vid_conheight);
772                 splash_size_y = max(vid_conwidth, vid_conheight);
773                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
774                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
775
776                 float myhealth_flash_temp;
777                 myhealth = getstati(STAT_HEALTH);
778
779                 // fade out
780                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
781                 // add new damage
782                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
783
784                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
785                 pain_threshold = autocvar_hud_damage_pain_threshold;
786                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
787                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
788
789                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
790                 {
791                         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);
792                 }
793
794                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
795
796                 if(myhealth_prev < 1)
797                 {
798                         if(myhealth >= 1)
799                         {
800                                 myhealth_flash = 0; // just spawned, clear the flash immediately
801                                 myhealth_flash_temp = 0;
802                         }
803                         else
804                         {
805                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
806                         }
807                 }
808
809                 if(spectatee_status == -1 || intermission)
810                 {
811                         myhealth_flash = 0; // observing, or match ended
812                         myhealth_flash_temp = 0;
813                 }
814
815                 myhealth_prev = myhealth;
816
817                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
818                 {
819                         if(autocvar_cl_gentle_damage == 2)
820                         {
821                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
822                                 {
823                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
824                                 }
825                         }
826                         else
827                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
828
829                         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);
830                 }
831                 else
832                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
833         }
834
835         // Draw the mouse cursor
836         // NOTE: drawpic must happen after R_RenderScene for some reason
837         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
838         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
839         //self = edict_num(player_localnum);
840         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
841         //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);
842         // as long as the ctf part isn't in, this is useless
843         if(menu_visible)
844                 menu_show();
845
846         /*if(gametype == GAME_CTF)
847           {
848           ctf_view();
849           } else */
850
851         // draw 2D entities
852         e = self;
853         for(self = world; (self = nextent(self)); )
854                 if(self.draw2d)
855                         self.draw2d();
856         self = e;
857
858         scoreboard_active = HUD_WouldDrawScoreboard();
859
860         hit_time = getstatf(STAT_HIT_TIME);
861         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
862         {
863                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
864                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
865         }
866         typehit_time = getstatf(STAT_TYPEHIT_TIME);
867         if(typehit_time > nextsound_typehit_time)
868         {
869                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
870                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
871         }
872
873         float hud;
874         hud = getstati(STAT_HUD);
875         if(hud == HUD_SPIDERBOT)
876                 CSQC_SPIDER_HUD();
877         else if(hud == HUD_WAKIZASHI)
878         CSQC_WAKIZASHI_HUD();
879     else if(hud == HUD_RAPTOR)
880         CSQC_RAPTOR_HUD();
881         else
882         {
883                 if(gametype == GAME_FREEZETAG)
884                 {
885                         if(getstati(STAT_FROZEN))
886                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
887                         if(getstatf(STAT_REVIVE_PROGRESS))
888                         {
889                                 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);
890                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
891                         }
892                 }
893
894                 if(autocvar_r_letterbox == 0)
895                         if(autocvar_viewsize < 120)
896                                 CSQC_common_hud();
897
898                 // crosshair goes VERY LAST
899                 if(!scoreboard_active && !camera_active && intermission != 2) {
900                         string wcross_style;
901                         float wcross_alpha, wcross_resolution;
902                         wcross_style = autocvar_crosshair;
903                         if (wcross_style == "0")
904                                 return;
905                         wcross_resolution = autocvar_crosshair_size;
906                         if (wcross_resolution == 0)
907                                 return;
908                         wcross_alpha = autocvar_crosshair_alpha;
909                         if (wcross_alpha == 0)
910                                 return;
911
912                         // TrueAim check
913                         float shottype;
914
915                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
916                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
917                         wcross_origin_z = 0;
918                         if(autocvar_crosshair_hittest)
919                         {
920                                 vector wcross_oldorigin;
921                                 wcross_oldorigin = wcross_origin;
922                                 shottype = TrueAimCheck();
923                                 if(shottype == SHOTTYPE_HITWORLD)
924                                 {
925                                         v = wcross_origin - wcross_oldorigin;
926                                         v_x /= vid_conwidth;
927                                         v_y /= vid_conheight;
928                                         if(vlen(v) > 0.01)
929                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
930                                 }
931                                 if(!autocvar_crosshair_hittest_showimpact)
932                                         wcross_origin = wcross_oldorigin;
933                         }
934                         else
935                                 shottype = SHOTTYPE_HITWORLD;
936
937                         vector wcross_color, wcross_size;
938                         string wcross_wep, wcross_name;
939                         float wcross_scale, wcross_blur;
940
941                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
942                                 e = get_weaponinfo(activeweapon);
943                                 if (e && e.netname != "")
944                                 {
945                                         wcross_wep = e.netname;
946                                         if(autocvar_crosshair_per_weapon)
947                                         {
948                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
949                                                 if (wcross_resolution == 0)
950                                                         return;
951                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
952                                                 if (wcross_alpha == 0)
953                                                         return;
954
955                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
956                                                 if(wcross_style == "" || wcross_style == "0")
957                                                         wcross_style = wcross_wep;
958                                         }
959                                 }
960                         }
961                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
962                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
963                         else if(autocvar_crosshair_color_by_health)
964                         {
965                                 local float x = getstati(STAT_HEALTH);
966                                 
967                                 //x = red
968                                 //y = green
969                                 //z = blue
970                                 
971                                 wcross_color_z = 0;
972                                 
973                                 if(x > 200)
974                                 {
975                                         wcross_color_x = 0;
976                                         wcross_color_y = 1;
977                                 }
978                                 else if(x > 150)
979                                 {
980                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
981                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
982                                 }
983                                 else if(x > 100)
984                                 {
985                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
986                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
987                                         wcross_color_z = 1 - (x-100)*0.02;
988                                 }
989                                 else if(x > 50)
990                                 {
991                                         wcross_color_x = 1;
992                                         wcross_color_y = 1;
993                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
994                                 }
995                                 else if(x > 20)
996                                 {
997                                         wcross_color_x = 1;
998                                         wcross_color_y = (x-20)*90/27/100;
999                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1000                                 }
1001                                 else
1002                                 {
1003                                         wcross_color_x = 1;
1004                                         wcross_color_y = 0;
1005                                 }
1006                         }
1007                         else
1008                                 wcross_color = stov(autocvar_crosshair_color);
1009
1010                         wcross_name = strcat("gfx/crosshair", wcross_style);
1011
1012                         if(autocvar_crosshair_effect_scalefade)
1013                         {
1014                                 wcross_scale = wcross_resolution;
1015                                 wcross_resolution = 1;
1016                         }
1017                         else
1018                         {
1019                                 wcross_scale = 1;
1020                         }
1021
1022                         if(autocvar_crosshair_pickup)
1023                         {
1024                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1025                                 {
1026                                         pickup_crosshair_size = 1;
1027                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1028                                 }
1029
1030                                 if(pickup_crosshair_size > 0)
1031                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1032                                 else
1033                                         pickup_crosshair_size = 0;
1034
1035                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1036                         }
1037                         
1038                         vector hitindication_color;
1039                         if(autocvar_crosshair_hitindication)
1040                         {
1041                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1042                                 if(hitindication_crosshair_time < hit_time)
1043                                 {
1044                                         hitindication_crosshair_size = 1;
1045                                         hitindication_crosshair_time = hit_time;
1046                                 }
1047
1048                                 if(hitindication_crosshair_size > 0)
1049                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1050                                 else
1051                                         hitindication_crosshair_size = 0;
1052
1053                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1054                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1055                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1056                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1057                         }
1058
1059                         if(shottype == SHOTTYPE_HITENEMY)
1060                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1061                         if(shottype == SHOTTYPE_HITTEAM)
1062                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1063
1064                         f = autocvar_crosshair_effect_speed;
1065                         if(f < 0)
1066                                 f *= -2 * g_weaponswitchdelay;
1067                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1068                         {
1069                                 wcross_changedonetime = time + f;
1070                         }
1071                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1072                         {
1073                                 wcross_name_changestarttime = time;
1074                                 wcross_name_changedonetime = time + f;
1075                                 if(wcross_name_goal_prev_prev)
1076                                         strunzone(wcross_name_goal_prev_prev);
1077                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1078                                 wcross_name_goal_prev = strzone(wcross_name);
1079                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1080                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1081                                 wcross_resolution_goal_prev = wcross_resolution;
1082                         }
1083
1084                         wcross_scale_goal_prev = wcross_scale;
1085                         wcross_alpha_goal_prev = wcross_alpha;
1086                         wcross_color_goal_prev = wcross_color;
1087
1088                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1089                         {
1090                                 wcross_blur = 1;
1091                                 wcross_alpha *= 0.75;
1092                         }
1093                         else
1094                                 wcross_blur = 0;
1095                         // *_prev is at time-frametime
1096                         // * is at wcross_changedonetime+f
1097                         // what do we have at time?
1098                         if(time < wcross_changedonetime)
1099                         {
1100                                 f = frametime / (wcross_changedonetime - time + frametime);
1101                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1102                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1103                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1104                         }
1105
1106                         wcross_scale_prev = wcross_scale;
1107                         wcross_alpha_prev = wcross_alpha;
1108                         wcross_color_prev = wcross_color;
1109
1110                         wcross_scale *= 1 - autocvar__menu_alpha;
1111                         wcross_alpha *= 1 - autocvar__menu_alpha;
1112                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1113
1114                         // crosshair rings for weapon stats
1115                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1116                         {
1117                                 // declarations and stats
1118                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1119                                 string ring_image, ring_inner_image;
1120                                 vector ring_rgb, ring_inner_rgb;
1121                                 
1122                                 ring_scale = autocvar_crosshair_ring_size;
1123
1124                                 float weapon_clipload, weapon_clipsize;
1125                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1126                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1127
1128                                 float nex_charge, nex_chargepool;
1129                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1130                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1131
1132                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1133                                         nex_charge_movingavg = nex_charge;
1134                                         
1135
1136                                 // handle the values
1137                                 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1138                                 {
1139                                         if (nex_chargepool || use_nex_chargepool) { 
1140                                                 use_nex_chargepool = 1; 
1141                                                 ring_inner_value = nex_chargepool;
1142                                         } else { 
1143                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1144                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1145                                         }
1146                                                 
1147                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1148                                         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;
1149                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1150                                         
1151                                         // draw the outer ring to show the current charge of the weapon
1152                                         ring_value = nex_charge;
1153                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1154                                         ring_rgb = wcross_color;
1155                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1156                                 }
1157                                 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1158                                 {
1159                                         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.
1160                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1161                                         ring_rgb = wcross_color;
1162                                         ring_image = "gfx/crosshair_ring.tga";
1163                                 }
1164
1165                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1166                                 {
1167                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1168                                         ring_scale = autocvar_crosshair_ring_reload_size;
1169                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1170                                         ring_rgb = wcross_color;
1171                                         
1172                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1173                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1174                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1175                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1176                                         else
1177                                                 ring_image = "gfx/crosshair_ring.tga";
1178                                 }
1179
1180                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1181                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1182
1183                                 if (ring_value)
1184                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1185                         }
1186
1187 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1188                         do \
1189                         { \
1190                                 if(wcross_blur > 0) \
1191                                 { \
1192                                         for(i = -2; i <= 2; ++i) \
1193                                                 for(j = -2; j <= 2; ++j) \
1194                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1195                                 } \
1196                                 else \
1197                                 { \
1198                                         M(0,0,sz,wcross_name,wcross_alpha); \
1199                                 } \
1200                         } \
1201                         while(0)
1202
1203 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1204                         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)
1205
1206 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1207                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1208
1209                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1210                         {
1211                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1212                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1213                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1214                                 f = 1 - f;
1215                         }
1216                         else
1217                         {
1218                                 f = 1;
1219                         }
1220
1221                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1222                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1223
1224                         if(autocvar_crosshair_dot)
1225             {
1226                 vector wcross_color_old;
1227                 wcross_color_old = wcross_color;
1228                 if(autocvar_crosshair_dot_color != "0")
1229                     wcross_color = stov(autocvar_crosshair_dot_color);
1230                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1231                 wcross_color = wcross_color_old;
1232             }
1233
1234                         wcross_name_alpha_goal_prev = f;
1235                 }
1236                 else
1237                 {
1238                         wcross_scale_prev = 0;
1239                         wcross_alpha_prev = 0;
1240                         wcross_scale_goal_prev = 0;
1241                         wcross_alpha_goal_prev = 0;
1242                         wcross_changedonetime = 0;
1243                         if(wcross_name_goal_prev)
1244                                 strunzone(wcross_name_goal_prev);
1245                         wcross_name_goal_prev = string_null;
1246                         if(wcross_name_goal_prev_prev)
1247                                 strunzone(wcross_name_goal_prev_prev);
1248                         wcross_name_goal_prev_prev = string_null;
1249                         wcross_name_changestarttime = 0;
1250                         wcross_name_changedonetime = 0;
1251                         wcross_name_alpha_goal_prev = 0;
1252                         wcross_name_alpha_goal_prev_prev = 0;
1253                         wcross_resolution_goal_prev = 0;
1254                         wcross_resolution_goal_prev_prev = 0;
1255                 }
1256         }
1257
1258         if(NextFrameCommand)
1259         {
1260                 localcmd("\n", NextFrameCommand, "\n");
1261                 NextFrameCommand = string_null;
1262         }
1263
1264         // we must do this check AFTER a frame was rendered, or it won't work
1265         if(cs_project_is_b0rked == 0)
1266         {
1267                 string w0, h0;
1268                 w0 = ftos(autocvar_vid_conwidth);
1269                 h0 = ftos(autocvar_vid_conheight);
1270                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1271                 //R_SetView(VF_FOV, '90 90 0');
1272                 R_SetView(VF_ORIGIN, '0 0 0');
1273                 R_SetView(VF_ANGLES, '0 0 0');
1274                 R_SetView(VF_PERSPECTIVE, 1);
1275                 makevectors('0 0 0');
1276                 vector v1, v2;
1277                 cvar_set("vid_conwidth", "800");
1278                 cvar_set("vid_conheight", "600");
1279                 v1 = cs_project(v_forward);
1280                 cvar_set("vid_conwidth", "640");
1281                 cvar_set("vid_conheight", "480");
1282                 v2 = cs_project(v_forward);
1283                 if(v1 == v2)
1284                         cs_project_is_b0rked = 1;
1285                 else
1286                         cs_project_is_b0rked = -1;
1287                 cvar_set("vid_conwidth", w0);
1288                 cvar_set("vid_conheight", h0);
1289         }
1290
1291         if(autocvar__hud_configure)
1292                 HUD_Panel_Mouse();
1293
1294         // let's reset the view back to normal for the end
1295         R_SetView(VF_MIN, '0 0 0');
1296         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1297 }
1298
1299 #define spider_h "gfx/vehicles/hud_bg.tga"
1300 #define spider_b "gfx/vehicles/sbot.tga"
1301 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1302 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1303 #define spider_s "gfx/vehicles/shiled.tga"
1304 #define spider_a1 "gfx/hud/sb_rocket.tga"
1305 #define spider_a2 "gfx/sb_bullets.tga"
1306
1307 void CSQC_SPIDER_HUD()
1308 {
1309         float rockets, reload, heat, hp, shield;
1310         vector picsize, hudloc;
1311
1312     // Fetch health & ammo stats
1313     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1314         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1315         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1316         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1317         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1318
1319     // Draw the crosshairs
1320     picsize = drawgetimagesize(SPIDER_CROSS);
1321     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1322     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1323     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);
1324
1325     hudloc_y =  4;
1326     hudloc_x = 4;
1327
1328     picsize = drawgetimagesize(spider_h) * 0.5;
1329     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1330
1331     picsize = drawgetimagesize(spider_a2) * 0.5;
1332     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1333
1334     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1335     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1336     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1337
1338     picsize = drawgetimagesize(spider_a1) * 0.85;
1339     if(rockets == 9)
1340     {
1341         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1342         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1343     }
1344     else
1345     {
1346         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1347         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1348     }
1349
1350     picsize = drawgetimagesize(spider_b) * 0.5;
1351     hudloc_y = 10.5;
1352     hudloc_x = 10.5;
1353
1354     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1355     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1356     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1357     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1358
1359
1360         /*
1361         // Draw health bar
1362         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1363         p = p + '0 1 0' * vid_conheight - '0 32 0';
1364         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1365         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1366         p_y += 8;
1367         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1368         p_x += 256 * hp;
1369         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1370
1371         // Draw minigun heat indicator
1372         p = '0.5 0 0' * (vid_conwidth - 256);
1373         p = p + '0 1 0' * vid_conheight - '0 34  0';
1374         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1375         p_x += 256 * (1-heat);
1376         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1377
1378
1379         // Draw rocket icons for loaded/empty tubes.
1380         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1381         pp += '0 1 0' * vid_conheight - '0 64 0';
1382         for(i = 0; i < 8; ++i)
1383         {
1384                 p = pp + '1 0 0' * (rkt_size * i);
1385                 if(rockets == 8)
1386                 {
1387                         if(floor(reload * 8) == i)
1388                         {
1389                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1390                         }
1391                         else if(i < reload * 8)
1392                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1393                         else
1394                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1395                 }
1396                 else
1397                 {
1398                         if(i < rockets)
1399                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1400                         else
1401                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1402                 }
1403         }
1404         */
1405
1406         if (scoreboard_showscores)
1407         {
1408                 HUD_DrawScoreboard();
1409                 HUD_DrawCenterPrint();
1410         }
1411
1412 }
1413
1414 #define raptor_h "gfx/vehicles/hud_bg.tga"
1415 #define raptor_b "gfx/vehicles/raptor.tga"
1416 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1417 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1418 #define raptor_s "gfx/vehicles/shiled.tga"
1419
1420 void CSQC_RAPTOR_HUD()
1421 {
1422         float reload, hp, shield, energy;
1423         vector picsize, hudloc;
1424
1425     // Fetch health & ammo stats
1426     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1427         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1428         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1429         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1430
1431     // Draw the crosshairs
1432     picsize = drawgetimagesize(SPIDER_CROSS);
1433     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1434     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1435     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);
1436
1437     hudloc_y =  4;
1438     hudloc_x = 4;
1439
1440     picsize = drawgetimagesize(raptor_h) * 0.5;
1441     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1442
1443     picsize = drawgetimagesize(spider_a2) * 0.5;
1444     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1445
1446     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1447     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1448     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1449
1450
1451     picsize = drawgetimagesize(spider_a1) * 0.85;
1452     if(reload == 1)
1453     {
1454         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1455         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1456     }
1457     else
1458     {
1459         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1460         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1461     }
1462
1463     picsize = drawgetimagesize(raptor_b) * 0.5;
1464     hudloc_y = 10.5;
1465     hudloc_x = 10.5;
1466
1467     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1468     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1469     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1470     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1471
1472
1473         if (scoreboard_showscores)
1474         {
1475                 HUD_DrawScoreboard();
1476                 HUD_DrawCenterPrint();
1477         }
1478
1479 }
1480
1481 #define waki_h "gfx/vehicles/hud_bg.tga"
1482 #define waki_b "gfx/vehicles/waki.tga"
1483 #define waki_e "gfx/vehicles/waki_e.tga"
1484 #define waki_g "gfx/vehicles/waki_guns.tga"
1485 #define waki_r "gfx/vehicles/waki_rockets.tga"
1486 #define waki_s "gfx/vehicles/shiled.tga"
1487
1488 #define waki_a1 "gfx/hud/sb_rocket.tga"
1489 #define waki_a2 "gfx/sb_cells.tga"
1490
1491 void CSQC_WAKIZASHI_HUD()
1492 {
1493         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1494         float health, shield, energy, rockets;
1495         vector picsize, hudloc;
1496
1497     picsize = drawgetimagesize(SPIDER_CROSS);
1498     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1499     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1500     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);
1501
1502 /*
1503 const float STAT_VEHICLESTAT_HEALTH  = 60;
1504 const float STAT_VEHICLESTAT_SHIELD  = 61;
1505 const float STAT_VEHICLESTAT_ENERGY  = 62;
1506 const float STAT_VEHICLESTAT_AMMO1   = 63;
1507 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1508 const float STAT_VEHICLESTAT_AMMO2   = 65;
1509 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1510 */
1511     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1512         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1513         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1514         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1515
1516     hudloc_y =  4;
1517     hudloc_x = 4;
1518
1519     picsize = drawgetimagesize(waki_h) * 0.5;
1520     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1521
1522     picsize = drawgetimagesize(waki_a2) * 0.7;
1523     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1524
1525
1526     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1527     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1528
1529     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1530
1531     picsize = drawgetimagesize(waki_a1) * 0.75;
1532     if(rockets == 1)
1533     {
1534         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1535         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1536     }
1537     else
1538     {
1539         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1540         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1541         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1542     }
1543
1544     picsize = drawgetimagesize(waki_b) * 0.5;
1545     hudloc_y = 10.5;
1546     hudloc_x = 10.5;
1547
1548     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1549     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1550     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1551     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1552
1553
1554
1555         /*
1556         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1557         p = p + '0 1 0' * vid_conheight - '0 32 0';
1558
1559         // Draw health bar
1560         p_y += 8;
1561         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1562         p_x += 256 * health;
1563         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1564
1565         // Draw shiled bar
1566         p_x -= 256 * health;
1567         p_y += 4;
1568         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1569
1570         // Draw energy
1571         //p_x -= 256 * health;
1572         p_y -= 8;
1573         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1574
1575         // Draw rockets bar
1576         p_y += 12;
1577         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1578         */
1579
1580
1581
1582
1583         if (scoreboard_showscores)
1584         {
1585                 HUD_DrawScoreboard();
1586                 HUD_DrawCenterPrint();
1587         }
1588
1589 }
1590
1591
1592 void CSQC_common_hud(void)
1593 {
1594         // HUD_SortFrags(); done in HUD_Draw
1595         float hud;
1596         hud = getstati(STAT_HUD);
1597
1598         //hud = 10;
1599         switch(hud)
1600         {
1601                 case HUD_NORMAL:
1602                         // do some accuracy var caching
1603                         float i;
1604                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1605                         {
1606                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1607                                 {
1608                                         if(acc_color_levels)
1609                                                 strunzone(acc_color_levels);
1610                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1611                                         acc_levels = tokenize(acc_color_levels);
1612                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1613                                                 acc_levels = MAX_ACCURACY_LEVELS;
1614
1615                                         for (i = 0; i < acc_levels; ++i)
1616                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1617                                 }
1618                                 // let know that acc_col[] needs to be loaded
1619                                 acc_col_x[0] = -1;
1620                         }
1621
1622                         HUD_Main(); // always run these functions for alpha checks
1623                         HUD_DrawScoreboard();
1624
1625                         if (scoreboard_active) // scoreboard/accuracy
1626                         {       
1627                                 HUD_Reset();
1628                                 // HUD_DrawScoreboard takes care of centerprint_start
1629                         }
1630                         else if (intermission == 2) // map voting screen
1631                         {
1632                                 HUD_FinaleOverlay();
1633                                 HUD_Reset();
1634
1635                                 centerprint_start_x = 0;
1636                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1637                         }
1638                         else // hud
1639                         {
1640                                 centerprint_start_x = 0;
1641                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1642                         }
1643
1644                         HUD_DrawCenterPrint();
1645                         break;
1646
1647                 case HUD_SPIDERBOT:
1648                         CSQC_SPIDER_HUD();
1649                         break;
1650
1651                 case HUD_WAKIZASHI:
1652                         CSQC_WAKIZASHI_HUD();
1653                         break;
1654         }
1655 }
1656
1657
1658 // following vectors must be global to allow seamless switching between camera modes
1659 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1660 void CSQC_Demo_Camera()
1661 {
1662         float speed, attenuation, dimensions;
1663         vector tmp, delta;
1664
1665         if( autocvar_camera_reset || !camera_mode )
1666         {
1667                 camera_offset = '0 0 0';
1668                 current_angles = '0 0 0';
1669                 camera_direction = '0 0 0';
1670                 camera_offset_z += 30;
1671                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1672                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1673                 current_origin = view_origin;
1674                 current_camera_offset  = camera_offset;
1675                 cvar_set("camera_reset", "0");
1676                 camera_mode = CAMERA_CHASE;
1677         }
1678
1679         // Camera angles
1680         if( camera_roll )
1681                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1682
1683         if(autocvar_camera_look_player)
1684         {
1685                 local vector dir;
1686                 local float n;
1687
1688                 dir = normalize(view_origin - current_position);
1689                 n = mouse_angles_z;
1690                 mouse_angles = vectoangles(dir);
1691                 mouse_angles_x = mouse_angles_x * -1;
1692                 mouse_angles_z = n;
1693         }
1694         else
1695         {
1696                 tmp = getmousepos() * 0.1;
1697                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1698                 {
1699                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1700                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1701                 }
1702         }
1703
1704         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1705         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1706         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1707         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1708
1709         // Fix difference when angles don't have the same sign
1710         delta = '0 0 0';
1711         if(mouse_angles_y < -60 && current_angles_y > 60)
1712                 delta = '0 360 0';
1713         if(mouse_angles_y > 60 && current_angles_y < -60)
1714                 delta = '0 -360 0';
1715
1716         if(autocvar_camera_look_player)
1717                 attenuation = autocvar_camera_look_attenuation;
1718         else
1719                 attenuation = autocvar_camera_speed_attenuation;
1720
1721         attenuation = 1 / max(1, attenuation);
1722         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1723
1724         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1725         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1726         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1727         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1728
1729         // Camera position
1730         tmp = '0 0 0';
1731         dimensions = 0;
1732
1733         if( camera_direction_x )
1734         {
1735                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1736                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1737                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1738                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1739                 ++dimensions;
1740         }
1741
1742         if( camera_direction_y )
1743         {
1744                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1745                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1746                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1747                 ++dimensions;
1748         }
1749
1750         if( camera_direction_z )
1751         {
1752                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1753                 ++dimensions;
1754         }
1755
1756         if(autocvar_camera_free)
1757                 speed = autocvar_camera_speed_free;
1758         else
1759                 speed = autocvar_camera_speed_chase;
1760
1761         if(dimensions)
1762         {
1763                 speed = speed * sqrt(1 / dimensions);
1764                 camera_offset += tmp * speed;
1765         }
1766
1767         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1768
1769         // Camera modes
1770         if( autocvar_camera_free )
1771         {
1772                 if ( camera_mode == CAMERA_CHASE )
1773                 {
1774                         current_camera_offset = current_origin + current_camera_offset;
1775                         camera_offset = current_origin + camera_offset;
1776                 }
1777
1778                 camera_mode = CAMERA_FREE;
1779                 current_position = current_camera_offset;
1780         }
1781         else
1782         {
1783                 if ( camera_mode == CAMERA_FREE )
1784                 {
1785                         current_origin = view_origin;
1786                         camera_offset = camera_offset - current_origin;
1787                         current_camera_offset = current_camera_offset - current_origin;
1788                 }
1789
1790                 camera_mode = CAMERA_CHASE;
1791
1792                 if(autocvar_camera_chase_smoothly)
1793                         current_origin += (view_origin - current_origin) * attenuation;
1794                 else
1795                         current_origin = view_origin;
1796
1797                 current_position = current_origin + current_camera_offset;
1798         }
1799
1800         R_SetView(VF_ANGLES, current_angles);
1801         R_SetView(VF_ORIGIN, current_position);
1802 }