]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
just use inner ring instead for when main ring is already used (for weapon reload...
[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 void CSQC_UpdateView(float w, float h)
370 {
371         entity e;
372         float fov;
373         float f, i, j;
374         vector v, vo;
375         vector vf_size, vf_min;
376         float a;
377
378         vf_size = R_SetView3fv(VF_SIZE);
379         vf_min = R_SetView3fv(VF_MIN);
380         vid_width = vf_size_x;
381         vid_height = vf_size_y;
382
383         vector reticle_pos, reticle_size;
384
385         WaypointSprite_Load();
386
387         if(spectatee_status)
388                 myteam = GetPlayerColor(spectatee_status - 1);
389         else
390                 myteam = GetPlayerColor(player_localentnum - 1);
391
392         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
393         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
394
395         warpzone_fixview_origin = pmove_org + vo;
396         warpzone_fixview_cl_viewangles = input_angles;
397         warpzone_fixview_angles = view_angles;
398         WarpZone_FixView();
399         pmove_org = warpzone_fixview_origin - vo;
400         input_angles = warpzone_fixview_cl_viewangles;
401         view_angles = warpzone_fixview_angles;
402
403         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
404         {
405                 pmove_org = freeze_pmove_org;
406                 input_angles = view_angles = freeze_input_angles;
407                 R_SetView(VF_ORIGIN, pmove_org + vo);
408                 R_SetView(VF_ANGLES, view_angles);
409                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
410         }
411         freeze_pmove_org = pmove_org;
412         freeze_input_angles = input_angles;
413
414         // Render the Scene
415         if(!intermission || !view_set)
416         {
417                 view_origin = pmove_org + vo;
418                 view_angles = input_angles;
419                 makevectors(view_angles);
420                 view_forward = v_forward;
421                 view_right = v_right;
422                 view_up = v_up;
423                 view_set = 1;
424         }
425
426 #ifdef BLURTEST
427         if(time > blurtest_time0 && time < blurtest_time1)
428         {
429                 float r, t;
430
431                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
432                 r = t * blurtest_radius;
433                 f = 1 / pow(t, blurtest_power) - 1;
434
435                 cvar_set("r_glsl_postprocess", "1");
436                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
437         }
438         else
439         {
440                 cvar_set("r_glsl_postprocess", "0");
441                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
442         }
443 #endif
444
445         TargetMusic_Advance();
446         Fog_Force();
447
448         drawframetime = max(0.000001, time - drawtime);
449         drawtime = time;
450
451         // watch for gametype changes here...
452         // in ParseStuffCMD the cmd isn't executed yet :/
453         // might even be better to add the gametype to TE_CSQC_INIT...?
454         if(!postinit)
455                 PostInit();
456
457         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
458                 if(calledhooks & HOOK_START)
459                 {
460                         localcmd("\ncl_hook_gameend\n");
461                         calledhooks |= HOOK_END;
462                 }
463
464         CheckForGamestartChange();
465         serverAnnouncer();
466         maptimeAnnouncer();
467         carrierAnnouncer();
468
469         fov = autocvar_fov;
470         if(button_zoom || fov <= 59.5)
471         {
472                 if(!zoomscript_caught)
473                 {
474                         localcmd("+button4\n");
475                         zoomscript_caught = 1;
476                         ignore_plus_zoom += 1;
477                 }
478         }
479         else
480         {
481                 if(zoomscript_caught)
482                 {
483                         localcmd("-button4\n");
484                         zoomscript_caught = 0;
485                         ignore_minus_zoom += 1;
486                 }
487         }
488
489         ColorTranslateMode = autocvar_cl_stripcolorcodes;
490         activeweapon = getstati(STAT_SWITCHWEAPON);
491         f = (serverflags & SERVERFLAG_TEAMPLAY);
492         if(f != teamplay)
493         {
494                 teamplay = f;
495                 HUD_InitScores();
496         }
497
498         if(last_weapon != activeweapon) {
499                 weapontime = time;
500                 last_weapon = activeweapon;
501
502                 e = get_weaponinfo(activeweapon);
503                 if(e.netname != "")
504                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
505                 else
506                         localcmd("\ncl_hook_activeweapon none\n");
507         }
508
509         // ALWAYS Clear Current Scene First
510         R_ClearScene();
511
512         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
513         R_SetView(VF_SIZE, vf_size);
514         R_SetView(VF_MIN, vf_min);
515
516         // Assign Standard Viewflags
517         // Draw the World (and sky)
518         R_SetView(VF_DRAWWORLD, 1);
519
520         // Set the console size vars
521         vid_conwidth = autocvar_vid_conwidth;
522         vid_conheight = autocvar_vid_conheight;
523         vid_pixelheight = autocvar_vid_pixelheight;
524
525         R_SetView(VF_FOV, GetCurrentFov(fov));
526
527         // Camera for demo playback
528         if(camera_active)
529         {
530                 if(autocvar_camera_enable)
531                         CSQC_Demo_Camera();
532                 else
533                 {
534                         cvar_set("chase_active", ftos(chase_active_backup));
535                         cvar_set("cl_demo_mousegrab", "0");
536                         camera_active = FALSE;
537                 }
538         }
539 #ifdef CAMERATEST
540         else if(autocvar_camera_enable)
541 #else
542         else if(autocvar_camera_enable && isdemo())
543 #endif
544         {
545                 // Enable required Darkplaces cvars
546                 chase_active_backup = autocvar_chase_active;
547                 cvar_set("chase_active", "2");
548                 cvar_set("cl_demo_mousegrab", "1");
549                 camera_active = TRUE;
550                 camera_mode = FALSE;
551         }
552
553         // Draw the Crosshair
554         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
555
556         // Draw the Engine Status Bar (the default Quake HUD)
557         R_SetView(VF_DRAWENGINEHUD, 0);
558
559         // fetch this one only once per frame
560         hud_showbinds = autocvar_hud_showbinds;
561         hud_showbinds_limit = autocvar_hud_showbinds_limit;
562
563         // Update the mouse position
564         /*
565            mousepos_x = vid_conwidth;
566            mousepos_y = vid_conheight;
567            mousepos = mousepos*0.5 + getmousepos();
568          */
569
570         e = self;
571         for(self = world; (self = nextent(self)); )
572                 if(self.draw)
573                         self.draw();
574         self = e;
575
576         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
577         R_RenderScene();
578
579         // now switch to 2D drawing mode by calling a 2D drawing function
580         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
581         // next R_RenderScene call
582         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
583
584         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
585         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
586         {
587                 // apply night vision effect
588                 vector rgb, tc_00, tc_01, tc_10, tc_11;
589
590                 if(!nightvision_noise)
591                 {
592                         nightvision_noise = spawn();
593                         nightvision_noise.classname = "nightvision_noise";
594                 }
595                 if(!nightvision_noise2)
596                 {
597                         nightvision_noise2 = spawn();
598                         nightvision_noise2.classname = "nightvision_noise2";
599                 }
600
601                 // color tint in yellow
602                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
603
604                 // draw BG
605                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
606                 rgb = '1 1 1';
607                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
608                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
609                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
610                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
611                 tc_11 = tc_01 + tc_10 - tc_00;
612                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
613                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
614                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
615                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
616                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
617                 R_EndPolygon();
618
619                 // draw FG
620                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
621                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
622                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
623                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
624                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
625                 tc_11 = tc_01 + tc_10 - tc_00;
626                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
627                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
628                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
629                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
630                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
631                 R_EndPolygon();
632         }
633
634         // Draw the aiming reticle for weapons that use it
635         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
636         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
637         // the view to go back to normal, so reticle_type would become 0 as we fade out)
638         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
639                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
640         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
641                 reticle_type = 2; // nex zoom
642         else if(button_zoom || zoomscript_caught)
643                 reticle_type = 1; // normal zoom
644         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
645                 reticle_type = 2; // nex zoom
646
647         if(autocvar_cl_reticle_stretch)
648         {
649                 reticle_size_x = vid_conwidth;
650                 reticle_size_y = vid_conheight;
651                 reticle_pos_x = 0;
652                 reticle_pos_y = 0;
653         }
654         else
655         {
656                 reticle_size_x = max(vid_conwidth, vid_conheight);
657                 reticle_size_y = max(vid_conwidth, vid_conheight);
658                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
659                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
660         }
661
662         f = current_zoomfraction;
663         if(zoomscript_caught)
664                 f = 1;
665         if(autocvar_cl_reticle_item_normal)
666         {
667                 precache_pic("gfx/reticle_normal");
668                 if(reticle_type == 1 && f)
669                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
670         }
671         if(autocvar_cl_reticle_item_nex)
672         {
673                 precache_pic("gfx/reticle_nex");
674                 if(reticle_type == 2 && f)
675                         drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
676         }
677
678
679         // improved polyblend
680         vector rgb;
681         if(autocvar_hud_contents)
682         {
683                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
684                 vector liquidcolor;
685                 
686                 switch(pointcontents(view_origin))
687                 {
688                         case CONTENT_WATER:
689                                 liquidalpha = autocvar_hud_contents_water_alpha;
690                                 liquidcolor = stov(autocvar_hud_contents_water_color);
691                                 incontent = 1;
692                                 break;
693                                 
694                         case CONTENT_LAVA:
695                                 liquidalpha = autocvar_hud_contents_lava_alpha;
696                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
697                                 incontent = 1;
698                                 break;  
699                                                         
700                         case CONTENT_SLIME:
701                                 liquidalpha = autocvar_hud_contents_slime_alpha;
702                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
703                                 incontent = 1;
704                                 break;
705                                 
706                         default:
707                                 liquidalpha = 0;
708                                 liquidcolor = '0 0 0';
709                                 incontent = 0;
710                                 break;
711                 }
712                 
713                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
714                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
715                         contentfadetime = autocvar_hud_contents_fadeintime;
716                         liquidalpha_prev = liquidalpha;
717                         liquidcolor_prev = liquidcolor;
718                 }
719                 else
720                         contentfadetime = autocvar_hud_contents_fadeouttime;
721                         
722                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
723                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
724                 
725                 if(contentavgalpha)
726                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
727         }
728         
729         if(autocvar_hud_damage)
730         {
731                 float myhealth_flash_temp;
732                 myhealth = getstati(STAT_HEALTH);
733
734                 // fade out
735                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
736                 // add new damage
737                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
738
739                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
740                 pain_threshold = autocvar_hud_damage_pain_threshold;
741                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
742                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
743
744                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
745                 {
746                         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);
747                 }
748
749                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
750
751                 if(myhealth_prev < 1)
752                 {
753                         if(myhealth >= 1)
754                         {
755                                 myhealth_flash = 0; // just spawned, clear the flash immediately
756                                 myhealth_flash_temp = 0;
757                         }
758                         else
759                         {
760                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
761                         }
762                 }
763
764                 if(spectatee_status == -1 || intermission)
765                 {
766                         myhealth_flash = 0; // observing, or match ended
767                         myhealth_flash_temp = 0;
768                 }
769
770                 myhealth_prev = myhealth;
771
772                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
773                 {
774                         if(autocvar_cl_gentle_damage == 2)
775                         {
776                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
777                                 {
778                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
779                                 }
780                         }
781                         else
782                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
783
784                         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);
785                 }
786                 else
787                         drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
788         }
789
790         // Draw the mouse cursor
791         // NOTE: drawpic must happen after R_RenderScene for some reason
792         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
793         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
794         //self = edict_num(player_localnum);
795         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
796         //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);
797         // as long as the ctf part isn't in, this is useless
798         if(menu_visible)
799                 menu_show();
800
801         /*if(gametype == GAME_CTF)
802           {
803           ctf_view();
804           } else */
805
806         // draw 2D entities
807         e = self;
808         for(self = world; (self = nextent(self)); )
809                 if(self.draw2d)
810                         self.draw2d();
811         self = e;
812
813         scoreboard_active = HUD_WouldDrawScoreboard();
814
815         hit_time = getstatf(STAT_HIT_TIME);
816         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
817         {
818                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
819                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
820         }
821         typehit_time = getstatf(STAT_TYPEHIT_TIME);
822         if(typehit_time > nextsound_typehit_time)
823         {
824                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
825                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
826         }
827
828         float hud;
829         hud = getstati(STAT_HUD);
830         if(hud == HUD_SPIDERBOT)
831                 CSQC_SPIDER_HUD();
832         else if(hud == HUD_WAKIZASHI)
833         CSQC_WAKIZASHI_HUD();
834     else if(hud == HUD_RAPTOR)
835         CSQC_RAPTOR_HUD();
836         else
837         {
838                 if(gametype == GAME_FREEZETAG)
839                 {
840                         if(getstati(STAT_FROZEN))
841                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
842                         if(getstatf(STAT_REVIVE_PROGRESS))
843                         {
844                                 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);
845                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
846                         }
847                 }
848
849                 if(autocvar_r_letterbox == 0)
850                         if(autocvar_viewsize < 120)
851                                 CSQC_common_hud();
852
853                 // crosshair goes VERY LAST
854                 if(!scoreboard_active && !camera_active && intermission != 2) {
855                         string wcross_style;
856                         float wcross_alpha, wcross_resolution;
857                         wcross_style = autocvar_crosshair;
858                         if (wcross_style == "0")
859                                 return;
860                         wcross_resolution = autocvar_crosshair_size;
861                         if (wcross_resolution == 0)
862                                 return;
863                         wcross_alpha = autocvar_crosshair_alpha;
864                         if (wcross_alpha == 0)
865                                 return;
866
867                         // TrueAim check
868                         float shottype;
869
870                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
871                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
872                         wcross_origin_z = 0;
873                         if(autocvar_crosshair_hittest)
874                         {
875                                 vector wcross_oldorigin;
876                                 wcross_oldorigin = wcross_origin;
877                                 shottype = TrueAimCheck();
878                                 if(shottype == SHOTTYPE_HITWORLD)
879                                 {
880                                         v = wcross_origin - wcross_oldorigin;
881                                         v_x /= vid_conwidth;
882                                         v_y /= vid_conheight;
883                                         if(vlen(v) > 0.01)
884                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
885                                 }
886                                 if(!autocvar_crosshair_hittest_showimpact)
887                                         wcross_origin = wcross_oldorigin;
888                         }
889                         else
890                                 shottype = SHOTTYPE_HITWORLD;
891
892                         vector wcross_color, wcross_size;
893                         string wcross_wep, wcross_name;
894                         float wcross_scale, wcross_blur;
895
896                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
897                                 e = get_weaponinfo(activeweapon);
898                                 if (e && e.netname != "")
899                                 {
900                                         wcross_wep = e.netname;
901                                         if(autocvar_crosshair_per_weapon)
902                                         {
903                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
904                                                 if (wcross_resolution == 0)
905                                                         return;
906                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
907                                                 if (wcross_alpha == 0)
908                                                         return;
909
910                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
911                                                 if(wcross_style == "" || wcross_style == "0")
912                                                         wcross_style = wcross_wep;
913                                         }
914                                 }
915                         }
916                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
917                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
918                         else if(autocvar_crosshair_color_by_health)
919                         {
920                                 local float x = getstati(STAT_HEALTH);
921                                 
922                                 //x = red
923                                 //y = green
924                                 //z = blue
925                                 
926                                 wcross_color_z = 0;
927                                 
928                                 if(x > 200)
929                                 {
930                                         wcross_color_x = 0;
931                                         wcross_color_y = 1;
932                                 }
933                                 else if(x > 150)
934                                 {
935                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
936                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
937                                 }
938                                 else if(x > 100)
939                                 {
940                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
941                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
942                                         wcross_color_z = 1 - (x-100)*0.02;
943                                 }
944                                 else if(x > 50)
945                                 {
946                                         wcross_color_x = 1;
947                                         wcross_color_y = 1;
948                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
949                                 }
950                                 else if(x > 20)
951                                 {
952                                         wcross_color_x = 1;
953                                         wcross_color_y = (x-20)*90/27/100;
954                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
955                                 }
956                                 else
957                                 {
958                                         wcross_color_x = 1;
959                                         wcross_color_y = 0;
960                                 }
961                         }
962                         else
963                                 wcross_color = stov(autocvar_crosshair_color);
964
965                         wcross_name = strcat("gfx/crosshair", wcross_style);
966
967                         if(autocvar_crosshair_effect_scalefade)
968                         {
969                                 wcross_scale = wcross_resolution;
970                                 wcross_resolution = 1;
971                         }
972                         else
973                         {
974                                 wcross_scale = 1;
975                         }
976
977                         if(autocvar_crosshair_pickup)
978                         {
979                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
980                                 {
981                                         pickup_crosshair_size = 1;
982                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
983                                 }
984
985                                 if(pickup_crosshair_size > 0)
986                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
987                                 else
988                                         pickup_crosshair_size = 0;
989
990                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
991                         }
992                         
993                         vector hitindication_color;
994                         if(autocvar_crosshair_hitindication)
995                         {
996                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
997                                 if(hitindication_crosshair_time < hit_time)
998                                 {
999                                         hitindication_crosshair_size = 1;
1000                                         hitindication_crosshair_time = hit_time;
1001                                 }
1002
1003                                 if(hitindication_crosshair_size > 0)
1004                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1005                                 else
1006                                         hitindication_crosshair_size = 0;
1007
1008                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1009                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1010                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1011                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1012                         }
1013
1014                         if(shottype == SHOTTYPE_HITENEMY)
1015                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1016                         if(shottype == SHOTTYPE_HITTEAM)
1017                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1018
1019                         f = autocvar_crosshair_effect_speed;
1020                         if(f < 0)
1021                                 f *= -2 * g_weaponswitchdelay;
1022                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1023                         {
1024                                 wcross_changedonetime = time + f;
1025                         }
1026                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1027                         {
1028                                 wcross_name_changestarttime = time;
1029                                 wcross_name_changedonetime = time + f;
1030                                 if(wcross_name_goal_prev_prev)
1031                                         strunzone(wcross_name_goal_prev_prev);
1032                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1033                                 wcross_name_goal_prev = strzone(wcross_name);
1034                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1035                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1036                                 wcross_resolution_goal_prev = wcross_resolution;
1037                         }
1038
1039                         wcross_scale_goal_prev = wcross_scale;
1040                         wcross_alpha_goal_prev = wcross_alpha;
1041                         wcross_color_goal_prev = wcross_color;
1042
1043                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1044                         {
1045                                 wcross_blur = 1;
1046                                 wcross_alpha *= 0.75;
1047                         }
1048                         else
1049                                 wcross_blur = 0;
1050                         // *_prev is at time-frametime
1051                         // * is at wcross_changedonetime+f
1052                         // what do we have at time?
1053                         if(time < wcross_changedonetime)
1054                         {
1055                                 f = frametime / (wcross_changedonetime - time + frametime);
1056                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1057                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1058                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1059                         }
1060
1061                         wcross_scale_prev = wcross_scale;
1062                         wcross_alpha_prev = wcross_alpha;
1063                         wcross_color_prev = wcross_color;
1064
1065                         wcross_scale *= 1 - autocvar__menu_alpha;
1066                         wcross_alpha *= 1 - autocvar__menu_alpha;
1067                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1068
1069                         // crosshair rings for weapon stats
1070                         if ((autocvar_crosshair_ring) || (autocvar_crosshair_ring_reload))
1071                         {
1072                                 // declarations and stats
1073                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1074                                 string ring_image, ring_inner_image;
1075                                 vector ring_rgb, ring_inner_rgb;
1076                                 
1077                                 ring_scale = autocvar_crosshair_ring_size;
1078
1079                                 float weapon_clipload, weapon_clipsize;
1080                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1081                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1082
1083                                 float nex_charge, nex_chargepool;
1084                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1085                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1086
1087                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1088                                         nex_charge_movingavg = nex_charge;
1089                                         
1090
1091                                 // handle the values
1092                                 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1093                                 {
1094                                         if (nex_chargepool || use_nex_chargepool) { 
1095                                                 use_nex_chargepool = 1; 
1096                                                 ring_inner_value = nex_chargepool;
1097                                         } else { 
1098                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1099                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1100                                         }
1101                                                 
1102                                         ring_inner_alpha = wcross_alpha * autocvar_crosshair_ring_nex_inner_alpha;
1103                                         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;
1104                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1105                                         
1106                                         // draw the outer ring to show the current charge of the weapon
1107                                         ring_value = nex_charge;
1108                                         ring_alpha = wcross_alpha * autocvar_crosshair_ring_nex_alpha;
1109                                         ring_rgb = wcross_color;
1110                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1111                                 }
1112                                 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1113                                 {
1114                                         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.
1115                                         ring_alpha = wcross_alpha * autocvar_crosshair_ring_minelayer_alpha;
1116                                         ring_rgb = wcross_color;
1117                                         ring_image = "gfx/crosshair_ring.tga";
1118                                 }
1119
1120                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1121                                 {
1122                                         // if the main ring is already used by another weapon, instead use the inner one for ammo.
1123                                         // inner ring is secondary anyway and doesn't matter as much as main ring, so overriding it is no issue.
1124                                         if(ring_value && autocvar_crosshair_ring_reload_inner)
1125                                         {
1126                                                 ring_inner_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1127                                                 ring_inner_alpha = autocvar_crosshair_ring_reload_alpha;
1128                                                 ring_inner_rgb = wcross_color;
1129                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1130                                         }
1131                                         else
1132                                         {
1133                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1134                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1135                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1136                                                 ring_rgb = wcross_color;
1137                                         
1138                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1139                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1140                                                 if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1141                                                         ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1142                                                 else
1143                                                         ring_image = "gfx/crosshair_ring.tga";
1144                                         }
1145                                 }
1146
1147                                 if ((autocvar_crosshair_ring_inner || autocvar_crosshair_ring_reload_inner) && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1148                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, ring_inner_alpha, DRAWFLAG_ADDITIVE);
1149
1150                                 if (ring_value)
1151                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, ring_alpha, DRAWFLAG_ADDITIVE);
1152                         }
1153
1154 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1155                         do \
1156                         { \
1157                                 if(wcross_blur > 0) \
1158                                 { \
1159                                         for(i = -2; i <= 2; ++i) \
1160                                                 for(j = -2; j <= 2; ++j) \
1161                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1162                                 } \
1163                                 else \
1164                                 { \
1165                                         M(0,0,sz,wcross_name,wcross_alpha); \
1166                                 } \
1167                         } \
1168                         while(0)
1169
1170 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1171                         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)
1172
1173 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1174                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1175
1176                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1177                         {
1178                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1179                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1180                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1181                                 f = 1 - f;
1182                         }
1183                         else
1184                         {
1185                                 f = 1;
1186                         }
1187
1188                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1189                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1190
1191                         if(autocvar_crosshair_dot)
1192             {
1193                 vector wcross_color_old;
1194                 wcross_color_old = wcross_color;
1195                 if(autocvar_crosshair_dot_color != "0")
1196                     wcross_color = stov(autocvar_crosshair_dot_color);
1197                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1198                 wcross_color = wcross_color_old;
1199             }
1200
1201                         wcross_name_alpha_goal_prev = f;
1202                 }
1203                 else
1204                 {
1205                         wcross_scale_prev = 0;
1206                         wcross_alpha_prev = 0;
1207                         wcross_scale_goal_prev = 0;
1208                         wcross_alpha_goal_prev = 0;
1209                         wcross_changedonetime = 0;
1210                         if(wcross_name_goal_prev)
1211                                 strunzone(wcross_name_goal_prev);
1212                         wcross_name_goal_prev = string_null;
1213                         if(wcross_name_goal_prev_prev)
1214                                 strunzone(wcross_name_goal_prev_prev);
1215                         wcross_name_goal_prev_prev = string_null;
1216                         wcross_name_changestarttime = 0;
1217                         wcross_name_changedonetime = 0;
1218                         wcross_name_alpha_goal_prev = 0;
1219                         wcross_name_alpha_goal_prev_prev = 0;
1220                         wcross_resolution_goal_prev = 0;
1221                         wcross_resolution_goal_prev_prev = 0;
1222                 }
1223         }
1224
1225         if(NextFrameCommand)
1226         {
1227                 localcmd("\n", NextFrameCommand, "\n");
1228                 NextFrameCommand = string_null;
1229         }
1230
1231         // we must do this check AFTER a frame was rendered, or it won't work
1232         if(cs_project_is_b0rked == 0)
1233         {
1234                 string w0, h0;
1235                 w0 = ftos(autocvar_vid_conwidth);
1236                 h0 = ftos(autocvar_vid_conheight);
1237                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1238                 //R_SetView(VF_FOV, '90 90 0');
1239                 R_SetView(VF_ORIGIN, '0 0 0');
1240                 R_SetView(VF_ANGLES, '0 0 0');
1241                 R_SetView(VF_PERSPECTIVE, 1);
1242                 makevectors('0 0 0');
1243                 vector v1, v2;
1244                 cvar_set("vid_conwidth", "800");
1245                 cvar_set("vid_conheight", "600");
1246                 v1 = cs_project(v_forward);
1247                 cvar_set("vid_conwidth", "640");
1248                 cvar_set("vid_conheight", "480");
1249                 v2 = cs_project(v_forward);
1250                 if(v1 == v2)
1251                         cs_project_is_b0rked = 1;
1252                 else
1253                         cs_project_is_b0rked = -1;
1254                 cvar_set("vid_conwidth", w0);
1255                 cvar_set("vid_conheight", h0);
1256         }
1257
1258         if(autocvar__hud_configure)
1259                 HUD_Panel_Mouse();
1260
1261         // let's reset the view back to normal for the end
1262         R_SetView(VF_MIN, '0 0 0');
1263         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1264 }
1265
1266 #define spider_h "gfx/vehicles/hud_bg.tga"
1267 #define spider_b "gfx/vehicles/sbot.tga"
1268 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1269 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1270 #define spider_s "gfx/vehicles/shiled.tga"
1271 #define spider_a1 "gfx/hud/sb_rocket.tga"
1272 #define spider_a2 "gfx/sb_bullets.tga"
1273
1274 void CSQC_SPIDER_HUD()
1275 {
1276         float rockets, reload, heat, hp, shield;
1277         vector picsize, hudloc;
1278
1279     // Fetch health & ammo stats
1280     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1281         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1282         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1283         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1284         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1285
1286     // Draw the crosshairs
1287     picsize = drawgetimagesize(SPIDER_CROSS);
1288     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1289     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1290     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);
1291
1292     hudloc_y =  4;
1293     hudloc_x = 4;
1294
1295     picsize = drawgetimagesize(spider_h) * 0.5;
1296     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1297
1298     picsize = drawgetimagesize(spider_a2) * 0.5;
1299     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1300
1301     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1302     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1303     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1304
1305     picsize = drawgetimagesize(spider_a1) * 0.85;
1306     if(rockets == 9)
1307     {
1308         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1309         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1310     }
1311     else
1312     {
1313         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1314         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1315     }
1316
1317     picsize = drawgetimagesize(spider_b) * 0.5;
1318     hudloc_y = 10.5;
1319     hudloc_x = 10.5;
1320
1321     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1322     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1323     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1324     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1325
1326
1327         /*
1328         // Draw health bar
1329         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1330         p = p + '0 1 0' * vid_conheight - '0 32 0';
1331         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1332         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1333         p_y += 8;
1334         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1335         p_x += 256 * hp;
1336         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1337
1338         // Draw minigun heat indicator
1339         p = '0.5 0 0' * (vid_conwidth - 256);
1340         p = p + '0 1 0' * vid_conheight - '0 34  0';
1341         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1342         p_x += 256 * (1-heat);
1343         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1344
1345
1346         // Draw rocket icons for loaded/empty tubes.
1347         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1348         pp += '0 1 0' * vid_conheight - '0 64 0';
1349         for(i = 0; i < 8; ++i)
1350         {
1351                 p = pp + '1 0 0' * (rkt_size * i);
1352                 if(rockets == 8)
1353                 {
1354                         if(floor(reload * 8) == i)
1355                         {
1356                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1357                         }
1358                         else if(i < reload * 8)
1359                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1360                         else
1361                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1362                 }
1363                 else
1364                 {
1365                         if(i < rockets)
1366                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1367                         else
1368                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1369                 }
1370         }
1371         */
1372
1373         if (scoreboard_showscores)
1374         {
1375                 HUD_DrawScoreboard();
1376                 HUD_DrawCenterPrint();
1377         }
1378
1379 }
1380
1381 #define raptor_h "gfx/vehicles/hud_bg.tga"
1382 #define raptor_b "gfx/vehicles/raptor.tga"
1383 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1384 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1385 #define raptor_s "gfx/vehicles/shiled.tga"
1386
1387 void CSQC_RAPTOR_HUD()
1388 {
1389         float reload, hp, shield, energy;
1390         vector picsize, hudloc;
1391
1392     // Fetch health & ammo stats
1393     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1394         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1395         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1396         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1397
1398     // Draw the crosshairs
1399     picsize = drawgetimagesize(SPIDER_CROSS);
1400     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1401     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1402     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);
1403
1404     hudloc_y =  4;
1405     hudloc_x = 4;
1406
1407     picsize = drawgetimagesize(raptor_h) * 0.5;
1408     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1409
1410     picsize = drawgetimagesize(spider_a2) * 0.5;
1411     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1412
1413     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1414     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1415     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1416
1417
1418     picsize = drawgetimagesize(spider_a1) * 0.85;
1419     if(reload == 1)
1420     {
1421         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1422         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1423     }
1424     else
1425     {
1426         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1427         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1428     }
1429
1430     picsize = drawgetimagesize(raptor_b) * 0.5;
1431     hudloc_y = 10.5;
1432     hudloc_x = 10.5;
1433
1434     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1435     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1436     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1437     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1438
1439
1440         if (scoreboard_showscores)
1441         {
1442                 HUD_DrawScoreboard();
1443                 HUD_DrawCenterPrint();
1444         }
1445
1446 }
1447
1448 #define waki_h "gfx/vehicles/hud_bg.tga"
1449 #define waki_b "gfx/vehicles/waki.tga"
1450 #define waki_e "gfx/vehicles/waki_e.tga"
1451 #define waki_g "gfx/vehicles/waki_guns.tga"
1452 #define waki_r "gfx/vehicles/waki_rockets.tga"
1453 #define waki_s "gfx/vehicles/shiled.tga"
1454
1455 #define waki_a1 "gfx/hud/sb_rocket.tga"
1456 #define waki_a2 "gfx/sb_cells.tga"
1457
1458 void CSQC_WAKIZASHI_HUD()
1459 {
1460         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1461         float health, shield, energy, rockets;
1462         vector picsize, hudloc;
1463
1464     picsize = drawgetimagesize(SPIDER_CROSS);
1465     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1466     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1467     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);
1468
1469 /*
1470 const float STAT_VEHICLESTAT_HEALTH  = 60;
1471 const float STAT_VEHICLESTAT_SHIELD  = 61;
1472 const float STAT_VEHICLESTAT_ENERGY  = 62;
1473 const float STAT_VEHICLESTAT_AMMO1   = 63;
1474 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1475 const float STAT_VEHICLESTAT_AMMO2   = 65;
1476 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1477 */
1478     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1479         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1480         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1481         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1482
1483     hudloc_y =  4;
1484     hudloc_x = 4;
1485
1486     picsize = drawgetimagesize(waki_h) * 0.5;
1487     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1488
1489     picsize = drawgetimagesize(waki_a2) * 0.7;
1490     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1491
1492
1493     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1494     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1495
1496     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1497
1498     picsize = drawgetimagesize(waki_a1) * 0.75;
1499     if(rockets == 1)
1500     {
1501         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1502         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1503     }
1504     else
1505     {
1506         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1507         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1508         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1509     }
1510
1511     picsize = drawgetimagesize(waki_b) * 0.5;
1512     hudloc_y = 10.5;
1513     hudloc_x = 10.5;
1514
1515     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1516     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1517     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1518     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1519
1520
1521
1522         /*
1523         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1524         p = p + '0 1 0' * vid_conheight - '0 32 0';
1525
1526         // Draw health bar
1527         p_y += 8;
1528         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1529         p_x += 256 * health;
1530         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1531
1532         // Draw shiled bar
1533         p_x -= 256 * health;
1534         p_y += 4;
1535         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1536
1537         // Draw energy
1538         //p_x -= 256 * health;
1539         p_y -= 8;
1540         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1541
1542         // Draw rockets bar
1543         p_y += 12;
1544         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1545         */
1546
1547
1548
1549
1550         if (scoreboard_showscores)
1551         {
1552                 HUD_DrawScoreboard();
1553                 HUD_DrawCenterPrint();
1554         }
1555
1556 }
1557
1558
1559 void CSQC_common_hud(void)
1560 {
1561         // HUD_SortFrags(); done in HUD_Draw
1562         float hud;
1563         hud = getstati(STAT_HUD);
1564
1565         //hud = 10;
1566         switch(hud)
1567         {
1568                 case HUD_NORMAL:
1569                         // do some accuracy var caching
1570                         float i;
1571                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1572                         {
1573                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1574                                 {
1575                                         if(acc_color_levels)
1576                                                 strunzone(acc_color_levels);
1577                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1578                                         acc_levels = tokenize(acc_color_levels);
1579                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1580                                                 acc_levels = MAX_ACCURACY_LEVELS;
1581
1582                                         for (i = 0; i < acc_levels; ++i)
1583                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1584                                 }
1585                                 // let know that acc_col[] needs to be loaded
1586                                 acc_col_x[0] = -1;
1587                         }
1588
1589                         HUD_Main(); // always run these functions for alpha checks
1590                         HUD_DrawScoreboard();
1591
1592                         if (scoreboard_active) // scoreboard/accuracy
1593                         {       
1594                                 HUD_Reset();
1595                                 // HUD_DrawScoreboard takes care of centerprint_start
1596                         }
1597                         else if (intermission == 2) // map voting screen
1598                         {
1599                                 HUD_FinaleOverlay();
1600                                 HUD_Reset();
1601
1602                                 centerprint_start_x = 0;
1603                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1604                         }
1605                         else // hud
1606                         {
1607                                 centerprint_start_x = 0;
1608                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1609                         }
1610
1611                         HUD_DrawCenterPrint();
1612                         break;
1613
1614                 case HUD_SPIDERBOT:
1615                         CSQC_SPIDER_HUD();
1616                         break;
1617
1618                 case HUD_WAKIZASHI:
1619                         CSQC_WAKIZASHI_HUD();
1620                         break;
1621         }
1622 }
1623
1624
1625 // following vectors must be global to allow seamless switching between camera modes
1626 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1627 void CSQC_Demo_Camera()
1628 {
1629         float speed, attenuation, dimensions;
1630         vector tmp, delta;
1631
1632         if( autocvar_camera_reset || !camera_mode )
1633         {
1634                 camera_offset = '0 0 0';
1635                 current_angles = '0 0 0';
1636                 camera_direction = '0 0 0';
1637                 camera_offset_z += 30;
1638                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1639                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1640                 current_origin = view_origin;
1641                 current_camera_offset  = camera_offset;
1642                 cvar_set("camera_reset", "0");
1643                 camera_mode = CAMERA_CHASE;
1644         }
1645
1646         // Camera angles
1647         if( camera_roll )
1648                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1649
1650         if(autocvar_camera_look_player)
1651         {
1652                 local vector dir;
1653                 local float n;
1654
1655                 dir = normalize(view_origin - current_position);
1656                 n = mouse_angles_z;
1657                 mouse_angles = vectoangles(dir);
1658                 mouse_angles_x = mouse_angles_x * -1;
1659                 mouse_angles_z = n;
1660         }
1661         else
1662         {
1663                 tmp = getmousepos() * 0.1;
1664                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1665                 {
1666                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1667                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1668                 }
1669         }
1670
1671         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1672         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1673         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1674         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1675
1676         // Fix difference when angles don't have the same sign
1677         delta = '0 0 0';
1678         if(mouse_angles_y < -60 && current_angles_y > 60)
1679                 delta = '0 360 0';
1680         if(mouse_angles_y > 60 && current_angles_y < -60)
1681                 delta = '0 -360 0';
1682
1683         if(autocvar_camera_look_player)
1684                 attenuation = autocvar_camera_look_attenuation;
1685         else
1686                 attenuation = autocvar_camera_speed_attenuation;
1687
1688         attenuation = 1 / max(1, attenuation);
1689         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1690
1691         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1692         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1693         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1694         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1695
1696         // Camera position
1697         tmp = '0 0 0';
1698         dimensions = 0;
1699
1700         if( camera_direction_x )
1701         {
1702                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1703                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1704                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1705                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1706                 ++dimensions;
1707         }
1708
1709         if( camera_direction_y )
1710         {
1711                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1712                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1713                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1714                 ++dimensions;
1715         }
1716
1717         if( camera_direction_z )
1718         {
1719                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1720                 ++dimensions;
1721         }
1722
1723         if(autocvar_camera_free)
1724                 speed = autocvar_camera_speed_free;
1725         else
1726                 speed = autocvar_camera_speed_chase;
1727
1728         if(dimensions)
1729         {
1730                 speed = speed * sqrt(1 / dimensions);
1731                 camera_offset += tmp * speed;
1732         }
1733
1734         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1735
1736         // Camera modes
1737         if( autocvar_camera_free )
1738         {
1739                 if ( camera_mode == CAMERA_CHASE )
1740                 {
1741                         current_camera_offset = current_origin + current_camera_offset;
1742                         camera_offset = current_origin + camera_offset;
1743                 }
1744
1745                 camera_mode = CAMERA_FREE;
1746                 current_position = current_camera_offset;
1747         }
1748         else
1749         {
1750                 if ( camera_mode == CAMERA_FREE )
1751                 {
1752                         current_origin = view_origin;
1753                         camera_offset = camera_offset - current_origin;
1754                         current_camera_offset = current_camera_offset - current_origin;
1755                 }
1756
1757                 camera_mode = CAMERA_CHASE;
1758
1759                 if(autocvar_camera_chase_smoothly)
1760                         current_origin += (view_origin - current_origin) * attenuation;
1761                 else
1762                         current_origin = view_origin;
1763
1764                 current_position = current_origin + current_camera_offset;
1765         }
1766
1767         R_SetView(VF_ANGLES, current_angles);
1768         R_SetView(VF_ORIGIN, current_position);
1769 }