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