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