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