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don't allow drawframetime to be > 1 sec (sorry, laggers)
[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_RIFLE && rifle_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_RIFLE:
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 camera_mode;
346 float reticle_type;
347 string NextFrameCommand;
348 void CSQC_SPIDER_HUD();
349 void CSQC_RAPTOR_HUD();
350
351 vector freeze_org, freeze_ang;
352 entity nightvision_noise, nightvision_noise2;
353
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
359
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
362
363 vector myhealth_gentlergb;
364
365 float contentavgalpha, liquidalpha_prev;
366 vector liquidcolor_prev;
367
368 float eventchase_current_distance;
369
370 float checkfail[16];
371
372 void CSQC_UpdateView(float w, float h)
373 {
374         entity e;
375         float fov;
376         float f, i, j;
377         vector v, vo;
378         vector vf_size, vf_min;
379         float a;
380
381         button_attack2 = (input_buttons & BUTTON_3);
382         button_zoom = (input_buttons & BUTTON_4);
383
384 #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
385         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
386         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
387         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);
388         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
389         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
390         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
391
392         vf_size = R_SetView3fv(VF_SIZE);
393         vf_min = R_SetView3fv(VF_MIN);
394         vid_width = vf_size_x;
395         vid_height = vf_size_y;
396
397         vector reticle_pos, reticle_size;
398         vector splash_pos, splash_size;
399
400         WaypointSprite_Load();
401
402         if(spectatee_status)
403                 myteam = GetPlayerColor(spectatee_status - 1);
404         else
405                 myteam = GetPlayerColor(player_localentnum - 1);
406
407         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
408         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
409
410         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
411         {
412                 R_SetView(VF_ORIGIN, freeze_org);
413                 R_SetView(VF_ANGLES, freeze_ang);
414         }
415         else
416         {
417                 freeze_org = R_SetView3fv(VF_ORIGIN);
418                 freeze_ang = R_SetView3fv(VF_ANGLES);
419         }
420
421         // event chase camera
422         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
423         {
424                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
425                 {
426                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
427                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
428                         if(!autocvar_chase_active)
429                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
430
431                         // make the camera smooth back
432                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
433                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
434                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
435                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
436
437                         vector eventchase_target_origin;
438                         makevectors(view_angles);
439                         // pass 1, used to check where the camera would go and obtain the trace_fraction
440                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
441
442                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
443                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
444                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
445                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
446                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
447
448                         R_SetView(VF_ORIGIN, trace_endpos);
449                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
450                 }
451                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
452                 {
453                         cvar_set("chase_active", "0");
454                         eventchase_current_distance = 0; // start from 0 next time
455                 }
456         }
457
458         WarpZone_FixView();
459         //WarpZone_FixPMove();
460
461         // Render the Scene
462         view_origin = R_SetView3fv(VF_ORIGIN);
463         view_angles = R_SetView3fv(VF_ANGLES);
464         makevectors(view_angles);
465         view_forward = v_forward;
466         view_right = v_right;
467         view_up = v_up;
468
469 #ifdef BLURTEST
470         if(time > blurtest_time0 && time < blurtest_time1)
471         {
472                 float r, t;
473
474                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
475                 r = t * blurtest_radius;
476                 f = 1 / pow(t, blurtest_power) - 1;
477
478                 cvar_set("r_glsl_postprocess", "1");
479                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
480         }
481         else
482         {
483                 cvar_set("r_glsl_postprocess", "0");
484                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
485         }
486 #endif
487
488         TargetMusic_Advance();
489         Fog_Force();
490
491         drawframetime = bound(0.000001, time - drawtime, 1);
492         drawtime = time;
493
494         // watch for gametype changes here...
495         // in ParseStuffCMD the cmd isn't executed yet :/
496         // might even be better to add the gametype to TE_CSQC_INIT...?
497         if(!postinit)
498                 PostInit();
499
500         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
501                 if(calledhooks & HOOK_START)
502                 {
503                         localcmd("\ncl_hook_gameend\n");
504                         calledhooks |= HOOK_END;
505                 }
506
507         CheckForGamestartChange();
508         serverAnnouncer();
509         maptimeAnnouncer();
510         carrierAnnouncer();
511
512         fov = autocvar_fov;
513         if(fov <= 59.5)
514         {
515                 if(!zoomscript_caught)
516                 {
517                         localcmd("+button9\n");
518                         zoomscript_caught = 1;
519                 }
520         }
521         else
522         {
523                 if(zoomscript_caught)
524                 {
525                         localcmd("-button9\n");
526                         zoomscript_caught = 0;
527                 }
528         }
529
530         ColorTranslateMode = autocvar_cl_stripcolorcodes;
531         activeweapon = getstati(STAT_SWITCHWEAPON);
532         f = (serverflags & SERVERFLAG_TEAMPLAY);
533         if(f != teamplay)
534         {
535                 teamplay = f;
536                 HUD_InitScores();
537         }
538
539         if(last_weapon != activeweapon) {
540                 weapontime = time;
541                 last_weapon = activeweapon;
542
543                 e = get_weaponinfo(activeweapon);
544                 if(e.netname != "")
545                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
546                 else
547                         localcmd("\ncl_hook_activeweapon none\n");
548         }
549
550         // ALWAYS Clear Current Scene First
551         R_ClearScene();
552         R_SetView(VF_ORIGIN, view_origin);
553         R_SetView(VF_ANGLES, view_angles);
554
555         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
556         R_SetView(VF_SIZE, vf_size);
557         R_SetView(VF_MIN, vf_min);
558
559         // Assign Standard Viewflags
560         // Draw the World (and sky)
561         R_SetView(VF_DRAWWORLD, 1);
562
563         // Set the console size vars
564         vid_conwidth = autocvar_vid_conwidth;
565         vid_conheight = autocvar_vid_conheight;
566         vid_pixelheight = autocvar_vid_pixelheight;
567
568         R_SetView(VF_FOV, GetCurrentFov(fov));
569
570         // Camera for demo playback
571         if(camera_active)
572         {
573                 if(autocvar_camera_enable)
574                         CSQC_Demo_Camera();
575                 else
576                 {
577                         cvar_set("chase_active", ftos(chase_active_backup));
578                         cvar_set("cl_demo_mousegrab", "0");
579                         camera_active = FALSE;
580                 }
581         }
582 #ifdef CAMERATEST
583         else if(autocvar_camera_enable)
584 #else
585         else if(autocvar_camera_enable && isdemo())
586 #endif
587         {
588                 // Enable required Darkplaces cvars
589                 chase_active_backup = autocvar_chase_active;
590                 cvar_set("chase_active", "2");
591                 cvar_set("cl_demo_mousegrab", "1");
592                 camera_active = TRUE;
593                 camera_mode = FALSE;
594         }
595
596         // Draw the Crosshair
597         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
598
599         // Draw the Engine Status Bar (the default Quake HUD)
600         R_SetView(VF_DRAWENGINEHUD, 0);
601
602         // Update the mouse position
603         /*
604            mousepos_x = vid_conwidth;
605            mousepos_y = vid_conheight;
606            mousepos = mousepos*0.5 + getmousepos();
607          */
608
609         e = self;
610         for(self = world; (self = nextent(self)); )
611                 if(self.draw)
612                         self.draw();
613         self = e;
614
615         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
616         R_RenderScene();
617
618         // now switch to 2D drawing mode by calling a 2D drawing function
619         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
620         // next R_RenderScene call
621         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
622
623         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
624         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
625         {
626                 // apply night vision effect
627                 vector rgb, tc_00, tc_01, tc_10, tc_11;
628
629                 if(!nightvision_noise)
630                 {
631                         nightvision_noise = spawn();
632                         nightvision_noise.classname = "nightvision_noise";
633                 }
634                 if(!nightvision_noise2)
635                 {
636                         nightvision_noise2 = spawn();
637                         nightvision_noise2.classname = "nightvision_noise2";
638                 }
639
640                 // color tint in yellow
641                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
642
643                 // draw BG
644                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
645                 rgb = '1 1 1';
646                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
647                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
648                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
649                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
650                 tc_11 = tc_01 + tc_10 - tc_00;
651                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
652                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
653                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
654                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
655                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
656                 R_EndPolygon();
657
658                 // draw FG
659                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
660                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
661                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
662                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
663                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
664                 tc_11 = tc_01 + tc_10 - tc_00;
665                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
666                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
667                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
668                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
669                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
670                 R_EndPolygon();
671         }
672
673         // Draw the aiming reticle for weapons that use it
674         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
675         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
676         // the view to go back to normal, so reticle_type would become 0 as we fade out)
677         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
678                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
679         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
680                 reticle_type = 2; // nex zoom
681         else if(button_zoom || zoomscript_caught)
682                 reticle_type = 1; // normal zoom
683         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
684                 reticle_type = 2; // nex zoom
685
686         if (reticle_type)
687         {
688                 if(autocvar_cl_reticle_stretch)
689                 {
690                         reticle_size_x = vid_conwidth;
691                         reticle_size_y = vid_conheight;
692                         reticle_pos_x = 0;
693                         reticle_pos_y = 0;
694                 }
695                 else
696                 {
697                         reticle_size_x = max(vid_conwidth, vid_conheight);
698                         reticle_size_y = max(vid_conwidth, vid_conheight);
699                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
700                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
701                 }
702
703                 f = current_zoomfraction;
704                 if(zoomscript_caught)
705                         f = 1;
706                 if(autocvar_cl_reticle_item_normal)
707                 {
708                         if(reticle_type == 1 && f)
709                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
710                 }
711                 if(autocvar_cl_reticle_item_nex)
712                 {
713                         if(reticle_type == 2 && f)
714                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
715                 }
716         }
717
718
719         // improved polyblend
720         vector rgb;
721         if(autocvar_hud_contents)
722         {
723                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
724                 vector liquidcolor;
725                 
726                 switch(pointcontents(view_origin))
727                 {
728                         case CONTENT_WATER:
729                                 liquidalpha = autocvar_hud_contents_water_alpha;
730                                 liquidcolor = stov(autocvar_hud_contents_water_color);
731                                 incontent = 1;
732                                 break;
733                                 
734                         case CONTENT_LAVA:
735                                 liquidalpha = autocvar_hud_contents_lava_alpha;
736                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
737                                 incontent = 1;
738                                 break;  
739                                                         
740                         case CONTENT_SLIME:
741                                 liquidalpha = autocvar_hud_contents_slime_alpha;
742                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
743                                 incontent = 1;
744                                 break;
745                                 
746                         default:
747                                 liquidalpha = 0;
748                                 liquidcolor = '0 0 0';
749                                 incontent = 0;
750                                 break;
751                 }
752                 
753                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
754                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
755                         contentfadetime = autocvar_hud_contents_fadeintime;
756                         liquidalpha_prev = liquidalpha;
757                         liquidcolor_prev = liquidcolor;
758                 }
759                 else
760                         contentfadetime = autocvar_hud_contents_fadeouttime;
761                         
762                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
763                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
764                 
765                 if(contentavgalpha)
766                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
767         }
768         
769         if(autocvar_hud_damage && !autocvar_chase_active)
770         {
771                 splash_size_x = max(vid_conwidth, vid_conheight);
772                 splash_size_y = max(vid_conwidth, vid_conheight);
773                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
774                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
775
776                 float myhealth_flash_temp;
777                 myhealth = getstati(STAT_HEALTH);
778
779                 // fade out
780                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
781                 // add new damage
782                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
783
784                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
785                 pain_threshold = autocvar_hud_damage_pain_threshold;
786                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
787                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
788
789                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
790                 {
791                         pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
792                 }
793
794                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
795
796                 if(myhealth_prev < 1)
797                 {
798                         if(myhealth >= 1)
799                         {
800                                 myhealth_flash = 0; // just spawned, clear the flash immediately
801                                 myhealth_flash_temp = 0;
802                         }
803                         else
804                         {
805                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
806                         }
807                 }
808
809                 if(spectatee_status == -1 || intermission)
810                 {
811                         myhealth_flash = 0; // observing, or match ended
812                         myhealth_flash_temp = 0;
813                 }
814
815                 myhealth_prev = myhealth;
816
817                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
818                 {
819                         if(autocvar_cl_gentle_damage == 2)
820                         {
821                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
822                                 {
823                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
824                                 }
825                         }
826                         else
827                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
828
829                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
830                 }
831                 else
832                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
833         }
834
835         if(menu_visible)
836                 menu_show();
837
838         /*if(gametype == GAME_CTF)
839           {
840           ctf_view();
841           } else */
842
843         // draw 2D entities
844         e = self;
845         for(self = world; (self = nextent(self)); )
846                 if(self.draw2d)
847                         self.draw2d();
848         self = e;
849         Draw_ShowNames_All();
850
851         scoreboard_active = HUD_WouldDrawScoreboard();
852
853         hit_time = getstatf(STAT_HIT_TIME);
854         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
855         {
856                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
857                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
858         }
859         typehit_time = getstatf(STAT_TYPEHIT_TIME);
860         if(typehit_time > nextsound_typehit_time)
861         {
862                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
863                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
864         }
865
866         float hud;
867         hud = getstati(STAT_HUD);
868         if(hud == HUD_SPIDERBOT)
869                 CSQC_SPIDER_HUD();
870         else if(hud == HUD_WAKIZASHI)
871         CSQC_WAKIZASHI_HUD();
872     else if(hud == HUD_RAPTOR)
873         CSQC_RAPTOR_HUD();
874         else
875         {
876                 if(gametype == GAME_FREEZETAG)
877                 {
878                         if(getstati(STAT_FROZEN))
879                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
880                         if(getstatf(STAT_REVIVE_PROGRESS))
881                         {
882                                 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);
883                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
884                         }
885                 }
886
887                 if(autocvar_r_letterbox == 0)
888                         if(autocvar_viewsize < 120)
889                                 CSQC_common_hud();
890
891                 // crosshair goes VERY LAST
892                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
893                         string wcross_style;
894                         float wcross_alpha, wcross_resolution;
895                         wcross_style = autocvar_crosshair;
896                         if (wcross_style == "0")
897                                 return;
898                         wcross_resolution = autocvar_crosshair_size;
899                         if (wcross_resolution == 0)
900                                 return;
901                         wcross_alpha = autocvar_crosshair_alpha;
902                         if (wcross_alpha == 0)
903                                 return;
904
905                         // TrueAim check
906                         float shottype;
907
908                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
909                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
910                         wcross_origin_z = 0;
911                         if(autocvar_crosshair_hittest)
912                         {
913                                 vector wcross_oldorigin;
914                                 wcross_oldorigin = wcross_origin;
915                                 shottype = TrueAimCheck();
916                                 if(shottype == SHOTTYPE_HITWORLD)
917                                 {
918                                         v = wcross_origin - wcross_oldorigin;
919                                         v_x /= vid_conwidth;
920                                         v_y /= vid_conheight;
921                                         if(vlen(v) > 0.01)
922                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
923                                 }
924                                 if(!autocvar_crosshair_hittest_showimpact)
925                                         wcross_origin = wcross_oldorigin;
926                         }
927                         else
928                                 shottype = SHOTTYPE_HITWORLD;
929
930                         vector wcross_color, wcross_size;
931                         string wcross_wep, wcross_name;
932                         float wcross_scale, wcross_blur;
933
934                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
935                                 e = get_weaponinfo(activeweapon);
936                                 if (e && e.netname != "")
937                                 {
938                                         wcross_wep = e.netname;
939                                         if(autocvar_crosshair_per_weapon)
940                                         {
941                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
942                                                 if (wcross_resolution == 0)
943                                                         return;
944                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
945                                                 if (wcross_alpha == 0)
946                                                         return;
947
948                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
949                                                 if(wcross_style == "" || wcross_style == "0")
950                                                         wcross_style = wcross_wep;
951                                         }
952                                 }
953                         }
954                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
955                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
956                         else if(autocvar_crosshair_color_by_health)
957                         {
958                                 local float x = getstati(STAT_HEALTH);
959                                 
960                                 //x = red
961                                 //y = green
962                                 //z = blue
963                                 
964                                 wcross_color_z = 0;
965                                 
966                                 if(x > 200)
967                                 {
968                                         wcross_color_x = 0;
969                                         wcross_color_y = 1;
970                                 }
971                                 else if(x > 150)
972                                 {
973                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
974                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
975                                 }
976                                 else if(x > 100)
977                                 {
978                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
979                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
980                                         wcross_color_z = 1 - (x-100)*0.02;
981                                 }
982                                 else if(x > 50)
983                                 {
984                                         wcross_color_x = 1;
985                                         wcross_color_y = 1;
986                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
987                                 }
988                                 else if(x > 20)
989                                 {
990                                         wcross_color_x = 1;
991                                         wcross_color_y = (x-20)*90/27/100;
992                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
993                                 }
994                                 else
995                                 {
996                                         wcross_color_x = 1;
997                                         wcross_color_y = 0;
998                                 }
999                         }
1000                         else
1001                                 wcross_color = stov(autocvar_crosshair_color);
1002
1003                         wcross_name = strcat("gfx/crosshair", wcross_style);
1004
1005                         if(autocvar_crosshair_effect_scalefade)
1006                         {
1007                                 wcross_scale = wcross_resolution;
1008                                 wcross_resolution = 1;
1009                         }
1010                         else
1011                         {
1012                                 wcross_scale = 1;
1013                         }
1014
1015                         if(autocvar_crosshair_pickup)
1016                         {
1017                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1018                                 {
1019                                         pickup_crosshair_size = 1;
1020                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1021                                 }
1022
1023                                 if(pickup_crosshair_size > 0)
1024                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1025                                 else
1026                                         pickup_crosshair_size = 0;
1027
1028                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1029                         }
1030                         
1031                         vector hitindication_color;
1032                         if(autocvar_crosshair_hitindication)
1033                         {
1034                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1035                                 if(hitindication_crosshair_time < hit_time)
1036                                 {
1037                                         hitindication_crosshair_size = 1;
1038                                         hitindication_crosshair_time = hit_time;
1039                                 }
1040
1041                                 if(hitindication_crosshair_size > 0)
1042                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1043                                 else
1044                                         hitindication_crosshair_size = 0;
1045
1046                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1047                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1048                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1049                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1050                         }
1051
1052                         if(shottype == SHOTTYPE_HITENEMY)
1053                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1054                         if(shottype == SHOTTYPE_HITTEAM)
1055                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1056
1057                         f = autocvar_crosshair_effect_speed;
1058                         if(f < 0)
1059                                 f *= -2 * g_weaponswitchdelay;
1060                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1061                         {
1062                                 wcross_changedonetime = time + f;
1063                         }
1064                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1065                         {
1066                                 wcross_name_changestarttime = time;
1067                                 wcross_name_changedonetime = time + f;
1068                                 if(wcross_name_goal_prev_prev)
1069                                         strunzone(wcross_name_goal_prev_prev);
1070                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1071                                 wcross_name_goal_prev = strzone(wcross_name);
1072                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1073                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1074                                 wcross_resolution_goal_prev = wcross_resolution;
1075                         }
1076
1077                         wcross_scale_goal_prev = wcross_scale;
1078                         wcross_alpha_goal_prev = wcross_alpha;
1079                         wcross_color_goal_prev = wcross_color;
1080
1081                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1082                         {
1083                                 wcross_blur = 1;
1084                                 wcross_alpha *= 0.75;
1085                         }
1086                         else
1087                                 wcross_blur = 0;
1088                         // *_prev is at time-frametime
1089                         // * is at wcross_changedonetime+f
1090                         // what do we have at time?
1091                         if(time < wcross_changedonetime)
1092                         {
1093                                 f = frametime / (wcross_changedonetime - time + frametime);
1094                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1095                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1096                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1097                         }
1098
1099                         wcross_scale_prev = wcross_scale;
1100                         wcross_alpha_prev = wcross_alpha;
1101                         wcross_color_prev = wcross_color;
1102
1103                         wcross_scale *= 1 - autocvar__menu_alpha;
1104                         wcross_alpha *= 1 - autocvar__menu_alpha;
1105                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1106
1107                         // crosshair rings for weapon stats
1108                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1109                         {
1110                                 // declarations and stats
1111                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1112                                 string ring_image, ring_inner_image;
1113                                 vector ring_rgb, ring_inner_rgb;
1114                                 
1115                                 ring_scale = autocvar_crosshair_ring_size;
1116
1117                                 float weapon_clipload, weapon_clipsize;
1118                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1119                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1120
1121                                 float nex_charge, nex_chargepool;
1122                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1123                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1124
1125                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1126                                         nex_charge_movingavg = nex_charge;
1127                                         
1128
1129                                 // handle the values
1130                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1131                                 {
1132                                         if (nex_chargepool || use_nex_chargepool) { 
1133                                                 use_nex_chargepool = 1; 
1134                                                 ring_inner_value = nex_chargepool;
1135                                         } else { 
1136                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1137                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1138                                         }
1139                                                 
1140                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1141                                         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;
1142                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1143                                         
1144                                         // draw the outer ring to show the current charge of the weapon
1145                                         ring_value = nex_charge;
1146                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1147                                         ring_rgb = wcross_color;
1148                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1149                                 }
1150                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1151                                 {
1152                                         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.
1153                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1154                                         ring_rgb = wcross_color;
1155                                         ring_image = "gfx/crosshair_ring.tga";
1156                                 }
1157                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1158                                 {
1159                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1160                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1161                                         ring_rgb = wcross_color;
1162                                         ring_image = "gfx/crosshair_ring.tga";
1163                                 }
1164
1165                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1166                                 {
1167                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1168                                         ring_scale = autocvar_crosshair_ring_reload_size;
1169                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1170                                         ring_rgb = wcross_color;
1171                                         
1172                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1173                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1174                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1175                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1176                                         else
1177                                                 ring_image = "gfx/crosshair_ring.tga";
1178                                 }
1179
1180                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1181                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1182
1183                                 if (ring_value)
1184                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1185                         }
1186
1187 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1188                         do \
1189                         { \
1190                                 if(wcross_blur > 0) \
1191                                 { \
1192                                         for(i = -2; i <= 2; ++i) \
1193                                                 for(j = -2; j <= 2; ++j) \
1194                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1195                                 } \
1196                                 else \
1197                                 { \
1198                                         M(0,0,sz,wcross_name,wcross_alpha); \
1199                                 } \
1200                         } \
1201                         while(0)
1202
1203 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1204                         drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1205
1206 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1207                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1208
1209                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1210                         {
1211                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1212                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1213                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1214                                 f = 1 - f;
1215                         }
1216                         else
1217                         {
1218                                 f = 1;
1219                         }
1220
1221                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1222                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1223
1224                         if(autocvar_crosshair_dot)
1225             {
1226                 vector wcross_color_old;
1227                 wcross_color_old = wcross_color;
1228                 if(autocvar_crosshair_dot_color != "0")
1229                     wcross_color = stov(autocvar_crosshair_dot_color);
1230                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1231                 wcross_color = wcross_color_old;
1232             }
1233
1234                         wcross_name_alpha_goal_prev = f;
1235                 }
1236                 else
1237                 {
1238                         wcross_scale_prev = 0;
1239                         wcross_alpha_prev = 0;
1240                         wcross_scale_goal_prev = 0;
1241                         wcross_alpha_goal_prev = 0;
1242                         wcross_changedonetime = 0;
1243                         if(wcross_name_goal_prev)
1244                                 strunzone(wcross_name_goal_prev);
1245                         wcross_name_goal_prev = string_null;
1246                         if(wcross_name_goal_prev_prev)
1247                                 strunzone(wcross_name_goal_prev_prev);
1248                         wcross_name_goal_prev_prev = string_null;
1249                         wcross_name_changestarttime = 0;
1250                         wcross_name_changedonetime = 0;
1251                         wcross_name_alpha_goal_prev = 0;
1252                         wcross_name_alpha_goal_prev_prev = 0;
1253                         wcross_resolution_goal_prev = 0;
1254                         wcross_resolution_goal_prev_prev = 0;
1255                 }
1256         }
1257
1258         if(NextFrameCommand)
1259         {
1260                 localcmd("\n", NextFrameCommand, "\n");
1261                 NextFrameCommand = string_null;
1262         }
1263
1264         // we must do this check AFTER a frame was rendered, or it won't work
1265         if(cs_project_is_b0rked == 0)
1266         {
1267                 string w0, h0;
1268                 w0 = ftos(autocvar_vid_conwidth);
1269                 h0 = ftos(autocvar_vid_conheight);
1270                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1271                 //R_SetView(VF_FOV, '90 90 0');
1272                 R_SetView(VF_ORIGIN, '0 0 0');
1273                 R_SetView(VF_ANGLES, '0 0 0');
1274                 R_SetView(VF_PERSPECTIVE, 1);
1275                 makevectors('0 0 0');
1276                 vector v1, v2;
1277                 cvar_set("vid_conwidth", "800");
1278                 cvar_set("vid_conheight", "600");
1279                 v1 = cs_project(v_forward);
1280                 cvar_set("vid_conwidth", "640");
1281                 cvar_set("vid_conheight", "480");
1282                 v2 = cs_project(v_forward);
1283                 if(v1 == v2)
1284                         cs_project_is_b0rked = 1;
1285                 else
1286                         cs_project_is_b0rked = -1;
1287                 cvar_set("vid_conwidth", w0);
1288                 cvar_set("vid_conheight", h0);
1289         }
1290
1291         if(autocvar__hud_configure)
1292                 HUD_Panel_Mouse();
1293
1294         // let's reset the view back to normal for the end
1295         R_SetView(VF_MIN, '0 0 0');
1296         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1297 }
1298
1299 #define spider_h "gfx/vehicles/hud_bg.tga"
1300 #define spider_b "gfx/vehicles/sbot.tga"
1301 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1302 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1303 #define spider_s "gfx/vehicles/shiled.tga"
1304 #define spider_a1 "gfx/hud/sb_rocket.tga"
1305 #define spider_a2 "gfx/sb_bullets.tga"
1306
1307 void CSQC_SPIDER_HUD()
1308 {
1309         float rockets, reload, heat, hp, shield;
1310         vector picsize, hudloc;
1311
1312     // Fetch health & ammo stats
1313     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1314         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1315         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1316         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1317         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1318
1319     // Draw the crosshairs
1320     picsize = drawgetimagesize(SPIDER_CROSS);
1321     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1322     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1323     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1324
1325     hudloc_y =  4;
1326     hudloc_x = 4;
1327
1328     picsize = drawgetimagesize(spider_h) * 0.5;
1329     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1330
1331     picsize = drawgetimagesize(spider_a2) * 0.5;
1332     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1333
1334     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1335     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1336     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1337
1338     picsize = drawgetimagesize(spider_a1) * 0.85;
1339     if(rockets == 9)
1340     {
1341         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1342         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1343     }
1344     else
1345     {
1346         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1347         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1348     }
1349
1350     picsize = drawgetimagesize(spider_b) * 0.5;
1351     hudloc_y = 10.5;
1352     hudloc_x = 10.5;
1353
1354     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1355     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1356     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1357     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1358
1359
1360         /*
1361         // Draw health bar
1362         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1363         p = p + '0 1 0' * vid_conheight - '0 32 0';
1364         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1365         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1366         p_y += 8;
1367         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1368         p_x += 256 * hp;
1369         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1370
1371         // Draw minigun heat indicator
1372         p = '0.5 0 0' * (vid_conwidth - 256);
1373         p = p + '0 1 0' * vid_conheight - '0 34  0';
1374         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1375         p_x += 256 * (1-heat);
1376         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1377
1378
1379         // Draw rocket icons for loaded/empty tubes.
1380         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1381         pp += '0 1 0' * vid_conheight - '0 64 0';
1382         for(i = 0; i < 8; ++i)
1383         {
1384                 p = pp + '1 0 0' * (rkt_size * i);
1385                 if(rockets == 8)
1386                 {
1387                         if(floor(reload * 8) == i)
1388                         {
1389                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1390                         }
1391                         else if(i < reload * 8)
1392                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1393                         else
1394                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1395                 }
1396                 else
1397                 {
1398                         if(i < rockets)
1399                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1400                         else
1401                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1402                 }
1403         }
1404         */
1405
1406         if (scoreboard_showscores)
1407         {
1408                 HUD_DrawScoreboard();
1409                 HUD_DrawCenterPrint();
1410         }
1411
1412 }
1413
1414 #define raptor_h "gfx/vehicles/hud_bg.tga"
1415 #define raptor_b "gfx/vehicles/raptor.tga"
1416 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1417 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1418 #define raptor_s "gfx/vehicles/shiled.tga"
1419
1420 void CSQC_RAPTOR_HUD()
1421 {
1422         float reload, hp, shield, energy;
1423         vector picsize, hudloc;
1424
1425     // Fetch health & ammo stats
1426     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1427         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1428         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1429         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1430
1431     // Draw the crosshairs
1432     picsize = drawgetimagesize(SPIDER_CROSS);
1433     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1434     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1435     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1436
1437     hudloc_y =  4;
1438     hudloc_x = 4;
1439
1440     picsize = drawgetimagesize(raptor_h) * 0.5;
1441     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1442
1443     picsize = drawgetimagesize(spider_a2) * 0.5;
1444     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1445
1446     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1447     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1448     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1449
1450
1451     picsize = drawgetimagesize(spider_a1) * 0.85;
1452     if(reload == 1)
1453     {
1454         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1455         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1456     }
1457     else
1458     {
1459         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1460         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1461     }
1462
1463     picsize = drawgetimagesize(raptor_b) * 0.5;
1464     hudloc_y = 10.5;
1465     hudloc_x = 10.5;
1466
1467     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1468     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1469     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1470     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1471
1472
1473         if (scoreboard_showscores)
1474         {
1475                 HUD_DrawScoreboard();
1476                 HUD_DrawCenterPrint();
1477         }
1478
1479 }
1480
1481 #define waki_h "gfx/vehicles/hud_bg.tga"
1482 #define waki_b "gfx/vehicles/waki.tga"
1483 #define waki_e "gfx/vehicles/waki_e.tga"
1484 #define waki_g "gfx/vehicles/waki_guns.tga"
1485 #define waki_r "gfx/vehicles/waki_rockets.tga"
1486 #define waki_s "gfx/vehicles/shiled.tga"
1487
1488 #define waki_a1 "gfx/hud/sb_rocket.tga"
1489 #define waki_a2 "gfx/sb_cells.tga"
1490
1491 void CSQC_WAKIZASHI_HUD()
1492 {
1493         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1494         float health, shield, energy, rockets;
1495         vector picsize, hudloc;
1496
1497     picsize = drawgetimagesize(SPIDER_CROSS);
1498     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1499     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1500     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1501
1502 /*
1503 const float STAT_VEHICLESTAT_HEALTH  = 60;
1504 const float STAT_VEHICLESTAT_SHIELD  = 61;
1505 const float STAT_VEHICLESTAT_ENERGY  = 62;
1506 const float STAT_VEHICLESTAT_AMMO1   = 63;
1507 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1508 const float STAT_VEHICLESTAT_AMMO2   = 65;
1509 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1510 */
1511     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1512         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1513         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1514         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1515
1516     hudloc_y =  4;
1517     hudloc_x = 4;
1518
1519     picsize = drawgetimagesize(waki_h) * 0.5;
1520     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1521
1522     picsize = drawgetimagesize(waki_a2) * 0.7;
1523     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1524
1525
1526     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1527     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1528
1529     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1530
1531     picsize = drawgetimagesize(waki_a1) * 0.75;
1532     if(rockets == 1)
1533     {
1534         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1535         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1536     }
1537     else
1538     {
1539         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1540         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1541         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1542     }
1543
1544     picsize = drawgetimagesize(waki_b) * 0.5;
1545     hudloc_y = 10.5;
1546     hudloc_x = 10.5;
1547
1548     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1549     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1550     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1551     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1552
1553
1554
1555         /*
1556         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1557         p = p + '0 1 0' * vid_conheight - '0 32 0';
1558
1559         // Draw health bar
1560         p_y += 8;
1561         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1562         p_x += 256 * health;
1563         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1564
1565         // Draw shiled bar
1566         p_x -= 256 * health;
1567         p_y += 4;
1568         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1569
1570         // Draw energy
1571         //p_x -= 256 * health;
1572         p_y -= 8;
1573         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1574
1575         // Draw rockets bar
1576         p_y += 12;
1577         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1578         */
1579
1580
1581
1582
1583         if (scoreboard_showscores)
1584         {
1585                 HUD_DrawScoreboard();
1586                 HUD_DrawCenterPrint();
1587         }
1588
1589 }
1590
1591 void CSQC_common_hud(void)
1592 {
1593         // HUD_SortFrags(); done in HUD_Draw
1594         float hud;
1595         hud = getstati(STAT_HUD);
1596
1597         //hud = 10;
1598         switch(hud)
1599         {
1600                 case HUD_NORMAL:
1601                         // do some accuracy var caching
1602                         float i;
1603                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1604                         {
1605                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1606                                 {
1607                                         if(acc_color_levels)
1608                                                 strunzone(acc_color_levels);
1609                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1610                                         acc_levels = tokenize(acc_color_levels);
1611                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1612                                                 acc_levels = MAX_ACCURACY_LEVELS;
1613
1614                                         for (i = 0; i < acc_levels; ++i)
1615                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1616                                 }
1617                                 // let know that acc_col[] needs to be loaded
1618                                 acc_col_x[0] = -1;
1619                         }
1620
1621                         HUD_Main(); // always run these functions for alpha checks
1622                         HUD_DrawScoreboard();
1623
1624                         if (scoreboard_active) // scoreboard/accuracy
1625                         {       
1626                                 HUD_Reset();
1627                                 // HUD_DrawScoreboard takes care of centerprint_start
1628                         }
1629                         else if (intermission == 2) // map voting screen
1630                         {
1631                                 HUD_FinaleOverlay();
1632                                 HUD_Reset();
1633
1634                                 centerprint_start_x = 0;
1635                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1636                         }
1637                         else // hud
1638                         {
1639                                 centerprint_start_x = 0;
1640                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1641                         }
1642
1643                         HUD_DrawCenterPrint();
1644                         break;
1645
1646                 case HUD_SPIDERBOT:
1647                         CSQC_SPIDER_HUD();
1648                         break;
1649
1650                 case HUD_WAKIZASHI:
1651                         CSQC_WAKIZASHI_HUD();
1652                         break;
1653         }
1654 }
1655
1656
1657 // following vectors must be global to allow seamless switching between camera modes
1658 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1659 void CSQC_Demo_Camera()
1660 {
1661         float speed, attenuation, dimensions;
1662         vector tmp, delta;
1663
1664         if( autocvar_camera_reset || !camera_mode )
1665         {
1666                 camera_offset = '0 0 0';
1667                 current_angles = '0 0 0';
1668                 camera_direction = '0 0 0';
1669                 camera_offset_z += 30;
1670                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1671                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1672                 current_origin = view_origin;
1673                 current_camera_offset  = camera_offset;
1674                 cvar_set("camera_reset", "0");
1675                 camera_mode = CAMERA_CHASE;
1676         }
1677
1678         // Camera angles
1679         if( camera_roll )
1680                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1681
1682         if(autocvar_camera_look_player)
1683         {
1684                 local vector dir;
1685                 local float n;
1686
1687                 dir = normalize(view_origin - current_position);
1688                 n = mouse_angles_z;
1689                 mouse_angles = vectoangles(dir);
1690                 mouse_angles_x = mouse_angles_x * -1;
1691                 mouse_angles_z = n;
1692         }
1693         else
1694         {
1695                 tmp = getmousepos() * 0.1;
1696                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1697                 {
1698                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1699                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1700                 }
1701         }
1702
1703         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1704         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1705         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1706         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1707
1708         // Fix difference when angles don't have the same sign
1709         delta = '0 0 0';
1710         if(mouse_angles_y < -60 && current_angles_y > 60)
1711                 delta = '0 360 0';
1712         if(mouse_angles_y > 60 && current_angles_y < -60)
1713                 delta = '0 -360 0';
1714
1715         if(autocvar_camera_look_player)
1716                 attenuation = autocvar_camera_look_attenuation;
1717         else
1718                 attenuation = autocvar_camera_speed_attenuation;
1719
1720         attenuation = 1 / max(1, attenuation);
1721         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1722
1723         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1724         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1725         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1726         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1727
1728         // Camera position
1729         tmp = '0 0 0';
1730         dimensions = 0;
1731
1732         if( camera_direction_x )
1733         {
1734                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1735                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1736                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1737                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1738                 ++dimensions;
1739         }
1740
1741         if( camera_direction_y )
1742         {
1743                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1744                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1745                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1746                 ++dimensions;
1747         }
1748
1749         if( camera_direction_z )
1750         {
1751                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1752                 ++dimensions;
1753         }
1754
1755         if(autocvar_camera_free)
1756                 speed = autocvar_camera_speed_free;
1757         else
1758                 speed = autocvar_camera_speed_chase;
1759
1760         if(dimensions)
1761         {
1762                 speed = speed * sqrt(1 / dimensions);
1763                 camera_offset += tmp * speed;
1764         }
1765
1766         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1767
1768         // Camera modes
1769         if( autocvar_camera_free )
1770         {
1771                 if ( camera_mode == CAMERA_CHASE )
1772                 {
1773                         current_camera_offset = current_origin + current_camera_offset;
1774                         camera_offset = current_origin + camera_offset;
1775                 }
1776
1777                 camera_mode = CAMERA_FREE;
1778                 current_position = current_camera_offset;
1779         }
1780         else
1781         {
1782                 if ( camera_mode == CAMERA_FREE )
1783                 {
1784                         current_origin = view_origin;
1785                         camera_offset = camera_offset - current_origin;
1786                         current_camera_offset = current_camera_offset - current_origin;
1787                 }
1788
1789                 camera_mode = CAMERA_CHASE;
1790
1791                 if(autocvar_camera_chase_smoothly)
1792                         current_origin += (view_origin - current_origin) * attenuation;
1793                 else
1794                         current_origin = view_origin;
1795
1796                 current_position = current_origin + current_camera_offset;
1797         }
1798
1799         R_SetView(VF_ANGLES, current_angles);
1800         R_SetView(VF_ORIGIN, current_position);
1801 }