024a0761e4b51ed5ae5fecb8ae6b80f5b818f829
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
1 #include "scoreboard.qh"
2 #include "teamradar.qh"
3 #include "../common/buffs.qh"
4 #include "../common/counting.qh"
5 #include "../common/mapinfo.qh"
6 #include "../common/nades.qh"
7 #include "../server/t_items.qh"
8
9 /*
10 ==================
11 Misc HUD functions
12 ==================
13 */
14
15 // a border picture is a texture containing nine parts:
16 //   1/4 width: left part
17 //   1/2 width: middle part (stretched)
18 //   1/4 width: right part
19 // divided into
20 //   1/4 height: top part
21 //   1/2 height: middle part (stretched)
22 //   1/4 height: bottom part
23 void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
24 {
25     if (theBorderSize.x < 0 && theBorderSize.y < 0) // draw whole image as it is
26     {
27                 drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
28                 return;
29     }
30         if (theBorderSize.x == 0 && theBorderSize.y == 0) // no border
31         {
32                 // draw only the central part
33                 drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
34                 return;
35         }
36
37         vector dX, dY;
38         vector width, height;
39         vector bW, bH;
40         //pic = draw_UseSkinFor(pic);
41         width = eX * theSize.x;
42         height = eY * theSize.y;
43         if(theSize.x <= theBorderSize.x * 2)
44         {
45                 // not wide enough... draw just left and right then
46                 bW = eX * (0.25 * theSize.x / (theBorderSize.x * 2));
47                 if(theSize.y <= theBorderSize.y * 2)
48                 {
49                         // not high enough... draw just corners
50                         bH = eY * (0.25 * theSize.y / (theBorderSize.y * 2));
51                         drawsubpic(theOrigin,                 width * 0.5 + height * 0.5, pic, '0 0 0',           bW + bH, theColor, theAlpha, 0);
52                         drawsubpic(theOrigin + width   * 0.5, width * 0.5 + height * 0.5, pic, eX - bW,           bW + bH, theColor, theAlpha, 0);
53                         drawsubpic(theOrigin + height  * 0.5, width * 0.5 + height * 0.5, pic, eY - bH,           bW + bH, theColor, theAlpha, 0);
54                         drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
55                 }
56                 else
57                 {
58                         dY = theBorderSize.x * eY;
59                         drawsubpic(theOrigin,                             width * 0.5          +     dY, pic, '0 0    0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
60                         drawsubpic(theOrigin + width * 0.5,               width * 0.5          +     dY, pic, '0 0    0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
61                         drawsubpic(theOrigin                        + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0',           '0 0.5  0' + bW, theColor, theAlpha, 0);
62                         drawsubpic(theOrigin + width * 0.5          + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0' + eX - bW, '0 0.5  0' + bW, theColor, theAlpha, 0);
63                         drawsubpic(theOrigin               + height - dY, width * 0.5          +     dY, pic, '0 0.75 0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
64                         drawsubpic(theOrigin + width * 0.5 + height - dY, width * 0.5          +     dY, pic, '0 0.75 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
65                 }
66         }
67         else
68         {
69                 if(theSize.y <= theBorderSize.y * 2)
70                 {
71                         // not high enough... draw just top and bottom then
72                         bH = eY * (0.25 * theSize.y / (theBorderSize.y * 2));
73                         dX = theBorderSize.x * eX;
74                         drawsubpic(theOrigin,                                         dX + height * 0.5, pic, '0    0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
75                         drawsubpic(theOrigin + dX,                        width - 2 * dX + height * 0.5, pic, '0.25 0 0',           '0.5  0 0' + bH, theColor, theAlpha, 0);
76                         drawsubpic(theOrigin + width - dX,                            dX + height * 0.5, pic, '0.75 0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
77                         drawsubpic(theOrigin              + height * 0.5,             dX + height * 0.5, pic, '0    0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
78                         drawsubpic(theOrigin + dX         + height * 0.5, width - 2 * dX + height * 0.5, pic, '0.25 0 0' + eY - bH, '0.5  0 0' + bH, theColor, theAlpha, 0);
79                         drawsubpic(theOrigin + width - dX + height * 0.5,             dX + height * 0.5, pic, '0.75 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
80                 }
81                 else
82                 {
83                         dX = theBorderSize.x * eX;
84                         dY = theBorderSize.x * eY;
85                         drawsubpic(theOrigin,                                        dX          +     dY, pic, '0    0    0', '0.25 0.25 0', theColor, theAlpha, 0);
86                         drawsubpic(theOrigin                  + dX,      width - 2 * dX          +     dY, pic, '0.25 0    0', '0.5  0.25 0', theColor, theAlpha, 0);
87                         drawsubpic(theOrigin          + width - dX,                  dX          +     dY, pic, '0.75 0    0', '0.25 0.25 0', theColor, theAlpha, 0);
88                         drawsubpic(theOrigin          + dY,                          dX + height - 2 * dY, pic, '0    0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
89                         drawsubpic(theOrigin          + dY         + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5  0.5  0', theColor, theAlpha, 0);
90                         drawsubpic(theOrigin          + dY + width - dX,             dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
91                         drawsubpic(theOrigin + height - dY,                          dX          +     dY, pic, '0    0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
92                         drawsubpic(theOrigin + height - dY         + dX, width - 2 * dX          +     dY, pic, '0.25 0.75 0', '0.5  0.25 0', theColor, theAlpha, 0);
93                         drawsubpic(theOrigin + height - dY + width - dX,             dX          +     dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
94                 }
95         }
96 }
97
98 vector HUD_Get_Num_Color (float x, float maxvalue)
99 {
100         float blinkingamt;
101         vector color;
102         if(x >= maxvalue) {
103                 color.x = sin(2*M_PI*time);
104                 color.y = 1;
105                 color.z = sin(2*M_PI*time);
106         }
107         else if(x > maxvalue * 0.75) {
108                 color.x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
109                 color.y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
110                 color.z = 0;
111         }
112         else if(x > maxvalue * 0.5) {
113                 color.x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
114                 color.y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
115                 color.z = 1 - (x-100)*0.02; // blue value between 1 -> 0
116         }
117         else if(x > maxvalue * 0.25) {
118                 color.x = 1;
119                 color.y = 1;
120                 color.z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
121         }
122         else if(x > maxvalue * 0.1) {
123                 color.x = 1;
124                 color.y = (x-20)*90/27/100; // green value between 0 -> 1
125                 color.z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
126         }
127         else {
128                 color.x = 1;
129                 color.y = 0;
130                 color.z = 0;
131         }
132
133         blinkingamt = (1 - x/maxvalue/0.25);
134         if(blinkingamt > 0)
135         {
136                 color.x = color.x - color.x * blinkingamt * sin(2*M_PI*time);
137                 color.y = color.y - color.y * blinkingamt * sin(2*M_PI*time);
138                 color.z = color.z - color.z * blinkingamt * sin(2*M_PI*time);
139         }
140         return color;
141 }
142
143 float HUD_GetRowCount(float item_count, vector size, float item_aspect)
144 {
145         float aspect = size_y / size_x;
146         return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
147 }
148
149 float stringwidth_colors(string s, vector theSize)
150 {
151         return stringwidth(s, true, theSize);
152 }
153
154 float stringwidth_nocolors(string s, vector theSize)
155 {
156         return stringwidth(s, false, theSize);
157 }
158
159 void drawstringright(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
160 {
161         position.x -= 2 / 3 * strlen(text) * theScale.x;
162         drawstring(position, text, theScale, rgb, theAlpha, flag);
163 }
164
165 void drawstringcenter(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
166 {
167         position.x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * theScale.x);
168         drawstring(position, text, theScale, rgb, theAlpha, flag);
169 }
170
171 // return the string of the onscreen race timer
172 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
173 {
174         string col;
175         string timestr;
176         string cpname;
177         string lapstr;
178         lapstr = "";
179
180         if(histime == 0) // goal hit
181         {
182                 if(mytime > 0)
183                 {
184                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
185                         col = "^1";
186                 }
187                 else if(mytime == 0)
188                 {
189                         timestr = "+0.0";
190                         col = "^3";
191                 }
192                 else
193                 {
194                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
195                         col = "^2";
196                 }
197
198                 if(lapdelta > 0)
199                 {
200                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
201                         col = "^2";
202                 }
203                 else if(lapdelta < 0)
204                 {
205                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
206                         col = "^1";
207                 }
208         }
209         else if(histime > 0) // anticipation
210         {
211                 if(mytime >= histime)
212                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
213                 else
214                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
215                 col = "^3";
216         }
217         else
218         {
219                 col = "^7";
220                 timestr = "";
221         }
222
223         if(cp == 254)
224                 cpname = _("Start line");
225         else if(cp == 255)
226                 cpname = _("Finish line");
227         else if(cp)
228                 cpname = sprintf(_("Intermediate %d"), cp);
229         else
230                 cpname = _("Finish line");
231
232         if(histime < 0)
233                 return strcat(col, cpname);
234         else if(hisname == "")
235                 return strcat(col, sprintf("%s (%s)", cpname, timestr));
236         else
237                 return strcat(col, sprintf("%s (%s %s)", cpname, timestr, strcat(hisname, col, lapstr)));
238 }
239
240 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
241 float race_CheckName(string net_name) {
242         float i;
243         for (i=RANKINGS_CNT-1;i>=0;--i)
244                 if(grecordholder[i] == net_name)
245                         return i+1;
246         return 0;
247 }
248
249 float GetPlayerColorForce(int i)
250 {
251         if(!teamplay)
252                 return 0;
253         else
254                 return stof(getplayerkeyvalue(i, "colors")) & 15;
255 }
256
257 float GetPlayerColor(int i)
258 {
259         if(!playerslots[i].gotscores) // unconnected
260                 return NUM_SPECTATOR;
261         else if(stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR)
262                 return NUM_SPECTATOR;
263         else
264                 return GetPlayerColorForce(i);
265 }
266
267 string GetPlayerName(int i)
268 {
269         return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
270 }
271
272
273 /*
274 ==================
275 HUD panels
276 ==================
277 */
278
279 // draw the background/borders
280 #define HUD_Panel_DrawBg(theAlpha) do {                                                                                                                                                         \
281         if(panel.current_panel_bg != "0" && panel.current_panel_bg != "")                                                                                               \
282                 draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel.current_panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * theAlpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER));\
283 } while(0)
284
285 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
286 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
287 {
288         if(!length_ratio || !theAlpha)
289                 return;
290         if(length_ratio > 1)
291                 length_ratio = 1;
292         if (baralign == 3)
293         {
294                 if(length_ratio < -1)
295                         length_ratio = -1;
296         }
297         else if(length_ratio < 0)
298                 return;
299
300         vector square;
301         vector width, height;
302         if(vertical) {
303                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
304                 if(precache_pic(pic) == "") {
305                         pic = "gfx/hud/default/progressbar_vertical";
306                 }
307
308         if (baralign == 1) // bottom align
309                         theOrigin.y += (1 - length_ratio) * theSize.y;
310         else if (baralign == 2) // center align
311             theOrigin.y += 0.5 * (1 - length_ratio) * theSize.y;
312         else if (baralign == 3) // center align, positive values down, negative up
313                 {
314                         theSize.y *= 0.5;
315                         if (length_ratio > 0)
316                                 theOrigin.y += theSize.y;
317                         else
318                         {
319                                 theOrigin.y += (1 + length_ratio) * theSize.y;
320                                 length_ratio = -length_ratio;
321                         }
322                 }
323                 theSize.y *= length_ratio;
324
325                 vector bH;
326                 width = eX * theSize.x;
327                 height = eY * theSize.y;
328                 if(theSize.y <= theSize.x * 2)
329                 {
330                         // button not high enough
331                         // draw just upper and lower part then
332                         square = eY * theSize.y * 0.5;
333                         bH = eY * (0.25 * theSize.y / (theSize.x * 2));
334                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
335                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
336                 }
337                 else
338                 {
339                         square = eY * theSize.x;
340                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
341                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
342                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
343                 }
344         } else {
345                 pic = strcat(hud_skin_path, "/", pic);
346                 if(precache_pic(pic) == "") {
347                         pic = "gfx/hud/default/progressbar";
348                 }
349
350                 if (baralign == 1) // right align
351                         theOrigin.x += (1 - length_ratio) * theSize.x;
352         else if (baralign == 2) // center align
353             theOrigin.x += 0.5 * (1 - length_ratio) * theSize.x;
354         else if (baralign == 3) // center align, positive values on the right, negative on the left
355                 {
356                         theSize.x *= 0.5;
357                         if (length_ratio > 0)
358                                 theOrigin.x += theSize.x;
359                         else
360                         {
361                                 theOrigin.x += (1 + length_ratio) * theSize.x;
362                                 length_ratio = -length_ratio;
363                         }
364                 }
365                 theSize.x *= length_ratio;
366
367                 vector bW;
368                 width = eX * theSize.x;
369                 height = eY * theSize.y;
370                 if(theSize.x <= theSize.y * 2)
371                 {
372                         // button not wide enough
373                         // draw just left and right part then
374                         square = eX * theSize.x * 0.5;
375                         bW = eX * (0.25 * theSize.x / (theSize.y * 2));
376                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
377                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
378                 }
379                 else
380                 {
381                         square = eX * theSize.y;
382                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
383                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
384                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
385                 }
386         }
387 }
388
389 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, float drawflag)
390 {
391         if(!theAlpha)
392                 return;
393
394         string pic;
395         pic = strcat(hud_skin_path, "/num_leading");
396         if(precache_pic(pic) == "") {
397                 pic = "gfx/hud/default/num_leading";
398         }
399
400         drawsubpic(pos, eX * min(mySize.x * 0.5, mySize.y) + eY * mySize.y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
401         if(mySize.x/mySize.y > 2)
402                 drawsubpic(pos + eX * mySize.y, eX * (mySize.x - 2 * mySize.y) + eY * mySize.y, pic, '0.25 0 0', '0.5 1 0', color, theAlpha, drawflag);
403         drawsubpic(pos + eX * mySize.x - eX * min(mySize.x * 0.5, mySize.y), eX * min(mySize.x * 0.5, mySize.y) + eY * mySize.y, pic, '0.75 0 0', '0.25 1 0', color, theAlpha, drawflag);
404 }
405
406 // Weapon icons (#0)
407 //
408 entity weaponorder[WEP_MAXCOUNT];
409 void weaponorder_swap(int i, int j, entity pass)
410 {
411         entity h = weaponorder[i];
412         weaponorder[i] = weaponorder[j];
413         weaponorder[j] = h;
414 }
415
416 string weaponorder_cmp_str;
417 float weaponorder_cmp(float i, float j, entity pass)
418 {
419         float ai, aj;
420         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
421         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
422         return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
423 }
424
425 void HUD_Weapons(void)
426 {
427         // declarations
428         WepSet weapons_stat = WepSet_GetFromStat();
429         float i, f, a;
430         float screen_ar;
431         vector center = '0 0 0';
432         float weapon_count, weapon_id;
433         float row, column, rows = 0, columns;
434         float aspect = autocvar_hud_panel_weapons_aspect;
435
436         float timeout = autocvar_hud_panel_weapons_timeout;
437         float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
438         float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
439
440         vector barsize = '0 0 0', baroffset = '0 0 0';
441         vector ammo_color = '1 0 1';
442         float ammo_alpha = 1;
443
444         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
445         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
446
447         vector weapon_pos, weapon_size = '0 0 0';
448         vector color;
449
450         // check to see if we want to continue
451         if(hud != HUD_NORMAL) { return; }
452
453         if(!autocvar__hud_configure)
454         {
455                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
456                         return;
457                 if(timeout && time >= weapontime + timeout + timeout_effect_length)
458                 if(autocvar_hud_panel_weapons_timeout_effect == 3 || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
459                 {
460                         weaponprevtime = time;
461                         return;
462                 }
463         }
464
465         // update generic hud functions
466         HUD_Panel_UpdateCvars();
467
468         draw_beginBoldFont();
469
470         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
471         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
472         {
473                 int weapon_cnt;
474                 if(weaponorder_bypriority)
475                         strunzone(weaponorder_bypriority);
476                 if(weaponorder_byimpulse)
477                         strunzone(weaponorder_byimpulse);
478
479                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
480                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
481                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
482
483                 weapon_cnt = 0;
484                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
485                 {
486                         self = get_weaponinfo(i);
487                         if(self.impulse >= 0)
488                         {
489                                 weaponorder[weapon_cnt] = self;
490                                 ++weapon_cnt;
491                         }
492                 }
493                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
494                         weaponorder[i] = world;
495                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
496
497                 weaponorder_cmp_str = string_null;
498         }
499
500         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
501                 complain_weapon = 0;
502
503         if(autocvar__hud_configure)
504         {
505                 if(!weapons_stat)
506                         for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
507                                 weapons_stat |= WepSet_FromWeapon(i);
508         }
509
510         // determine which weapons are going to be shown
511         if (autocvar_hud_panel_weapons_onlyowned)
512         {
513                 if(autocvar__hud_configure)
514                 {
515                         if(menu_enabled != 2)
516                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
517                 }
518
519                 // do we own this weapon?
520                 weapon_count = 0;
521                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
522                         if((weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon)) || (weaponorder[i].weapon == complain_weapon))
523                                 ++weapon_count;
524
525                 // might as well commit suicide now, no reason to live ;)
526                 if (weapon_count == 0)
527                 {
528                         draw_endBoldFont();
529                         return;
530                 }
531
532                 vector old_panel_size = panel_size;
533                 if(panel_bg_padding)
534                         old_panel_size -= '2 2 0' * panel_bg_padding;
535
536                 // NOTE: the goal is to use the all-weapons layout and remove unneeded cells
537                 // this way weapon icons always have the same size regardless of owned weapon count
538
539                 // get the all-weapons layout
540                 rows = HUD_GetRowCount(WEP_COUNT, old_panel_size, aspect);
541                 columns = ceil(WEP_COUNT/rows);
542                 weapon_size.x = old_panel_size.x / columns;
543                 weapon_size.y = old_panel_size.y / rows;
544
545                 // reduce rows and columns as needed
546                 columns = ceil(weapon_count / rows);
547                 rows = ceil(weapon_count / columns);
548
549                 // NOTE: although weapons should aways look the same even if onlyowned is disabled,
550                 // we enlarge them a bit when possible to better match the desired aspect ratio
551                 // as they look much better
552                 weapon_size.x = min(old_panel_size.x / columns, aspect * weapon_size.y);
553                 weapon_size.y = min(old_panel_size.y / rows, weapon_size.x / aspect);
554
555                 // reduce size of the panel
556                 panel_size.x = columns * weapon_size.x;
557                 panel_size.y = rows * weapon_size.y;
558                 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
559                 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
560                 if(panel_bg_padding)
561                         panel_size += '2 2 0' * panel_bg_padding;
562         }
563         else
564                 weapon_count = WEP_COUNT;
565
566         // animation for fading in/out the panel respectively when not in use
567         if(!autocvar__hud_configure)
568         {
569                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
570                 {
571                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
572
573                         // fade the panel alpha
574                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
575                         {
576                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
577                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
578                         }
579                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
580                         {
581                                 panel_bg_alpha *= (1 - f);
582                                 panel_fg_alpha *= (1 - f);
583                         }
584
585                         // move the panel off the screen
586                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
587                         {
588                                 f *= f; // for a cooler movement
589                                 center.x = panel_pos.x + panel_size.x/2;
590                                 center.y = panel_pos.y + panel_size.y/2;
591                                 screen_ar = vid_conwidth/vid_conheight;
592                                 if (center.x/center.y < screen_ar) //bottom left
593                                 {
594                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
595                                                 panel_pos.y += f * (vid_conheight - panel_pos.y);
596                                         else //left
597                                                 panel_pos.x -= f * (panel_pos.x + panel_size.x);
598                                 }
599                                 else //top right
600                                 {
601                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //right
602                                                 panel_pos.x += f * (vid_conwidth - panel_pos.x);
603                                         else //top
604                                                 panel_pos.y -= f * (panel_pos.y + panel_size.y);
605                                 }
606                                 if(f == 1)
607                                         center.x = -1; // mark the panel as off screen
608                         }
609                         weaponprevtime = time - (1 - f) * timein_effect_length;
610                 }
611                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
612                 {
613                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
614
615                         // fade the panel alpha
616                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
617                         {
618                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
619                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
620                         }
621                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
622                         {
623                                 panel_bg_alpha *= (f);
624                                 panel_fg_alpha *= (f);
625                         }
626
627                         // move the panel back on screen
628                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
629                         {
630                                 f *= f; // for a cooler movement
631                                 f = 1 - f;
632                                 center.x = panel_pos.x + panel_size.x/2;
633                                 center.y = panel_pos.y + panel_size.y/2;
634                                 screen_ar = vid_conwidth/vid_conheight;
635                                 if (center.x/center.y < screen_ar) //bottom left
636                                 {
637                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
638                                                 panel_pos.y += f * (vid_conheight - panel_pos.y);
639                                         else //left
640                                                 panel_pos.x -= f * (panel_pos.x + panel_size.x);
641                                 }
642                                 else //top right
643                                 {
644                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //right
645                                                 panel_pos.x += f * (vid_conwidth - panel_pos.x);
646                                         else //top
647                                                 panel_pos.y -= f * (panel_pos.y + panel_size.y);
648                                 }
649                         }
650                 }
651         }
652
653         // draw the background, then change the virtual size of it to better fit other items inside
654         HUD_Panel_DrawBg(1);
655
656         if(center.x == -1)
657         {
658                 draw_endBoldFont();
659                 return;
660         }
661
662         if(panel_bg_padding)
663         {
664                 panel_pos += '1 1 0' * panel_bg_padding;
665                 panel_size -= '2 2 0' * panel_bg_padding;
666         }
667
668         // after the sizing and animations are done, update the other values
669
670         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
671         {
672                 rows = HUD_GetRowCount(weapon_count, panel_size, aspect);
673                 columns = ceil(weapon_count/rows);
674                 weapon_size = eX * panel_size.x*(1/columns) + eY * panel_size.y*(1/rows);
675         }
676
677         // calculate position/size for visual bar displaying ammount of ammo status
678         if (autocvar_hud_panel_weapons_ammo)
679         {
680                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
681                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
682
683                 if(weapon_size.x/weapon_size.y > aspect)
684                 {
685                         barsize.x = aspect * weapon_size.y;
686                         barsize.y = weapon_size.y;
687                         baroffset.x = (weapon_size.x - barsize.x) / 2;
688                 }
689                 else
690                 {
691                         barsize.y = 1/aspect * weapon_size.x;
692                         barsize.x = weapon_size.x;
693                         baroffset.y = (weapon_size.y - barsize.y) / 2;
694                 }
695         }
696         if(autocvar_hud_panel_weapons_accuracy)
697                 Accuracy_LoadColors();
698
699         // draw items
700         row = column = 0;
701         vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
702         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
703         {
704                 // retrieve information about the current weapon to be drawn
705                 self = weaponorder[i];
706                 weapon_id = self.impulse;
707
708                 // skip if this weapon doesn't exist
709                 if(!self || weapon_id < 0) { continue; }
710
711                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
712                 if(autocvar_hud_panel_weapons_onlyowned)
713                 if (!((weapons_stat & WepSet_FromWeapon(self.weapon)) || (self.weapon == complain_weapon)))
714                         continue;
715
716                 // figure out the drawing position of weapon
717                 weapon_pos = (panel_pos
718                         + eX * column * weapon_size.x
719                         + eY * row * weapon_size.y);
720
721                 // draw background behind currently selected weapon
722                 if(self.weapon == switchweapon)
723                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
724
725                 // draw the weapon accuracy
726                 if(autocvar_hud_panel_weapons_accuracy)
727                 {
728                         float panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
729                         if(panel_weapon_accuracy >= 0)
730                         {
731                                 color = Accuracy_GetColor(panel_weapon_accuracy);
732                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
733                         }
734                 }
735
736                 // drawing all the weapon items
737                 if(weapons_stat & WepSet_FromWeapon(self.weapon))
738                 {
739                         // draw the weapon image
740                         drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
741
742                         // draw weapon label string
743                         switch(autocvar_hud_panel_weapons_label)
744                         {
745                                 case 1: // weapon number
746                                         drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
747                                         break;
748
749                                 case 2: // bind
750                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
751                                         break;
752
753                                 case 3: // weapon name
754                                         drawstring(weapon_pos, strtolower(self.message), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
755                                         break;
756
757                                 default: // nothing
758                                         break;
759                         }
760
761                         // draw ammo status bar
762                         if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
763                         {
764                                 float ammo_full;
765                                 a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
766
767                                 if(a > 0)
768                                 {
769                                         switch(self.ammo_field)
770                                         {
771                                                 case ammo_shells:  ammo_full = autocvar_hud_panel_weapons_ammo_full_shells;  break;
772                                                 case ammo_nails:   ammo_full = autocvar_hud_panel_weapons_ammo_full_nails;   break;
773                                                 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
774                                                 case ammo_cells:   ammo_full = autocvar_hud_panel_weapons_ammo_full_cells;   break;
775                                                 case ammo_plasma:  ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma;  break;
776                                                 case ammo_fuel:    ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel;    break;
777                                                 default: ammo_full = 60;
778                                         }
779
780                                         drawsetcliparea(
781                                                 weapon_pos.x + baroffset.x,
782                                                 weapon_pos.y + baroffset.y,
783                                                 barsize.x * bound(0, a/ammo_full, 1),
784                                                 barsize.y
785                                         );
786
787                                         drawpic_aspect_skin(
788                                                 weapon_pos,
789                                                 "weapon_ammo",
790                                                 weapon_size,
791                                                 ammo_color,
792                                                 ammo_alpha,
793                                                 DRAWFLAG_NORMAL
794                                         );
795
796                                         drawresetcliparea();
797                                 }
798                         }
799                 }
800                 else // draw a "ghost weapon icon" if you don't have the weapon
801                 {
802                         drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
803                 }
804
805                 // draw the complain message
806                 if(self.weapon == complain_weapon)
807                 {
808                         if(fadetime)
809                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
810                         else
811                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
812
813                         string s;
814                         if(complain_weapon_type == 0) {
815                                 s = _("Out of ammo");
816                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
817                         }
818                         else if(complain_weapon_type == 1) {
819                                 s = _("Don't have");
820                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
821                         }
822                         else {
823                                 s = _("Unavailable");
824                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
825                         }
826                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
827                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
828                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
829                 }
830
831                 // continue with new position for the next weapon
832                 ++row;
833                 if(row >= rows)
834                 {
835                         row = 0;
836                         ++column;
837                 }
838         }
839
840         draw_endBoldFont();
841 }
842
843 // Ammo (#1)
844 void DrawNadeScoreBar(vector myPos, vector mySize, vector color)
845 {
846
847         HUD_Panel_DrawProgressBar(
848                 myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize.x,
849                 mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize.x,
850                 autocvar_hud_panel_ammo_progressbar_name,
851                 getstatf(STAT_NADE_BONUS_SCORE), 0, 0, color,
852                 autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
853
854 }
855
856 void DrawAmmoNades(vector myPos, vector mySize, float draw_expanding, float expand_time)
857 {
858         float theAlpha = 1, a, b;
859         vector nade_color, picpos, numpos;
860
861         nade_color = Nade_Color(getstati(STAT_NADE_BONUS_TYPE));
862
863         a = getstatf(STAT_NADE_BONUS);
864         b = getstatf(STAT_NADE_BONUS_SCORE);
865
866         if(autocvar_hud_panel_ammo_iconalign)
867         {
868                 numpos = myPos;
869                 picpos = myPos + eX * 2 * mySize.y;
870         }
871         else
872         {
873                 numpos = myPos + eX * mySize.y;
874                 picpos = myPos;
875         }
876
877         DrawNadeScoreBar(myPos, mySize, nade_color);
878
879         if(b > 0 || a > 0)
880         {
881                 if(autocvar_hud_panel_ammo_text)
882                         drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
883
884                 if(draw_expanding)
885                         drawpic_aspect_skin_expanding(picpos, "nade_nbg", '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, expand_time);
886
887                 drawpic_aspect_skin(picpos, "nade_bg" , '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
888                 drawpic_aspect_skin(picpos, "nade_nbg" , '1 1 0' * mySize.y, nade_color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
889         }
890 }
891
892 void DrawAmmoItem(vector myPos, vector mySize, .float ammoType, float isCurrent, float isInfinite)
893 {
894         if(ammoType == ammo_none)
895                 return;
896
897         // Initialize variables
898
899         float ammo;
900         if(autocvar__hud_configure)
901         {
902                 isCurrent = (ammoType == ammo_rockets); // Rockets always current
903                 ammo = 60;
904         }
905         else
906                 ammo = getstati(GetAmmoStat(ammoType));
907
908         if(!isCurrent)
909         {
910                 float scale = bound(0, autocvar_hud_panel_ammo_noncurrent_scale, 1);
911                 myPos = myPos + (mySize - mySize * scale) * 0.5;
912                 mySize = mySize * scale;
913         }
914
915         vector iconPos, textPos;
916         if(autocvar_hud_panel_ammo_iconalign)
917         {
918                 iconPos = myPos + eX * 2 * mySize.y;
919                 textPos = myPos;
920         }
921         else
922         {
923                 iconPos = myPos;
924                 textPos = myPos + eX * mySize.y;
925         }
926
927         float isShadowed = (ammo <= 0 && !isCurrent && !isInfinite);
928
929         vector iconColor = isShadowed ? '0 0 0' : '1 1 1';
930         vector textColor;
931         if(isInfinite)
932                 textColor = '0.2 0.95 0';
933         else if(isShadowed)
934                 textColor = '0 0 0';
935         else if(ammo < 10)
936                 textColor = '0.8 0.04 0';
937         else
938                 textColor = '1 1 1';
939
940         float alpha;
941         if(isCurrent)
942                 alpha = panel_fg_alpha;
943         else if(isShadowed)
944                 alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_ammo_noncurrent_alpha, 1) * 0.5;
945         else
946                 alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_ammo_noncurrent_alpha, 1);
947
948         string text = isInfinite ? "\xE2\x88\x9E" : ftos(ammo); // Use infinity symbol (U+221E)
949
950         // Draw item
951
952         if(isCurrent)
953                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
954
955         if(ammo > 0 && autocvar_hud_panel_ammo_progressbar)
956                 HUD_Panel_DrawProgressBar(myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize.x, mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize.x, autocvar_hud_panel_ammo_progressbar_name, ammo/autocvar_hud_panel_ammo_maxammo, 0, 0, textColor, autocvar_hud_progressbar_alpha * alpha, DRAWFLAG_NORMAL);
957
958         if(autocvar_hud_panel_ammo_text)
959                 drawstring_aspect(textPos, text, eX * (2/3) * mySize.x + eY * mySize.y, textColor, alpha, DRAWFLAG_NORMAL);
960
961         drawpic_aspect_skin(iconPos, GetAmmoPicture(ammoType), '1 1 0' * mySize.y, iconColor, alpha, DRAWFLAG_NORMAL);
962 }
963
964 float nade_prevstatus;
965 float nade_prevframe;
966 float nade_statuschange_time;
967 void HUD_Ammo(void)
968 {
969         if(hud != HUD_NORMAL) return;
970         if(!autocvar__hud_configure)
971         {
972                 if(!autocvar_hud_panel_ammo) return;
973                 if(spectatee_status == -1) return;
974         }
975
976         HUD_Panel_UpdateCvars();
977
978         draw_beginBoldFont();
979
980         vector pos, mySize;
981         pos = panel_pos;
982         mySize = panel_size;
983
984         HUD_Panel_DrawBg(1);
985         if(panel_bg_padding)
986         {
987                 pos += '1 1 0' * panel_bg_padding;
988                 mySize -= '2 2 0' * panel_bg_padding;
989         }
990
991         float rows = 0, columns, row, column;
992         float nade_cnt = getstatf(STAT_NADE_BONUS), nade_score = getstatf(STAT_NADE_BONUS_SCORE);
993         float draw_nades = (nade_cnt > 0 || nade_score > 0), nade_statuschange_elapsedtime;
994         float total_ammo_count;
995
996         vector ammo_size;
997         if (autocvar_hud_panel_ammo_onlycurrent)
998                 total_ammo_count = 1;
999         else
1000                 total_ammo_count = AMMO_COUNT;
1001
1002         if(draw_nades)
1003         {
1004                 ++total_ammo_count;
1005                 if (nade_cnt != nade_prevframe)
1006                 {
1007                         nade_statuschange_time = time;
1008                         nade_prevstatus = nade_prevframe;
1009                         nade_prevframe = nade_cnt;
1010                 }
1011         }
1012         else
1013                 nade_prevstatus = nade_prevframe = nade_statuschange_time = 0;
1014
1015         rows = HUD_GetRowCount(total_ammo_count, mySize, 3);
1016         columns = ceil((total_ammo_count)/rows);
1017         ammo_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
1018
1019         vector offset = '0 0 0'; // fteqcc sucks
1020         float newSize;
1021         if(ammo_size.x/ammo_size.y > 3)
1022         {
1023                 newSize = 3 * ammo_size.y;
1024                 offset.x = ammo_size.x - newSize;
1025                 pos.x += offset.x/2;
1026                 ammo_size.x = newSize;
1027         }
1028         else
1029         {
1030                 newSize = 1/3 * ammo_size.x;
1031                 offset.y = ammo_size.y - newSize;
1032                 pos.y += offset.y/2;
1033                 ammo_size.y = newSize;
1034         }
1035
1036         float i;
1037         float infinite_ammo = (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_WEAPON_AMMO);
1038         row = column = 0;
1039         if(autocvar_hud_panel_ammo_onlycurrent)
1040         {
1041                 if(autocvar__hud_configure)
1042                 {
1043                         DrawAmmoItem(pos, ammo_size, ammo_rockets, true, false);
1044                 }
1045                 else
1046                 {
1047                         DrawAmmoItem(
1048                                 pos,
1049                                 ammo_size,
1050                                 (get_weaponinfo(switchweapon)).ammo_field,
1051                                 true,
1052                                 infinite_ammo
1053                         );
1054                 }
1055
1056                 ++row;
1057                 if(row >= rows)
1058                 {
1059                         row = 0;
1060                         column = column + 1;
1061                 }
1062         }
1063         else
1064         {
1065                 .float ammotype;
1066                 row = column = 0;
1067                 for(i = 0; i < AMMO_COUNT; ++i)
1068                 {
1069                         ammotype = GetAmmoFieldFromNum(i);
1070                         DrawAmmoItem(
1071                                 pos + eX * column * (ammo_size.x + offset.x) + eY * row * (ammo_size.y + offset.y),
1072                                 ammo_size,
1073                                 ammotype,
1074                                 ((get_weaponinfo(switchweapon)).ammo_field == ammotype),
1075                                 infinite_ammo
1076                         );
1077
1078                         ++row;
1079                         if(row >= rows)
1080                         {
1081                                 row = 0;
1082                                 column = column + 1;
1083                         }
1084                 }
1085         }
1086
1087         if (draw_nades)
1088         {
1089                 nade_statuschange_elapsedtime = time - nade_statuschange_time;
1090
1091                 float f = bound(0, nade_statuschange_elapsedtime*2, 1);
1092
1093                 DrawAmmoNades(pos + eX * column * (ammo_size.x + offset.x) + eY * row * (ammo_size.y + offset.y), ammo_size, nade_prevstatus < nade_cnt && nade_cnt != 0 && f < 1, f);
1094         }
1095
1096         draw_endBoldFont();
1097 }
1098
1099 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1100 {
1101         vector newPos = '0 0 0', newSize = '0 0 0';
1102         vector picpos, numpos;
1103
1104         if (vertical)
1105         {
1106                 if(mySize.y/mySize.x > 2)
1107                 {
1108                         newSize.y = 2 * mySize.x;
1109                         newSize.x = mySize.x;
1110
1111                         newPos.y = myPos.y + (mySize.y - newSize.y) / 2;
1112                         newPos.x = myPos.x;
1113                 }
1114                 else
1115                 {
1116                         newSize.x = 1/2 * mySize.y;
1117                         newSize.y = mySize.y;
1118
1119                         newPos.x = myPos.x + (mySize.x - newSize.x) / 2;
1120                         newPos.y = myPos.y;
1121                 }
1122
1123                 if(icon_right_align)
1124                 {
1125                         numpos = newPos;
1126                         picpos = newPos + eY * newSize.x;
1127                 }
1128                 else
1129                 {
1130                         picpos = newPos;
1131                         numpos = newPos + eY * newSize.x;
1132                 }
1133
1134                 newSize.y /= 2;
1135                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1136                 // make number smaller than icon, it looks better
1137                 // reduce only y to draw numbers with different number of digits with the same y size
1138                 numpos.y += newSize.y * ((1 - 0.7) / 2);
1139                 newSize.y *= 0.7;
1140                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1141                 return;
1142         }
1143
1144         if(mySize.x/mySize.y > 3)
1145         {
1146                 newSize.x = 3 * mySize.y;
1147                 newSize.y = mySize.y;
1148
1149                 newPos.x = myPos.x + (mySize.x - newSize.x) / 2;
1150                 newPos.y = myPos.y;
1151         }
1152         else
1153         {
1154                 newSize.y = 1/3 * mySize.x;
1155                 newSize.x = mySize.x;
1156
1157                 newPos.y = myPos.y + (mySize.y - newSize.y) / 2;
1158                 newPos.x = myPos.x;
1159         }
1160
1161         if(icon_right_align) // right align
1162         {
1163                 numpos = newPos;
1164                 picpos = newPos + eX * 2 * newSize.y;
1165         }
1166         else // left align
1167         {
1168                 numpos = newPos + eX * newSize.y;
1169                 picpos = newPos;
1170         }
1171
1172         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1173         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1174         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize.y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1175         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1176 }
1177
1178 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1179 {
1180         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1181 }
1182
1183 // Powerups (#2)
1184 //
1185 void HUD_Powerups(void)
1186 {
1187         float strength_time, shield_time, superweapons_time;
1188         if(!autocvar__hud_configure)
1189         {
1190                 if(!autocvar_hud_panel_powerups) return;
1191                 if(spectatee_status == -1) return;
1192                 if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
1193                 if (getstati(STAT_HEALTH) <= 0) return;
1194
1195                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1196                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1197                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1198
1199                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1200                         superweapons_time = 99; // force max
1201
1202                 // prevent stuff to show up on mismatch that will be fixed next frame
1203                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1204                         superweapons_time = 0;
1205         }
1206         else
1207         {
1208                 strength_time = 15;
1209                 shield_time = 27;
1210                 superweapons_time = 13;
1211         }
1212
1213         HUD_Panel_UpdateCvars();
1214
1215         draw_beginBoldFont();
1216
1217         vector pos, mySize;
1218         pos = panel_pos;
1219         mySize = panel_size;
1220
1221         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1222         if(panel_bg_padding)
1223         {
1224                 pos += '1 1 0' * panel_bg_padding;
1225                 mySize -= '2 2 0' * panel_bg_padding;
1226         }
1227
1228         float panel_ar = mySize.x/mySize.y;
1229         float is_vertical = (panel_ar < 1);
1230         vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1231
1232         float superweapons_is = -1;
1233
1234         if(superweapons_time)
1235         {
1236                 if(strength_time)
1237                 {
1238                         if(shield_time)
1239                                 superweapons_is = 0;
1240                         else
1241                                 superweapons_is = 2;
1242                 }
1243                 else
1244                 {
1245                         if(shield_time)
1246                                 superweapons_is = 1;
1247                         else
1248                                 superweapons_is = 2;
1249                 }
1250         }
1251
1252         // FIXME handle superweapons here
1253         if(superweapons_is == 0)
1254         {
1255                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1256                 {
1257                         mySize.x *= (1.0 / 3.0);
1258                         superweapons_offset.x = mySize.x;
1259                         if (autocvar_hud_panel_powerups_flip)
1260                                 shield_offset.x = 2*mySize.x;
1261                         else
1262                                 strength_offset.x = 2*mySize.x;
1263                 }
1264                 else
1265                 {
1266                         mySize.y *= (1.0 / 3.0);
1267                         superweapons_offset.y = mySize.y;
1268                         if (autocvar_hud_panel_powerups_flip)
1269                                 shield_offset.y = 2*mySize.y;
1270                         else
1271                                 strength_offset.y = 2*mySize.y;
1272                 }
1273         }
1274         else
1275         {
1276                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1277                 {
1278                         mySize.x *= 0.5;
1279                         if (autocvar_hud_panel_powerups_flip)
1280                                 shield_offset.x = mySize.x;
1281                         else
1282                                 strength_offset.x = mySize.x;
1283                 }
1284                 else
1285                 {
1286                         mySize.y *= 0.5;
1287                         if (autocvar_hud_panel_powerups_flip)
1288                                 shield_offset.y = mySize.y;
1289                         else
1290                                 strength_offset.y = mySize.y;
1291                 }
1292         }
1293
1294         float shield_baralign, strength_baralign, superweapons_baralign;
1295         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1296
1297         if (autocvar_hud_panel_powerups_flip)
1298         {
1299                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1300                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1301                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1302                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1303         }
1304         else
1305         {
1306                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1307                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1308                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1309                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1310         }
1311
1312         if(superweapons_is == 0)
1313         {
1314                 superweapons_iconalign = strength_iconalign;
1315                 superweapons_baralign = 2;
1316         }
1317         else if(superweapons_is == 1)
1318         {
1319                 superweapons_offset = strength_offset;
1320                 superweapons_iconalign = strength_iconalign;
1321                 superweapons_baralign = strength_baralign;
1322         }
1323         else // if(superweapons_is == 2)
1324         {
1325                 superweapons_offset = shield_offset;
1326                 superweapons_iconalign = shield_iconalign;
1327                 superweapons_baralign = shield_baralign;
1328         }
1329
1330         if(shield_time)
1331         {
1332                 const float maxshield = 30;
1333                 float shield = ceil(shield_time);
1334                 if(autocvar_hud_panel_powerups_progressbar)
1335                         HUD_Panel_DrawProgressBar(pos + shield_offset, mySize, autocvar_hud_panel_powerups_progressbar_shield, shield/maxshield, is_vertical, shield_baralign, autocvar_hud_progressbar_shield_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1336                 if(autocvar_hud_panel_powerups_text)
1337                 {
1338                         if(shield > 1)
1339                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1340                         if(shield <= 5)
1341                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1342                 }
1343         }
1344
1345         if(strength_time)
1346         {
1347                 const float maxstrength = 30;
1348                 float strength = ceil(strength_time);
1349                 if(autocvar_hud_panel_powerups_progressbar)
1350                         HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, autocvar_hud_progressbar_strength_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1351                 if(autocvar_hud_panel_powerups_text)
1352                 {
1353                         if(strength > 1)
1354                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1355                         if(strength <= 5)
1356                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1357                 }
1358         }
1359
1360         if(superweapons_time)
1361         {
1362                 const float maxsuperweapons = 30;
1363                 float superweapons = ceil(superweapons_time);
1364                 if(autocvar_hud_panel_powerups_progressbar)
1365                         HUD_Panel_DrawProgressBar(pos + superweapons_offset, mySize, autocvar_hud_panel_powerups_progressbar_superweapons, superweapons/maxsuperweapons, is_vertical, superweapons_baralign, autocvar_hud_progressbar_superweapons_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1366                 if(autocvar_hud_panel_powerups_text)
1367                 {
1368                         if(superweapons > 1)
1369                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1370                         if(superweapons <= 5)
1371                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1372                 }
1373         }
1374
1375         draw_endBoldFont();
1376 }
1377
1378 // Health/armor (#3)
1379 //
1380
1381 // prev_* vars contain the health/armor at the previous FRAME
1382 // set to -1 when player is dead or was not playing
1383 float prev_health, prev_armor;
1384 float health_damagetime, armor_damagetime;
1385 float health_beforedamage, armor_beforedamage;
1386 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1387 float old_p_health, old_p_armor;
1388 float old_p_healthtime, old_p_armortime;
1389 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1390 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1391 float prev_p_health, prev_p_armor;
1392
1393 void HUD_HealthArmor(void)
1394 {
1395         float armor, health, fuel;
1396         if(!autocvar__hud_configure)
1397         {
1398                 if(!autocvar_hud_panel_healtharmor) return;
1399                 if(hud != HUD_NORMAL) return;
1400                 if(spectatee_status == -1) return;
1401
1402                 health = getstati(STAT_HEALTH);
1403                 if(health <= 0)
1404                 {
1405                         prev_health = -1;
1406                         return;
1407                 }
1408                 armor = getstati(STAT_ARMOR);
1409
1410                 // code to check for spectatee_status changes is in Ent_ClientData()
1411                 // prev_p_health and prev_health can be set to -1 there
1412
1413                 if (prev_p_health == -1)
1414                 {
1415                         // no effect
1416                         health_beforedamage = 0;
1417                         armor_beforedamage = 0;
1418                         health_damagetime = 0;
1419                         armor_damagetime = 0;
1420                         prev_health = health;
1421                         prev_armor = armor;
1422                         old_p_health = health;
1423                         old_p_armor = armor;
1424                         prev_p_health = health;
1425                         prev_p_armor = armor;
1426                 }
1427                 else if (prev_health == -1)
1428                 {
1429                         //start the load effect
1430                         health_damagetime = 0;
1431                         armor_damagetime = 0;
1432                         prev_health = 0;
1433                         prev_armor = 0;
1434                 }
1435                 fuel = getstati(STAT_FUEL);
1436         }
1437         else
1438         {
1439                 health = 150;
1440                 armor = 75;
1441                 fuel = 20;
1442         }
1443
1444         HUD_Panel_UpdateCvars();
1445         vector pos, mySize;
1446         pos = panel_pos;
1447         mySize = panel_size;
1448
1449         HUD_Panel_DrawBg(1);
1450         if(panel_bg_padding)
1451         {
1452                 pos += '1 1 0' * panel_bg_padding;
1453                 mySize -= '2 2 0' * panel_bg_padding;
1454         }
1455
1456         float baralign = autocvar_hud_panel_healtharmor_baralign;
1457         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1458
1459     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1460     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1461         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1462         {
1463                 vector v;
1464                 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
1465
1466                 float x;
1467                 x = floor(v.x + 1);
1468
1469         float maxtotal = maxhealth + maxarmor;
1470                 string biggercount;
1471                 if(v.z) // NOT fully armored
1472                 {
1473                         biggercount = "health";
1474                         if(autocvar_hud_panel_healtharmor_progressbar)
1475                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, x/maxtotal, 0, (baralign == 1 || baralign == 2), autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1476                         if(armor)
1477             if(autocvar_hud_panel_healtharmor_text)
1478                                 drawpic_aspect_skin(pos + eX * mySize.x - eX * 0.5 * mySize.y, "armor", '0.5 0.5 0' * mySize.y, '1 1 1', panel_fg_alpha * armor / health, DRAWFLAG_NORMAL);
1479                 }
1480                 else
1481                 {
1482                         biggercount = "armor";
1483                         if(autocvar_hud_panel_healtharmor_progressbar)
1484                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, x/maxtotal, 0, (baralign == 1 || baralign == 2), autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1485                         if(health)
1486             if(autocvar_hud_panel_healtharmor_text)
1487                                 drawpic_aspect_skin(pos + eX * mySize.x - eX * 0.5 * mySize.y, "health", '0.5 0.5 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
1488                 }
1489         if(autocvar_hud_panel_healtharmor_text)
1490                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1491
1492                 if(fuel)
1493                         HUD_Panel_DrawProgressBar(pos, eX * mySize.x + eY * 0.2 * mySize.y, "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1494         }
1495         else
1496         {
1497                 float panel_ar = mySize.x/mySize.y;
1498                 float is_vertical = (panel_ar < 1);
1499                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1500                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1501                 {
1502                         mySize.x *= 0.5;
1503                         if (autocvar_hud_panel_healtharmor_flip)
1504                                 health_offset.x = mySize.x;
1505                         else
1506                                 armor_offset.x = mySize.x;
1507                 }
1508                 else
1509                 {
1510                         mySize.y *= 0.5;
1511                         if (autocvar_hud_panel_healtharmor_flip)
1512                                 health_offset.y = mySize.y;
1513                         else
1514                                 armor_offset.y = mySize.y;
1515                 }
1516
1517                 float health_baralign, armor_baralign, fuel_baralign;
1518                 float health_iconalign, armor_iconalign;
1519                 if (autocvar_hud_panel_healtharmor_flip)
1520                 {
1521                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1522                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1523                         fuel_baralign = health_baralign;
1524                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1525                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1526                 }
1527                 else
1528                 {
1529                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1530                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1531                         fuel_baralign = armor_baralign;
1532                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1533                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1534                 }
1535
1536                 //if(health)
1537                 {
1538                         if(autocvar_hud_panel_healtharmor_progressbar)
1539                         {
1540                                 float p_health, pain_health_alpha;
1541                                 p_health = health;
1542                                 pain_health_alpha = 1;
1543                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1544                                 {
1545                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1546                                         {
1547                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1548                                                 {
1549                                                         if (time - old_p_healthtime < 1)
1550                                                                 old_p_health = prev_p_health;
1551                                                         else
1552                                                                 old_p_health = prev_health;
1553                                                         old_p_healthtime = time;
1554                                                 }
1555                                                 if (time - old_p_healthtime < 1)
1556                                                 {
1557                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1558                                                         prev_p_health = p_health;
1559                                                 }
1560                                         }
1561                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1562                                         {
1563                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1564                                                 {
1565                                                         if (time - health_damagetime >= 1)
1566                                                                 health_beforedamage = prev_health;
1567                                                         health_damagetime = time;
1568                                                 }
1569                                                 if (time - health_damagetime < 1)
1570                                                 {
1571                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1572                                                         HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * health_damagealpha, DRAWFLAG_NORMAL);
1573                                                 }
1574                                         }
1575                                         prev_health = health;
1576
1577                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1578                                         {
1579                                                 float BLINK_FACTOR = 0.15;
1580                                                 float BLINK_BASE = 0.85;
1581                                                 float BLINK_FREQ = 9;
1582                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1583                                         }
1584                                 }
1585                                 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, p_health/maxhealth, is_vertical, health_baralign, autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * pain_health_alpha, DRAWFLAG_NORMAL);
1586                         }
1587                         if(autocvar_hud_panel_healtharmor_text)
1588                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1589                 }
1590
1591                 if(armor)
1592                 {
1593                         if(autocvar_hud_panel_healtharmor_progressbar)
1594                         {
1595                                 float p_armor;
1596                                 p_armor = armor;
1597                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1598                                 {
1599                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1600                                         {
1601                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1602                                                 {
1603                                                         if (time - old_p_armortime < 1)
1604                                                                 old_p_armor = prev_p_armor;
1605                                                         else
1606                                                                 old_p_armor = prev_armor;
1607                                                         old_p_armortime = time;
1608                                                 }
1609                                                 if (time - old_p_armortime < 1)
1610                                                 {
1611                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1612                                                         prev_p_armor = p_armor;
1613                                                 }
1614                                         }
1615                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1616                                         {
1617                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1618                                                 {
1619                                                         if (time - armor_damagetime >= 1)
1620                                                                 armor_beforedamage = prev_armor;
1621                                                         armor_damagetime = time;
1622                                                 }
1623                                                 if (time - armor_damagetime < 1)
1624                                                 {
1625                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1626                                                         HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * armor_damagealpha, DRAWFLAG_NORMAL);
1627                                                 }
1628                                         }
1629                                         prev_armor = armor;
1630                                 }
1631                                 HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, p_armor/maxarmor, is_vertical, armor_baralign, autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1632                         }
1633                         if(autocvar_hud_panel_healtharmor_text)
1634                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1635                 }
1636
1637                 if(fuel)
1638                 {
1639                         if (is_vertical)
1640                                 mySize.x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1641                         else
1642                                 mySize.y *= 0.2;
1643                         if (panel_ar >= 4)
1644                                 mySize.x *= 2; //restore full panel size
1645                         else if (panel_ar < 1/4)
1646                                 mySize.y *= 2; //restore full panel size
1647                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1648                 }
1649         }
1650 }
1651
1652 // Notification area (#4)
1653 //
1654
1655 void HUD_Notify_Push(string icon, string attacker, string victim)
1656 {
1657         if (icon == "")
1658                 return;
1659
1660         ++notify_count;
1661         --notify_index;
1662
1663         if (notify_index == -1)
1664                 notify_index = NOTIFY_MAX_ENTRIES-1;
1665
1666         // Free old strings
1667         if (notify_attackers[notify_index])
1668                 strunzone(notify_attackers[notify_index]);
1669
1670         if (notify_victims[notify_index])
1671                 strunzone(notify_victims[notify_index]);
1672
1673         if (notify_icons[notify_index])
1674                 strunzone(notify_icons[notify_index]);
1675
1676         // Allocate new strings
1677         if (victim != "")
1678         {
1679                 notify_attackers[notify_index] = strzone(attacker);
1680                 notify_victims[notify_index] = strzone(victim);
1681         }
1682         else
1683         {
1684                 // In case of a notification without a victim, the attacker
1685                 // is displayed on the victim's side. Instead of special
1686                 // treatment later on, we can simply switch them here.
1687                 notify_attackers[notify_index] = string_null;
1688                 notify_victims[notify_index] = strzone(attacker);
1689         }
1690
1691         notify_icons[notify_index] = strzone(icon);
1692         notify_times[notify_index] = time;
1693 }
1694
1695 void HUD_Notify(void)
1696 {
1697         if (!autocvar__hud_configure)
1698                 if (!autocvar_hud_panel_notify)
1699                         return;
1700
1701         HUD_Panel_UpdateCvars();
1702         HUD_Panel_DrawBg(1);
1703
1704         if (!autocvar__hud_configure)
1705                 if (notify_count == 0)
1706                         return;
1707
1708         vector pos, size;
1709         pos  = panel_pos;
1710         size = panel_size;
1711
1712         if (panel_bg_padding)
1713         {
1714                 pos  += '1 1 0' * panel_bg_padding;
1715                 size -= '2 2 0' * panel_bg_padding;
1716         }
1717
1718         float fade_start = max(0, autocvar_hud_panel_notify_time);
1719         float fade_time = max(0, autocvar_hud_panel_notify_fadetime);
1720         float icon_aspect = max(1, autocvar_hud_panel_notify_icon_aspect);
1721
1722         float entry_count = bound(1, floor(NOTIFY_MAX_ENTRIES * size.y / size.x), NOTIFY_MAX_ENTRIES);
1723         float entry_height = size.y / entry_count;
1724
1725         float panel_width_half = size.x * 0.5;
1726         float icon_width_half = entry_height * icon_aspect / 2;
1727         float name_maxwidth = panel_width_half - icon_width_half - size.x * NOTIFY_ICON_MARGIN;
1728
1729         vector font_size = '0.5 0.5 0' * entry_height * autocvar_hud_panel_notify_fontsize;
1730         vector icon_size = (eX * icon_aspect + eY) * entry_height;
1731         vector icon_left = eX * (panel_width_half - icon_width_half);
1732         vector attacker_right = eX * name_maxwidth;
1733         vector victim_left = eX * (size.x - name_maxwidth);
1734
1735         vector attacker_pos, victim_pos, icon_pos;
1736         string attacker, victim, icon;
1737         float i, j, count, step, limit, alpha;
1738
1739         if (autocvar_hud_panel_notify_flip)
1740         {
1741                 // Order items from the top down
1742                 i = 0;
1743                 step = +1;
1744                 limit = entry_count;
1745         }
1746         else
1747         {
1748                 // Order items from the bottom up
1749                 i = entry_count - 1;
1750                 step = -1;
1751                 limit = -1;
1752         }
1753
1754         for (j = notify_index, count = 0; i != limit; i += step, ++j, ++count)
1755         {
1756                 if(autocvar__hud_configure)
1757                 {
1758                         attacker = sprintf(_("Player %d"), count + 1);
1759                         victim = sprintf(_("Player %d"), count + 2);
1760                         icon = get_weaponinfo(min(WEP_FIRST + count * 2, WEP_LAST)).model2;
1761                         alpha = bound(0, 1.2 - count / entry_count, 1);
1762                 }
1763                 else
1764                 {
1765                         if (j == NOTIFY_MAX_ENTRIES)
1766                                 j = 0;
1767
1768                         if (notify_times[j] + fade_start > time)
1769                                 alpha = 1;
1770                         else if (fade_time != 0)
1771                         {
1772                                 alpha = bound(0, (notify_times[j] + fade_start + fade_time - time) / fade_time, 1);
1773                                 if (alpha == 0)
1774                                         break;
1775                         }
1776                         else
1777                                 break;
1778
1779                         attacker = notify_attackers[j];
1780                         victim = notify_victims[j];
1781                         icon = notify_icons[j];
1782                 }
1783
1784                 if (icon != "" && victim != "")
1785                 {
1786                         vector name_top = eY * (i * entry_height + 0.5 * (entry_height - font_size.y));
1787
1788                         icon_pos = pos + icon_left + eY * i * entry_height;
1789                         drawpic_aspect_skin(icon_pos, icon, icon_size, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1790
1791                         victim = textShortenToWidth(victim, name_maxwidth, font_size, stringwidth_colors);
1792                         victim_pos = pos + victim_left + name_top;
1793                         drawcolorcodedstring(victim_pos, victim, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1794
1795                         if (attacker != "")
1796                         {
1797                                 attacker = textShortenToWidth(attacker, name_maxwidth, font_size, stringwidth_colors);
1798                                 attacker_pos = pos + attacker_right - eX * stringwidth(attacker, true, font_size) + name_top;
1799                                 drawcolorcodedstring(attacker_pos, attacker, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1800                         }
1801                 }
1802         }
1803
1804         notify_count = count;
1805 }
1806
1807 // Timer (#5)
1808 //
1809 // TODO: macro
1810 string seconds_tostring(float sec)
1811 {
1812         float minutes;
1813         minutes = floor(sec / 60);
1814
1815         sec -= minutes * 60;
1816         return sprintf("%d:%02d", minutes, sec);
1817 }
1818
1819 void HUD_Timer(void)
1820 {
1821         if(!autocvar__hud_configure)
1822         {
1823                 if(!autocvar_hud_panel_timer) return;
1824         }
1825
1826         HUD_Panel_UpdateCvars();
1827
1828         draw_beginBoldFont();
1829
1830         vector pos, mySize;
1831         pos = panel_pos;
1832         mySize = panel_size;
1833
1834         HUD_Panel_DrawBg(1);
1835         if(panel_bg_padding)
1836         {
1837                 pos += '1 1 0' * panel_bg_padding;
1838                 mySize -= '2 2 0' * panel_bg_padding;
1839         }
1840
1841         string timer;
1842         float timelimit, elapsedTime, timeleft, minutesLeft;
1843
1844         timelimit = getstatf(STAT_TIMELIMIT);
1845
1846         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1847         timeleft = ceil(timeleft);
1848
1849         minutesLeft = floor(timeleft / 60);
1850
1851         vector timer_color;
1852         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1853                 timer_color = '1 1 1'; //white
1854         else if(minutesLeft >= 1)
1855                 timer_color = '1 1 0'; //yellow
1856         else
1857                 timer_color = '1 0 0'; //red
1858
1859         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1860                 if (time < getstatf(STAT_GAMESTARTTIME)) {
1861                         //while restart is still active, show 00:00
1862                         timer = seconds_tostring(0);
1863                 } else {
1864                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1865                         timer = seconds_tostring(elapsedTime);
1866                 }
1867         } else {
1868                 timer = seconds_tostring(timeleft);
1869         }
1870
1871         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1872
1873         draw_endBoldFont();
1874 }
1875
1876 // Radar (#6)
1877 //
1878 void HUD_Radar(void)
1879 {
1880         if (!autocvar__hud_configure)
1881         {
1882                 if (hud_panel_radar_maximized)
1883                 {
1884                         if (!hud_draw_maximized) return;
1885                 }
1886                 else
1887                 {
1888                         if (autocvar_hud_panel_radar == 0) return;
1889                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1890                         if(radar_panel_modified)
1891                         {
1892                                 panel.update_time = time; // forces reload of panel attributes
1893                                 radar_panel_modified = false;
1894                         }
1895                 }
1896         }
1897
1898         HUD_Panel_UpdateCvars();
1899
1900         float f = 0;
1901
1902         if (hud_panel_radar_maximized && !autocvar__hud_configure)
1903         {
1904                 panel_size = autocvar_hud_panel_radar_maximized_size;
1905                 panel_size.x = bound(0.2, panel_size.x, 1) * vid_conwidth;
1906                 panel_size.y = bound(0.2, panel_size.y, 1) * vid_conheight;
1907                 panel_pos.x = (vid_conwidth - panel_size.x) / 2;
1908                 panel_pos.y = (vid_conheight - panel_size.y) / 2;
1909
1910                 string panel_bg;
1911                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
1912                 if(precache_pic(panel_bg) == "")
1913                         panel_bg = "gfx/hud/default/border_default"; // fallback
1914                 if(!radar_panel_modified && panel_bg != panel.current_panel_bg)
1915                         radar_panel_modified = true;
1916                 if(panel.current_panel_bg)
1917                         strunzone(panel.current_panel_bg);
1918                 panel.current_panel_bg = strzone(panel_bg);
1919
1920                 switch(hud_panel_radar_maximized_zoommode)
1921                 {
1922                         default:
1923                         case 0:
1924                                 f = current_zoomfraction;
1925                                 break;
1926                         case 1:
1927                                 f = 1 - current_zoomfraction;
1928                                 break;
1929                         case 2:
1930                                 f = 0;
1931                                 break;
1932                         case 3:
1933                                 f = 1;
1934                                 break;
1935                 }
1936
1937                 switch(hud_panel_radar_maximized_rotation)
1938                 {
1939                         case 0:
1940                                 teamradar_angle = view_angles.y - 90;
1941                                 break;
1942                         default:
1943                                 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
1944                                 break;
1945                 }
1946         }
1947         if (!hud_panel_radar_maximized && !autocvar__hud_configure)
1948         {
1949                 switch(hud_panel_radar_zoommode)
1950                 {
1951                         default:
1952                         case 0:
1953                                 f = current_zoomfraction;
1954                                 break;
1955                         case 1:
1956                                 f = 1 - current_zoomfraction;
1957                                 break;
1958                         case 2:
1959                                 f = 0;
1960                                 break;
1961                         case 3:
1962                                 f = 1;
1963                                 break;
1964                 }
1965
1966                 switch(hud_panel_radar_rotation)
1967                 {
1968                         case 0:
1969                                 teamradar_angle = view_angles.y - 90;
1970                                 break;
1971                         default:
1972                                 teamradar_angle = 90 * hud_panel_radar_rotation;
1973                                 break;
1974                 }
1975         }
1976
1977         vector pos, mySize;
1978         pos = panel_pos;
1979         mySize = panel_size;
1980
1981         HUD_Panel_DrawBg(1);
1982         if(panel_bg_padding)
1983         {
1984                 pos += '1 1 0' * panel_bg_padding;
1985                 mySize -= '2 2 0' * panel_bg_padding;
1986         }
1987
1988         float color2;
1989         entity tm;
1990         float scale2d, normalsize, bigsize;
1991
1992         teamradar_origin2d = pos + 0.5 * mySize;
1993         teamradar_size2d = mySize;
1994
1995         if(minimapname == "")
1996                 return;
1997
1998         teamradar_loadcvars();
1999
2000         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
2001         teamradar_size2d = mySize;
2002
2003         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
2004
2005         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
2006         if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
2007         {
2008                 // max-min distance must fit the radar in any rotation
2009                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
2010         }
2011         else
2012         {
2013                 vector c0, c1, c2, c3, span;
2014                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
2015                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
2016                 c2 = rotate('1 0 0' * mi_min.x + '0 1 0' * mi_max.y, teamradar_angle * DEG2RAD);
2017                 c3 = rotate('1 0 0' * mi_max.x + '0 1 0' * mi_min.y, teamradar_angle * DEG2RAD);
2018                 span = '0 0 0';
2019                 span.x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
2020                 span.y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
2021
2022                 // max-min distance must fit the radar in x=x, y=y
2023                 bigsize = min(
2024                         teamradar_size2d.x * scale2d / (1.05 * span.x),
2025                         teamradar_size2d.y * scale2d / (1.05 * span.y)
2026                 );
2027         }
2028
2029         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
2030         if(bigsize > normalsize)
2031                 normalsize = bigsize;
2032
2033         teamradar_size =
2034                   f * bigsize
2035                 + (1 - f) * normalsize;
2036         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2037                   f * mi_center
2038                 + (1 - f) * view_origin);
2039
2040         drawsetcliparea(
2041                 pos.x,
2042                 pos.y,
2043                 mySize.x,
2044                 mySize.y
2045         );
2046
2047         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2048
2049         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2050                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2051         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2052                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2053         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2054         {
2055                 color2 = GetPlayerColor(tm.sv_entnum);
2056                 //if(color == NUM_SPECTATOR || color == color2)
2057                         draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
2058         }
2059         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2060
2061         drawresetcliparea();
2062 }
2063
2064 // Score (#7)
2065 //
2066 void HUD_UpdatePlayerTeams();
2067 void HUD_Score_Rankings(vector pos, vector mySize, entity me)
2068 {
2069         float score;
2070         entity tm = world, pl;
2071         float SCOREPANEL_MAX_ENTRIES = 6;
2072         float SCOREPANEL_ASPECTRATIO = 2;
2073         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize.y/mySize.x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2074         vector fontsize = '1 1 0' * (mySize.y/entries);
2075
2076         vector rgb, score_color;
2077         rgb = '1 1 1';
2078         score_color = '1 1 1';
2079
2080         float name_size = mySize.x*0.75;
2081         float spacing_size = mySize.x*0.04;
2082         const float highlight_alpha = 0.2;
2083         float i = 0, me_printed = 0, first_pl = 0;
2084         string s;
2085         if (autocvar__hud_configure)
2086         {
2087                 float players_per_team = 0;
2088                 if (team_count)
2089                 {
2090                         // show team scores in the first line
2091                         float score_size = mySize.x / team_count;
2092                         players_per_team = max(2, ceil((entries - 1) / team_count));
2093                         for(i=0; i<team_count; ++i) {
2094                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2095                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2096                                 drawstring_aspect(pos + eX * score_size * i, ftos(175 - 23*i), eX * score_size + eY * fontsize.y, Team_ColorRGB(ColorByTeam(i)) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2097                         }
2098                         first_pl = 1;
2099                         pos.y += fontsize.y;
2100                 }
2101                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2102                 for (i=first_pl; i<entries; ++i)
2103                 {
2104                         //simulate my score is lower than all displayed players,
2105                         //so that I don't appear at all showing pure rankings.
2106                         //This is to better show the difference between the 2 ranking views
2107                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2108                         {
2109                                 rgb = '1 1 0';
2110                                 drawfill(pos, eX * mySize.x + eY * fontsize.y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2111                                 s = GetPlayerName(player_localnum);
2112                                 score = 7;
2113                         }
2114                         else
2115                         {
2116                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2117                                 score -= 3;
2118                         }
2119
2120                         if (team_count)
2121                                 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2122                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2123                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, true, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2124                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2125                         pos.y += fontsize.y;
2126                 }
2127                 return;
2128         }
2129
2130         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2131                 HUD_UpdatePlayerTeams();
2132         if (team_count)
2133         {
2134                 // show team scores in the first line
2135                 float score_size = mySize.x / team_count;
2136                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2137                         if(tm.team == NUM_SPECTATOR)
2138                                 continue;
2139                         if (tm.team == myteam)
2140                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize.y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2141                         drawstring_aspect(pos + eX * score_size * i, ftos(tm.(teamscores[ts_primary])), eX * score_size + eY * fontsize.y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2142                         ++i;
2143                 }
2144                 first_pl = 1;
2145                 pos.y += fontsize.y;
2146                 tm = teams.sort_next;
2147         }
2148         i = first_pl;
2149
2150         do
2151         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2152         {
2153                 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2154                         continue;
2155
2156                 if (i == entries-1 && !me_printed && pl != me)
2157                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2158                 {
2159                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2160                                 if (pl.team != NUM_SPECTATOR)
2161                                         break;
2162
2163                         if (pl)
2164                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2165                         else
2166                                 rgb = '1 0 0'; //last: red
2167                         pl = me;
2168                 }
2169
2170                 if (pl == me)
2171                 {
2172                         if (i == first_pl)
2173                                 rgb = '0 1 0'; //first: green
2174                         me_printed = 1;
2175                         drawfill(pos, eX * mySize.x + eY * fontsize.y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2176                 }
2177                 if (team_count)
2178                         score_color = Team_ColorRGB(pl.team) * 0.8;
2179                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2180                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, true, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2181                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2182                 pos.y += fontsize.y;
2183                 ++i;
2184         }
2185         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2186 }
2187
2188 void HUD_Score(void)
2189 {
2190         if(!autocvar__hud_configure)
2191         {
2192                 if(!autocvar_hud_panel_score) return;
2193                 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2194         }
2195
2196         HUD_Panel_UpdateCvars();
2197         vector pos, mySize;
2198         pos = panel_pos;
2199         mySize = panel_size;
2200
2201         HUD_Panel_DrawBg(1);
2202         if(panel_bg_padding)
2203         {
2204                 pos += '1 1 0' * panel_bg_padding;
2205                 mySize -= '2 2 0' * panel_bg_padding;
2206         }
2207
2208         float score, distribution = 0;
2209         string sign;
2210         vector distribution_color;
2211         entity tm, pl, me;
2212
2213         me = playerslots[player_localentnum - 1];
2214
2215         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2216                 string timer, distrtimer;
2217
2218                 pl = players.sort_next;
2219                 if(pl == me)
2220                         pl = pl.sort_next;
2221                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2222                         if(pl.scores[ps_primary] == 0)
2223                                 pl = world;
2224
2225                 score = me.(scores[ps_primary]);
2226                 timer = TIME_ENCODED_TOSTRING(score);
2227
2228                 draw_beginBoldFont();
2229                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2230                         // distribution display
2231                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2232
2233                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2234
2235                         if (distribution <= 0) {
2236                                 distribution_color = '0 1 0';
2237                                 sign = "-";
2238                         }
2239                         else {
2240                                 distribution_color = '1 0 0';
2241                                 sign = "+";
2242                         }
2243                         drawstring_aspect(pos + eX * 0.75 * mySize.x, strcat(sign, distrtimer), eX * 0.25 * mySize.x + eY * (1/3) * mySize.y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2244                 }
2245                 // race record display
2246                 if (distribution <= 0)
2247                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2248                 drawstring_aspect(pos, timer, eX * 0.75 * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2249                 draw_endBoldFont();
2250         } else if (!teamplay) { // non-teamgames
2251                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2252                 {
2253                         HUD_Score_Rankings(pos, mySize, me);
2254                         return;
2255                 }
2256                 // me vector := [team/connected frags id]
2257                 pl = players.sort_next;
2258                 if(pl == me)
2259                         pl = pl.sort_next;
2260
2261                 if(autocvar__hud_configure)
2262                         distribution = 42;
2263                 else if(pl)
2264                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2265                 else
2266                         distribution = 0;
2267
2268                 score = me.(scores[ps_primary]);
2269                 if(autocvar__hud_configure)
2270                         score = 123;
2271
2272                 if(distribution >= 5)
2273                         distribution_color = eY;
2274                 else if(distribution >= 0)
2275                         distribution_color = '1 1 1';
2276                 else if(distribution >= -5)
2277                         distribution_color = '1 1 0';
2278                 else
2279                         distribution_color = eX;
2280
2281                 string distribution_str;
2282                 distribution_str = ftos(distribution);
2283                 draw_beginBoldFont();
2284                 if (distribution >= 0)
2285                 {
2286                         if (distribution > 0)
2287                                 distribution_str = strcat("+", distribution_str);
2288                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2289                 }
2290                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize.x + eY * mySize.y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2291                 drawstring_aspect(pos + eX * 0.75 * mySize.x, distribution_str, eX * 0.25 * mySize.x + eY * (1/3) * mySize.y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2292                 draw_endBoldFont();
2293         } else { // teamgames
2294                 float row, column, rows = 0, columns = 0;
2295                 vector offset = '0 0 0';
2296                 vector score_pos, score_size; //for scores other than myteam
2297                 if(autocvar_hud_panel_score_rankings)
2298                 {
2299                         HUD_Score_Rankings(pos, mySize, me);
2300                         return;
2301                 }
2302                 if(spectatee_status == -1)
2303                 {
2304                         rows = HUD_GetRowCount(team_count, mySize, 3);
2305                         columns = ceil(team_count/rows);
2306                         score_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
2307
2308                         float newSize;
2309                         if(score_size.x/score_size.y > 3)
2310                         {
2311                                 newSize = 3 * score_size.y;
2312                                 offset.x = score_size.x - newSize;
2313                                 pos.x += offset.x/2;
2314                                 score_size.x = newSize;
2315                         }
2316                         else
2317                         {
2318                                 newSize = 1/3 * score_size.x;
2319                                 offset.y = score_size.y - newSize;
2320                                 pos.y += offset.y/2;
2321                                 score_size.y = newSize;
2322                         }
2323                 }
2324                 else
2325                         score_size = eX * mySize.x*(1/4) + eY * mySize.y*(1/3);
2326
2327                 float max_fragcount;
2328                 max_fragcount = -99;
2329                 draw_beginBoldFont();
2330                 row = column = 0;
2331                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2332                         if(tm.team == NUM_SPECTATOR)
2333                                 continue;
2334                         score = tm.(teamscores[ts_primary]);
2335                         if(autocvar__hud_configure)
2336                                 score = 123;
2337
2338                         if (score > max_fragcount)
2339                                 max_fragcount = score;
2340
2341                         if (spectatee_status == -1)
2342                         {
2343                                 score_pos = pos + eX * column * (score_size.x + offset.x) + eY * row * (score_size.y + offset.y);
2344                                 if (max_fragcount == score)
2345                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2346                                 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2347                                 ++row;
2348                                 if(row >= rows)
2349                                 {
2350                                         row = 0;
2351                                         ++column;
2352                                 }
2353                         }
2354                         else if(tm.team == myteam) {
2355                                 if (max_fragcount == score)
2356                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2357                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize.x + eY * mySize.y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2358                         } else {
2359                                 if (max_fragcount == score)
2360                                         HUD_Panel_DrawHighlight(pos + eX * 0.75 * mySize.x + eY * (1/3) * rows * mySize.y, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2361                                 drawstring_aspect(pos + eX * 0.75 * mySize.x + eY * (1/3) * rows * mySize.y, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2362                                 ++rows;
2363                         }
2364                 }
2365                 draw_endBoldFont();
2366         }
2367 }
2368
2369 // Race timer (#8)
2370 //
2371 void HUD_RaceTimer (void)
2372 {
2373         if(!autocvar__hud_configure)
2374         {
2375                 if(!autocvar_hud_panel_racetimer) return;
2376                 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2377                 if(spectatee_status == -1) return;
2378         }
2379
2380         HUD_Panel_UpdateCvars();
2381
2382         draw_beginBoldFont();
2383
2384         vector pos, mySize;
2385         pos = panel_pos;
2386         mySize = panel_size;
2387
2388         HUD_Panel_DrawBg(1);
2389         if(panel_bg_padding)
2390         {
2391                 pos += '1 1 0' * panel_bg_padding;
2392                 mySize -= '2 2 0' * panel_bg_padding;
2393         }
2394
2395         // always force 4:1 aspect
2396         vector newSize = '0 0 0';
2397         if(mySize.x/mySize.y > 4)
2398         {
2399                 newSize.x = 4 * mySize.y;
2400                 newSize.y = mySize.y;
2401
2402                 pos.x = pos.x + (mySize.x - newSize.x) / 2;
2403         }
2404         else
2405         {
2406                 newSize.y = 1/4 * mySize.x;
2407                 newSize.x = mySize.x;
2408
2409                 pos.y = pos.y + (mySize.y - newSize.y) / 2;
2410         }
2411         mySize = newSize;
2412
2413         float a, t;
2414         string s, forcetime;
2415
2416         if(autocvar__hud_configure)
2417         {
2418                 s = "0:13:37";
2419                 drawstring(pos + eX * 0.5 * mySize.x - '0.5 0 0' * stringwidth(s, false, '0.60 0.60 0' * mySize.y), s, '0.60 0.60 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2420                 s = _("^1Intermediate 1 (+15.42)");
2421                 drawcolorcodedstring(pos + eX * 0.5 * mySize.x - '0.5 0 0' * stringwidth(s, true, '1 1 0' * 0.20 * mySize.y) + eY * 0.60 * mySize.y, s, '1 1 0' * 0.20 * mySize.y, panel_fg_alpha, DRAWFLAG_NORMAL);
2422                 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2423                 drawcolorcodedstring(pos + eX * 0.5 * mySize.x - '0.5 0 0' * stringwidth(s, true, '1 1 0' * 0.20 * mySize.y) + eY * 0.80 * mySize.y, s, '1 1 0' * 0.20 * mySize.y, panel_fg_alpha, DRAWFLAG_NORMAL);
2424         }
2425         else if(race_checkpointtime)
2426         {
2427                 a = bound(0, 2 - (time - race_checkpointtime), 1);
2428                 s = "";
2429                 forcetime = "";
2430                 if(a > 0) // just hit a checkpoint?
2431                 {
2432                         if(race_checkpoint != 254)
2433                         {
2434                                 if(race_time && race_previousbesttime)
2435                                         s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2436                                 else
2437                                         s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2438                                 if(race_time)
2439                                         forcetime = TIME_ENCODED_TOSTRING(race_time);
2440                         }
2441                 }
2442                 else
2443                 {
2444                         if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2445                         {
2446                                 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2447                                 if(a > 0) // next one?
2448                                 {
2449                                         s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2450                                 }
2451                         }
2452                 }
2453
2454                 if(s != "" && a > 0)
2455                 {
2456                         drawcolorcodedstring(pos + eX * 0.5 * mySize.x - '0.5 0 0' * stringwidth(s, true, '1 1 0' * 0.2 * mySize.y) + eY * 0.6 * mySize.y, s, '1 1 0' * 0.2 * mySize.y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2457                 }
2458
2459                 if(race_penaltytime)
2460                 {
2461                         a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2462                         if(a > 0)
2463                         {
2464                                 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2465                                 drawcolorcodedstring(pos + eX * 0.5 * mySize.x - '0.5 0 0' * stringwidth(s, true, '1 1 0' * 0.2 * mySize.y) + eY * 0.8 * mySize.y, s, '1 1 0' * 0.2 * mySize.y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2466                         }
2467                 }
2468
2469                 if(forcetime != "")
2470                 {
2471                         a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2472                         drawstring_expanding(pos + eX * 0.5 * mySize.x - '0.5 0 0' * stringwidth(forcetime, false, '1 1 0' * 0.6 * mySize.y), forcetime, '1 1 0' * 0.6 * mySize.y, '1 1 1', panel_fg_alpha, 0, a);
2473                 }
2474                 else
2475                         a = 1;
2476
2477                 if(race_laptime && race_checkpoint != 255)
2478                 {
2479                         s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2480                         drawstring(pos + eX * 0.5 * mySize.x - '0.5 0 0' * stringwidth(s, false, '0.6 0.6 0' * mySize.y), s, '0.6 0.6 0' * mySize.y, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2481                 }
2482         }
2483         else
2484         {
2485                 if(race_mycheckpointtime)
2486                 {
2487                         a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2488                         s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2489                         drawcolorcodedstring(pos + eX * 0.5 * mySize.x - '0.5 0 0' * stringwidth(s, true, '1 1 0' * 0.2 * mySize.y) + eY * 0.6 * mySize.y, s, '1 1 0' * 0.2 * mySize.y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2490                 }
2491                 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2492                 {
2493                         a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2494                         s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2495                         drawcolorcodedstring(pos + eX * 0.5 * mySize.x - '0.5 0 0' * stringwidth(s, true, '1 1 0' * 0.2 * mySize.y) + eY * 0.6 * mySize.y, s, '1 1 0' * 0.2 * mySize.y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2496                 }
2497
2498                 if(race_penaltytime && !race_penaltyaccumulator)
2499                 {
2500                         t = race_penaltytime * 0.1 + race_penaltyeventtime;
2501                         a = bound(0, (1 + t - time), 1);
2502                         if(a > 0)
2503                         {
2504                                 if(time < t)
2505                                         s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2506                                 else
2507                                         s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2508                                 drawcolorcodedstring(pos + eX * 0.5 * mySize.x - '0.5 0 0' * stringwidth(s, true, '1 1 0' * 0.2 * mySize.y) + eY * 0.6 * mySize.y, s, '1 1 0' * 0.2 * mySize.y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2509                         }
2510                 }
2511         }
2512
2513         draw_endBoldFont();
2514 }
2515
2516 // Vote window (#9)
2517 //
2518 float vote_yescount;
2519 float vote_nocount;
2520 float vote_needed;
2521 float vote_highlighted; // currently selected vote
2522
2523 float vote_active; // is there an active vote?
2524 float vote_prev; // previous state of vote_active to check for a change
2525 float vote_alpha;
2526 float vote_change; // "time" when vote_active changed
2527
2528 void HUD_Vote(void)
2529 {
2530         if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2531         {
2532                 vote_active = 1;
2533                 if (autocvar__hud_configure)
2534                 {
2535                         vote_yescount = 0;
2536                         vote_nocount = 0;
2537                         print(_("^1You must answer before entering hud configure mode\n"));
2538                         cvar_set("_hud_configure", "0");
2539                 }
2540                 if(vote_called_vote)
2541                         strunzone(vote_called_vote);
2542                 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2543                 uid2name_dialog = 1;
2544         }
2545
2546         if(!autocvar__hud_configure)
2547         {
2548                 if(!autocvar_hud_panel_vote) return;
2549
2550                 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2551                 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2552
2553                 if(panel_bg_alpha_str == "") {
2554                         panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2555                 }
2556                 panel_bg_alpha = stof(panel_bg_alpha_str);
2557         }
2558         else
2559         {
2560                 vote_yescount = 3;
2561                 vote_nocount = 2;
2562                 vote_needed = 4;
2563         }
2564
2565         string s;
2566         float a;
2567         if(vote_active != vote_prev) {
2568                 vote_change = time;
2569                 vote_prev = vote_active;
2570         }
2571
2572         if(vote_active || autocvar__hud_configure)
2573                 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2574         else
2575                 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2576
2577         if(!vote_alpha)
2578                 return;
2579
2580         HUD_Panel_UpdateCvars();
2581
2582         if(uid2name_dialog)
2583         {
2584                 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2585                 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2586         }
2587
2588     // these must be below above block
2589         vector pos, mySize;
2590         pos = panel_pos;
2591         mySize = panel_size;
2592
2593         a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2594         HUD_Panel_DrawBg(a);
2595         a = panel_fg_alpha * a;
2596
2597         if(panel_bg_padding)
2598         {
2599                 pos += '1 1 0' * panel_bg_padding;
2600                 mySize -= '2 2 0' * panel_bg_padding;
2601         }
2602
2603         // always force 3:1 aspect
2604         vector newSize = '0 0 0';
2605         if(mySize.x/mySize.y > 3)
2606         {
2607                 newSize.x = 3 * mySize.y;
2608                 newSize.y = mySize.y;
2609
2610                 pos.x = pos.x + (mySize.x - newSize.x) / 2;
2611         }
2612         else
2613         {
2614                 newSize.y = 1/3 * mySize.x;
2615                 newSize.x = mySize.x;
2616
2617                 pos.y = pos.y + (mySize.y - newSize.y) / 2;
2618         }
2619         mySize = newSize;
2620
2621         s = _("A vote has been called for:");
2622         if(uid2name_dialog)
2623                 s = _("Allow servers to store and display your name?");
2624         drawstring_aspect(pos, s, eX * mySize.x + eY * (2/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2625         s = textShortenToWidth(vote_called_vote, mySize.x, '1 1 0' * mySize.y * (1/8), stringwidth_colors);
2626         if(autocvar__hud_configure)
2627                 s = _("^1Configure the HUD");
2628         drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize.y, s, eX * mySize.x + eY * (1.75/8) * mySize.y, a, DRAWFLAG_NORMAL);
2629
2630         // print the yes/no counts
2631     s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2632         drawstring_aspect(pos + eY * (4/8) * mySize.y, s, eX * 0.5 * mySize.x + eY * (1.5/8) * mySize.y, '0 1 0', a, DRAWFLAG_NORMAL);
2633     s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2634         drawstring_aspect(pos + eX * 0.5 * mySize.x + eY * (4/8) * mySize.y, s, eX * 0.5 * mySize.x + eY * (1.5/8) * mySize.y, '1 0 0', a, DRAWFLAG_NORMAL);
2635
2636         // draw the progress bar backgrounds
2637         drawpic_skin(pos + eY * (5/8) * mySize.y, "voteprogress_back", eX * mySize.x + eY * (3/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2638
2639         // draw the highlights
2640         if(vote_highlighted == 1) {
2641                 drawsetcliparea(pos.x, pos.y, mySize.x * 0.5, mySize.y);
2642                 drawpic_skin(pos + eY * (5/8) * mySize.y, "voteprogress_voted", eX * mySize.x + eY * (3/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2643         }
2644         else if(vote_highlighted == -1) {
2645                 drawsetcliparea(pos.x + 0.5 * mySize.x, pos.y, mySize.x * 0.5, mySize.y);
2646                 drawpic_skin(pos + eY * (5/8) * mySize.y, "voteprogress_voted", eX * mySize.x + eY * (3/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2647         }
2648
2649         // draw the progress bars
2650         if(vote_yescount && vote_needed)
2651         {
2652                 drawsetcliparea(pos.x, pos.y, mySize.x * 0.5 * (vote_yescount/vote_needed), mySize.y);
2653                 drawpic_skin(pos + eY * (5/8) * mySize.y, "voteprogress_prog", eX * mySize.x + eY * (3/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2654         }
2655
2656         if(vote_nocount && vote_needed)
2657         {
2658                 drawsetcliparea(pos.x + mySize.x - mySize.x * 0.5 * (vote_nocount/vote_needed), pos.y, mySize.x * 0.5, mySize.y);
2659                 drawpic_skin(pos + eY * (5/8) * mySize.y, "voteprogress_prog", eX * mySize.x + eY * (3/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2660         }
2661
2662         drawresetcliparea();
2663 }
2664
2665 // Mod icons panel (#10)
2666 //
2667
2668 float mod_active; // is there any active mod icon?
2669
2670 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, int layout, float i)
2671 {
2672         float stat = -1;
2673         string pic = "";
2674         vector color = '0 0 0';
2675         switch(i)
2676         {
2677                 case 0:
2678                         stat = getstati(STAT_REDALIVE);
2679                         pic = "player_red.tga";
2680                         color = '1 0 0';
2681                         break;
2682                 case 1:
2683                         stat = getstati(STAT_BLUEALIVE);
2684                         pic = "player_blue.tga";
2685                         color = '0 0 1';
2686                         break;
2687                 case 2:
2688                         stat = getstati(STAT_YELLOWALIVE);
2689                         pic = "player_yellow.tga";
2690                         color = '1 1 0';
2691                         break;
2692                 default:
2693                 case 3:
2694                         stat = getstati(STAT_PINKALIVE);
2695                         pic = "player_pink.tga";
2696                         color = '1 0 1';
2697                         break;
2698         }
2699
2700         if(mySize.x/mySize.y > aspect_ratio)
2701         {
2702                 i = aspect_ratio * mySize.y;
2703                 myPos.x = myPos.x + (mySize.x - i) / 2;
2704                 mySize.x = i;
2705         }
2706         else
2707         {
2708                 i = 1/aspect_ratio * mySize.x;
2709                 myPos.y = myPos.y + (mySize.y - i) / 2;
2710                 mySize.y = i;
2711         }
2712
2713         if(layout)
2714         {
2715                 drawpic_aspect_skin(myPos, pic, eX * 0.7 * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2716                 drawstring_aspect(myPos + eX * 0.7 * mySize.x, ftos(stat), eX * 0.3 * mySize.x + eY * mySize.y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2717         }
2718         else
2719                 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2720 }
2721
2722 // Clan Arena and Freeze Tag HUD modicons
2723 void HUD_Mod_CA(vector myPos, vector mySize)
2724 {
2725         mod_active = 1; // required in each mod function that always shows something
2726
2727         int layout;
2728         if(gametype == MAPINFO_TYPE_CA)
2729                 layout = autocvar_hud_panel_modicons_ca_layout;
2730         else //if(gametype == MAPINFO_TYPE_FREEZETAG)
2731                 layout = autocvar_hud_panel_modicons_freezetag_layout;
2732         float rows, columns, aspect_ratio;
2733         aspect_ratio = (layout) ? 2 : 1;
2734         rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
2735         columns = ceil(team_count/rows);
2736
2737         int i;
2738         float row = 0, column = 0;
2739         vector pos, itemSize;
2740         itemSize = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
2741         for(i=0; i<team_count; ++i)
2742         {
2743                 pos = myPos + eX * column * itemSize.x + eY * row * itemSize.y;
2744
2745                 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
2746
2747                 ++row;
2748                 if(row >= rows)
2749                 {
2750                         row = 0;
2751                         ++column;
2752                 }
2753         }
2754 }
2755
2756 // CTF HUD modicon section
2757 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2758 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2759 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2760
2761 void HUD_Mod_CTF_Reset(void)
2762 {
2763         redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2764 }
2765
2766 void HUD_Mod_CTF(vector pos, vector mySize)
2767 {
2768         vector redflag_pos, blueflag_pos;
2769         vector flag_size;
2770         float f; // every function should have that
2771
2772         float redflag, blueflag; // current status
2773         float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2774         float stat_items;
2775
2776         stat_items = getstati(STAT_ITEMS, 0, 24);
2777         redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
2778         blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
2779
2780         if(redflag || blueflag)
2781                 mod_active = 1;
2782         else
2783                 mod_active = 0;
2784
2785         if(autocvar__hud_configure)
2786         {
2787                 redflag = 1;
2788                 blueflag = 2;
2789         }
2790
2791         // when status CHANGES, set old status into prevstatus and current status into status
2792         if (redflag != redflag_prevframe)
2793         {
2794                 redflag_statuschange_time = time;
2795                 redflag_prevstatus = redflag_prevframe;
2796                 redflag_prevframe = redflag;
2797         }
2798
2799         if (blueflag != blueflag_prevframe)
2800         {
2801                 blueflag_statuschange_time = time;
2802                 blueflag_prevstatus = blueflag_prevframe;
2803                 blueflag_prevframe = blueflag;
2804         }
2805
2806         redflag_statuschange_elapsedtime = time - redflag_statuschange_time;
2807         blueflag_statuschange_elapsedtime = time - blueflag_statuschange_time;
2808
2809         float BLINK_FACTOR = 0.15;
2810         float BLINK_BASE = 0.85;
2811         // note:
2812         //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
2813         // thus
2814         //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
2815         // ensure RMS == 1
2816         float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
2817
2818         string red_icon, red_icon_prevstatus;
2819         float red_alpha, red_alpha_prevstatus;
2820         red_alpha = red_alpha_prevstatus = 1;
2821         switch(redflag) {
2822                 case 1: red_icon = "flag_red_taken"; break;
2823                 case 2: red_icon = "flag_red_lost"; break;
2824                 case 3: red_icon = "flag_red_carrying"; red_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2825                 default:
2826                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2827                                 red_icon = "flag_red_shielded";
2828                         else
2829                                 red_icon = string_null;
2830                         break;
2831         }
2832         switch(redflag_prevstatus) {
2833                 case 1: red_icon_prevstatus = "flag_red_taken"; break;
2834                 case 2: red_icon_prevstatus = "flag_red_lost"; break;
2835                 case 3: red_icon_prevstatus = "flag_red_carrying"; red_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2836                 default:
2837                         if(redflag == 3)
2838                                 red_icon_prevstatus = "flag_red_carrying"; // make it more visible
2839                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2840                                 red_icon_prevstatus = "flag_red_shielded";
2841                         else
2842                                 red_icon_prevstatus = string_null;
2843                         break;
2844         }
2845
2846         string blue_icon, blue_icon_prevstatus;
2847         float blue_alpha, blue_alpha_prevstatus;
2848         blue_alpha = blue_alpha_prevstatus = 1;
2849         switch(blueflag) {
2850                 case 1: blue_icon = "flag_blue_taken"; break;
2851                 case 2: blue_icon = "flag_blue_lost"; break;
2852                 case 3: blue_icon = "flag_blue_carrying"; blue_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2853                 default:
2854                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2855                                 blue_icon = "flag_blue_shielded";
2856                         else
2857                                 blue_icon = string_null;
2858                         break;
2859         }
2860         switch(blueflag_prevstatus) {
2861                 case 1: blue_icon_prevstatus = "flag_blue_taken"; break;
2862                 case 2: blue_icon_prevstatus = "flag_blue_lost"; break;
2863                 case 3: blue_icon_prevstatus = "flag_blue_carrying"; blue_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2864                 default:
2865                         if(blueflag == 3)
2866                                 blue_icon_prevstatus = "flag_blue_carrying"; // make it more visible
2867                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2868                                 blue_icon_prevstatus = "flag_blue_shielded";
2869                         else
2870                                 blue_icon_prevstatus = string_null;
2871                         break;
2872         }
2873
2874         if(mySize.x > mySize.y) {
2875                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2876                         redflag_pos = pos;
2877                         blueflag_pos = pos + eX * 0.5 * mySize.x;
2878                 } else {
2879                         blueflag_pos = pos;
2880                         redflag_pos = pos + eX * 0.5 * mySize.x;
2881                 }
2882                 flag_size = eX&