Merge remote-tracking branch 'origin/master' into terencehill/cursormode
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
1 /*
2 ==================
3 Misc HUD functions
4 ==================
5 */
6
7 // a border picture is a texture containing nine parts:
8 //   1/4 width: left part
9 //   1/2 width: middle part (stretched)
10 //   1/4 width: right part
11 // divided into
12 //   1/4 height: top part
13 //   1/2 height: middle part (stretched)
14 //   1/4 height: bottom part
15 void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
16 {
17     if (theBorderSize_x < 0 && theBorderSize_y < 0) // draw whole image as it is
18     {
19                 drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
20                 return;
21     }
22         if (theBorderSize_x == 0 && theBorderSize_y == 0) // no border
23         {
24                 // draw only the central part
25                 drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
26                 return;
27         }
28
29         vector dX, dY;
30         vector width, height;
31         vector bW, bH;
32         //pic = draw_UseSkinFor(pic);
33         width = eX * theSize_x;
34         height = eY * theSize_y;
35         if(theSize_x <= theBorderSize_x * 2)
36         {
37                 // not wide enough... draw just left and right then
38                 bW = eX * (0.25 * theSize_x / (theBorderSize_x * 2));
39                 if(theSize_y <= theBorderSize_y * 2)
40                 {
41                         // not high enough... draw just corners
42                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
43                         drawsubpic(theOrigin,                 width * 0.5 + height * 0.5, pic, '0 0 0',           bW + bH, theColor, theAlpha, 0);
44                         drawsubpic(theOrigin + width   * 0.5, width * 0.5 + height * 0.5, pic, eX - bW,           bW + bH, theColor, theAlpha, 0);
45                         drawsubpic(theOrigin + height  * 0.5, width * 0.5 + height * 0.5, pic, eY - bH,           bW + bH, theColor, theAlpha, 0);
46                         drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
47                 }
48                 else
49                 {
50                         dY = theBorderSize_x * eY;
51                         drawsubpic(theOrigin,                             width * 0.5          +     dY, pic, '0 0    0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
52                         drawsubpic(theOrigin + width * 0.5,               width * 0.5          +     dY, pic, '0 0    0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
53                         drawsubpic(theOrigin                        + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0',           '0 0.5  0' + bW, theColor, theAlpha, 0);
54                         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);
55                         drawsubpic(theOrigin               + height - dY, width * 0.5          +     dY, pic, '0 0.75 0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
56                         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);
57                 }
58         }
59         else
60         {
61                 if(theSize_y <= theBorderSize_y * 2)
62                 {
63                         // not high enough... draw just top and bottom then
64                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
65                         dX = theBorderSize_x * eX;
66                         drawsubpic(theOrigin,                                         dX + height * 0.5, pic, '0    0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
67                         drawsubpic(theOrigin + dX,                        width - 2 * dX + height * 0.5, pic, '0.25 0 0',           '0.5  0 0' + bH, theColor, theAlpha, 0);
68                         drawsubpic(theOrigin + width - dX,                            dX + height * 0.5, pic, '0.75 0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
69                         drawsubpic(theOrigin              + height * 0.5,             dX + height * 0.5, pic, '0    0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
70                         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);
71                         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);
72                 }
73                 else
74                 {
75                         dX = theBorderSize_x * eX;
76                         dY = theBorderSize_x * eY;
77                         drawsubpic(theOrigin,                                        dX          +     dY, pic, '0    0    0', '0.25 0.25 0', theColor, theAlpha, 0);
78                         drawsubpic(theOrigin                  + dX,      width - 2 * dX          +     dY, pic, '0.25 0    0', '0.5  0.25 0', theColor, theAlpha, 0);
79                         drawsubpic(theOrigin          + width - dX,                  dX          +     dY, pic, '0.75 0    0', '0.25 0.25 0', theColor, theAlpha, 0);
80                         drawsubpic(theOrigin          + dY,                          dX + height - 2 * dY, pic, '0    0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
81                         drawsubpic(theOrigin          + dY         + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5  0.5  0', theColor, theAlpha, 0);
82                         drawsubpic(theOrigin          + dY + width - dX,             dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
83                         drawsubpic(theOrigin + height - dY,                          dX          +     dY, pic, '0    0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
84                         drawsubpic(theOrigin + height - dY         + dX, width - 2 * dX          +     dY, pic, '0.25 0.75 0', '0.5  0.25 0', theColor, theAlpha, 0);
85                         drawsubpic(theOrigin + height - dY + width - dX,             dX          +     dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
86                 }
87         }
88 }
89
90 vector HUD_Get_Num_Color (float x, float maxvalue)
91 {
92         float blinkingamt;
93         vector color;
94         if(x >= maxvalue) {
95                 color_x = sin(2*M_PI*time);
96                 color_y = 1;
97                 color_z = sin(2*M_PI*time);
98         }
99         else if(x > maxvalue * 0.75) {
100                 color_x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
101                 color_y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
102                 color_z = 0;
103         }
104         else if(x > maxvalue * 0.5) {
105                 color_x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
106                 color_y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
107                 color_z = 1 - (x-100)*0.02; // blue value between 1 -> 0
108         }
109         else if(x > maxvalue * 0.25) {
110                 color_x = 1;
111                 color_y = 1;
112                 color_z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
113         }
114         else if(x > maxvalue * 0.1) {
115                 color_x = 1;
116                 color_y = (x-20)*90/27/100; // green value between 0 -> 1
117                 color_z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
118         }
119         else {
120                 color_x = 1;
121                 color_y = 0;
122                 color_z = 0;
123         }
124
125         blinkingamt = (1 - x/maxvalue/0.25);
126         if(blinkingamt > 0)
127         {
128                 color_x = color_x - color_x * blinkingamt * sin(2*M_PI*time);
129                 color_y = color_y - color_y * blinkingamt * sin(2*M_PI*time);
130                 color_z = color_z - color_z * blinkingamt * sin(2*M_PI*time);
131         }
132         return color;
133 }
134
135 float stringwidth_colors(string s, vector theSize)
136 {
137         return stringwidth(s, TRUE, theSize);
138 }
139
140 float stringwidth_nocolors(string s, vector theSize)
141 {
142         return stringwidth(s, FALSE, theSize);
143 }
144
145 void drawstringright(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
146 {
147         position_x -= 2 / 3 * strlen(text) * scale_x;
148         drawstring(position, text, scale, rgb, theAlpha, flag);
149 }
150
151 void drawstringcenter(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
152 {
153         position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * scale_x);
154         drawstring(position, text, scale, rgb, theAlpha, flag);
155 }
156
157 // return the string of the given race place
158 string race_PlaceName(float pos) {
159         if(pos == 1)
160                 return _("1st");
161         else if(pos == 2)
162                 return _("2nd");
163         else if(pos == 3)
164                 return _("3rd");
165         else
166                 return sprintf(_("%dth"), pos);
167 }
168
169 // return the string of the onscreen race timer
170 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
171 {
172         string col;
173         string timestr;
174         string cpname;
175         string lapstr;
176         lapstr = "";
177
178         if(histime == 0) // goal hit
179         {
180                 if(mytime > 0)
181                 {
182                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
183                         col = "^1";
184                 }
185                 else if(mytime == 0)
186                 {
187                         timestr = "+0.0";
188                         col = "^3";
189                 }
190                 else
191                 {
192                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
193                         col = "^2";
194                 }
195
196                 if(lapdelta > 0)
197                 {
198                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
199                         col = "^2";
200                 }
201                 else if(lapdelta < 0)
202                 {
203                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
204                         col = "^1";
205                 }
206         }
207         else if(histime > 0) // anticipation
208         {
209                 if(mytime >= histime)
210                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
211                 else
212                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
213                 col = "^3";
214         }
215         else
216                 col = "^7";
217
218         if(cp == 254)
219                 cpname = _("Start line");
220         else if(cp == 255)
221                 cpname = _("Finish line");
222         else if(cp)
223                 cpname = sprintf(_("Intermediate %d"), cp);
224         else
225                 cpname = _("Finish line");
226
227         if(histime < 0)
228                 return strcat(col, cpname);
229         else if(hisname == "")
230                 return strcat(col, sprintf(_("%s (%s)"), cpname, timestr));
231         else
232                 return strcat(col, sprintf(_("%s (%s %s)"), cpname, timestr, strcat(hisname, col, lapstr)));
233 }
234
235 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
236 float race_CheckName(string net_name) {
237         float i;
238         for (i=RANKINGS_CNT-1;i>=0;--i)
239                 if(grecordholder[i] == net_name)
240                         return i+1;
241         return 0;
242 }
243
244 /*
245 ==================
246 HUD panels
247 ==================
248 */
249
250 // draw the background/borders
251 #define HUD_Panel_DrawBg(theAlpha)\
252 if(panel_bg != "0")\
253         draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, 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))
254
255 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
256 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
257 {
258         if(!length_ratio || !theAlpha)
259                 return;
260         if(length_ratio > 1)
261                 length_ratio = 1;
262         if (baralign == 3)
263         {
264                 if(length_ratio < -1)
265                         length_ratio = -1;
266         }
267         else if(length_ratio < 0)
268                 return;
269
270         vector square;
271         vector width, height;
272         if(vertical) {
273                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
274                 if(precache_pic(pic) == "") {
275                         pic = "gfx/hud/default/progressbar_vertical";
276                 }
277
278         if (baralign == 1) // bottom align
279                         theOrigin_y += (1 - length_ratio) * theSize_y;
280         else if (baralign == 2) // center align
281             theOrigin_y += 0.5 * (1 - length_ratio) * theSize_y;
282         else if (baralign == 3) // center align, positive values down, negative up
283                 {
284                         theSize_y *= 0.5;
285                         if (length_ratio > 0)
286                                 theOrigin_y += theSize_y;
287                         else
288                         {
289                                 theOrigin_y += (1 + length_ratio) * theSize_y;
290                                 length_ratio = -length_ratio;
291                         }
292                 }
293                 theSize_y *= length_ratio;
294
295                 vector bH;
296                 width = eX * theSize_x;
297                 height = eY * theSize_y;
298                 if(theSize_y <= theSize_x * 2)
299                 {
300                         // button not high enough
301                         // draw just upper and lower part then
302                         square = eY * theSize_y * 0.5;
303                         bH = eY * (0.25 * theSize_y / (theSize_x * 2));
304                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
305                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
306                 }
307                 else
308                 {
309                         square = eY * theSize_x;
310                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
311                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
312                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
313                 }
314         } else {
315                 pic = strcat(hud_skin_path, "/", pic);
316                 if(precache_pic(pic) == "") {
317                         pic = "gfx/hud/default/progressbar";
318                 }
319
320                 if (baralign == 1) // right align
321                         theOrigin_x += (1 - length_ratio) * theSize_x;
322         else if (baralign == 2) // center align
323             theOrigin_x += 0.5 * (1 - length_ratio) * theSize_x;
324         else if (baralign == 3) // center align, positive values on the right, negative on the left
325                 {
326                         theSize_x *= 0.5;
327                         if (length_ratio > 0)
328                                 theOrigin_x += theSize_x;
329                         else
330                         {
331                                 theOrigin_x += (1 + length_ratio) * theSize_x;
332                                 length_ratio = -length_ratio;
333                         }
334                 }
335                 theSize_x *= length_ratio;
336
337                 vector bW;
338                 width = eX * theSize_x;
339                 height = eY * theSize_y;
340                 if(theSize_x <= theSize_y * 2)
341                 {
342                         // button not wide enough
343                         // draw just left and right part then
344                         square = eX * theSize_x * 0.5;
345                         bW = eX * (0.25 * theSize_x / (theSize_y * 2));
346                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
347                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
348                 }
349                 else
350                 {
351                         square = eX * theSize_y;
352                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
353                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
354                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
355                 }
356         }
357 }
358
359 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, float drawflag)
360 {
361         if(!theAlpha)
362                 return;
363
364         string pic;
365         pic = strcat(hud_skin_path, "/num_leading");
366         if(precache_pic(pic) == "") {
367                 pic = "gfx/hud/default/num_leading";
368         }
369
370         drawsubpic(pos, eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
371         if(mySize_x/mySize_y > 2)
372                 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);
373         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);
374 }
375
376 // Weapon icons (#0)
377 //
378 entity weaponorder[WEP_MAXCOUNT];
379 void weaponorder_swap(float i, float j, entity pass)
380 {
381         entity h;
382         h = weaponorder[i];
383         weaponorder[i] = weaponorder[j];
384         weaponorder[j] = h;
385 }
386
387 string weaponorder_cmp_str;
388 float weaponorder_cmp(float i, float j, entity pass)
389 {
390         float ai, aj;
391         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
392         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
393         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)
394 }
395
396 float GetAmmoStat(float i)
397 {
398         switch(i)
399         {
400                 case 0: return STAT_SHELLS;
401                 case 1: return STAT_NAILS;
402                 case 2: return STAT_ROCKETS;
403                 case 3: return STAT_CELLS;
404                 case 4: return STAT_FUEL;
405                 default: return -1;
406         }
407 }
408
409 float GetAmmoTypeForWep(float i)
410 {
411         switch(i)
412         {
413                 case WEP_SHOTGUN: return 0;
414                 case WEP_UZI: return 1;
415                 case WEP_GRENADE_LAUNCHER: return 2;
416                 case WEP_MINE_LAYER: return 2;
417                 case WEP_ELECTRO: return 3;
418                 case WEP_CRYLINK: return 3;
419                 case WEP_HLAC: return 3;
420                 case WEP_MINSTANEX: return 3;
421                 case WEP_NEX: return 3;
422                 case WEP_RIFLE: return 1;
423                 case WEP_HAGAR: return 2;
424                 case WEP_ROCKET_LAUNCHER: return 2;
425                 case WEP_SEEKER: return 2;
426                 case WEP_FIREBALL: return 4;
427                 case WEP_HOOK: return 3;
428                 default: return -1;
429         }
430 }
431
432 void HUD_Weapons(void)
433 {
434         // declarations
435         WEPSET_DECLARE_A(weapons_stat);
436         WEPSET_COPY_AS(weapons_stat);
437         float i, f, a, j, factor;
438         float screen_ar, center_x, center_y;
439         float weapon_count, weapon_id, weapon_alpha;
440         float row, column, rows, columns;
441         float aspect = autocvar_hud_panel_weapons_aspect;
442
443         float show_accuracy, panel_weapon_accuracy;
444
445         float timeout = autocvar_hud_panel_weapons_timeout;
446         float timein_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.375 : 0);
447         float timeout_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.75 : 0);
448
449         float ammo_type, ammo_full, ammo_alpha;
450         float barsize_x, barsize_y, baroffset_x, baroffset_y;
451
452         float when = autocvar_hud_panel_weapons_complainbubble_time;
453         float fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
454
455         vector weapon_pos, weapon_size;
456         local noref vector old_panel_size; // fteqcc sucks
457         vector color, ammo_color;
458
459         // check to see if we want to continue
460         if(hud != HUD_NORMAL) { return; }
461
462         if(!autocvar__hud_configure)
463         {
464                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
465                         return;
466                 else if(timeout && time >= weapontime + timeout + timeout_effect_length)
467                 {
468                         weaponprevtime = time;
469                         return;
470                 }
471         }
472         else
473                 hud_configure_active_panel = HUD_PANEL_WEAPONS;
474
475         // update generic hud functions
476         HUD_Panel_UpdateCvars(weapons);
477         HUD_Panel_ApplyFadeAlpha();
478
479         draw_beginBoldFont();
480
481         // calculate fading effect to weapon images for when the panel is idle
482         if(autocvar_hud_panel_weapons_fade)
483         {
484                 weapon_alpha = 3.2 - 2 * (time - weapontime);
485                 weapon_alpha = bound(0.7, weapon_alpha, 1) * panel_fg_alpha;
486         }
487         else
488                 weapon_alpha = panel_fg_alpha;
489
490         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
491         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
492         {
493                 float weapon_cnt;
494                 if(weaponorder_bypriority)
495                         strunzone(weaponorder_bypriority);
496                 if(weaponorder_byimpulse)
497                         strunzone(weaponorder_byimpulse);
498
499                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
500                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
501                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
502
503                 weapon_cnt = 0;
504                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
505                 {
506                         self = get_weaponinfo(i);
507                         if(self.impulse >= 0)
508                         {
509                                 weaponorder[weapon_cnt] = self;
510                                 ++weapon_cnt;
511                         }
512                 }
513                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
514                         weaponorder[i] = world;
515                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
516
517                 weaponorder_cmp_str = string_null;
518         }
519
520         // determine which weapons are going to be shown
521         if (autocvar_hud_panel_weapons_onlyowned)
522         {
523                 if(autocvar__hud_configure)
524                 {
525                         if (WEPSET_EMPTY_A(weapons_stat))
526                                 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
527                                         WEPSET_OR_AW(weapons_stat, i);
528
529                         if(menu_enabled != 2)
530                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
531                 }
532
533                 // do we own this weapon?
534                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
535                         if(WEPSET_CONTAINS_AW(weapons_stat, weaponorder[i].weapon))
536                                 ++weapon_count;
537
538                 // add it anyway if weaponcomplain is shown
539                 if((!autocvar__hud_configure) 
540                         && (autocvar_hud_panel_weapons_complainbubble 
541                                 && time - complain_weapon_time < when + fadetime))
542                                         ++weapon_count;
543
544                 // might as well commit suicide now, no reason to live ;)
545                 if (weapon_count == 0) { return; }
546
547                 // reduce size of the panel
548                 if (panel_size_y > panel_size_x)
549                 {
550                         old_panel_size_y = panel_size_y;
551                         panel_size_y *= weapon_count / WEP_COUNT;
552                         panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
553                 }
554                 else
555                 {
556                         old_panel_size_x = panel_size_x;
557                         panel_size_x *= weapon_count / WEP_COUNT;
558                         panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
559                 }
560         }
561         else
562                 weapon_count = WEP_COUNT;
563
564         // animation for fading in/out the panel respectively when not in use
565         if(!autocvar__hud_configure)
566         {
567                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
568                 {
569                         f = (time - (weapontime + timeout)) / timeout_effect_length;
570                         if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
571                         {
572                                 panel_bg_alpha *= (1 - f);
573                                 panel_fg_alpha *= (1 - f);
574                         }
575                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
576                         {
577                                 f *= f; // for a cooler movement
578                                 center_x = panel_pos_x + panel_size_x/2;
579                                 center_y = panel_pos_y + panel_size_y/2;
580                                 screen_ar = vid_conwidth/vid_conheight;
581                                 if (center_x/center_y < screen_ar) //bottom left
582                                 {
583                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
584                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
585                                         else //left
586                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
587                                 }
588                                 else //top right
589                                 {
590                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
591                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
592                                         else //top
593                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
594                                 }
595                         }
596                         weaponprevtime = time - (1 - f) * timein_effect_length;
597                 }
598                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
599                 {
600                         f = (time - weaponprevtime) / timein_effect_length;
601                         if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
602                         {
603                                 panel_bg_alpha *= (f);
604                                 panel_fg_alpha *= (f);
605                         }
606                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
607                         {
608                                 f *= f; // for a cooler movement
609                                 f = 1 - f;
610                                 center_x = panel_pos_x + panel_size_x/2;
611                                 center_y = panel_pos_y + panel_size_y/2;
612                                 screen_ar = vid_conwidth/vid_conheight;
613                                 if (center_x/center_y < screen_ar) //bottom left
614                                 {
615                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
616                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
617                                         else //left
618                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
619                                 }
620                                 else //top right
621                                 {
622                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
623                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
624                                         else //top
625                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
626                                 }
627                         }
628                 }
629         }
630
631         // draw the background, then change the virtual size of it to better fit other items inside
632         HUD_Panel_DrawBg(1);
633         if(panel_bg_padding)
634         {
635                 panel_pos += '1 1 0' * panel_bg_padding;
636                 panel_size -= '2 2 0' * panel_bg_padding;
637         }
638
639         // after the sizing and animations are done, update the other values
640         rows = panel_size_y/panel_size_x;
641         rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
642         columns = ceil(weapon_count/rows);
643         weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
644
645         // calculate position/size for visual bar displaying ammount of ammo status
646         if (autocvar_hud_panel_weapons_ammo)
647         {
648                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
649                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
650
651                 if(weapon_size_x/weapon_size_y > aspect)
652                 {
653                         barsize_x = aspect * weapon_size_y;
654                         barsize_y = weapon_size_y;
655                         baroffset_x = (weapon_size_x - barsize_x) / 2;
656                 }
657                 else
658                 {
659                         barsize_y = 1/aspect * weapon_size_x;
660                         barsize_x = weapon_size_x;
661                         baroffset_y = (weapon_size_y - barsize_y) / 2;
662                 }
663         }
664
665         if(autocvar_hud_panel_weapons_accuracy && acc_levels)
666         {
667                 show_accuracy = true;
668                 if (acc_col[0] == '-1 0 0')
669                         for (i = 0; i < acc_levels; ++i)
670                                 acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
671         }
672
673         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
674         {
675                 // retrieve information about the current weapon to be drawn
676                 self = weaponorder[i];
677                 weapon_id = self.impulse;
678
679                 // skip if this weapon doesn't exist
680                 if (!self || self.impulse < 0) { continue; }
681
682                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
683                 if (autocvar_hud_panel_weapons_onlyowned
684                         && !(WEPSET_CONTAINS_AW(weapons_stat, self.weapon) 
685                         || (self.weapon == complain_weapon 
686                                 && time - complain_weapon_time < when + fadetime 
687                                 && autocvar_hud_panel_weapons_complainbubble)))
688                                         continue;
689
690                 // figure out the drawing position of weapon
691                 weapon_pos = (panel_pos 
692                         + eX * column * weapon_size_x 
693                         + eY * row * weapon_size_y);
694
695                 // draw background behind currently selected weapon
696                 if(self.weapon == switchweapon)
697                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
698
699                 // draw the weapon accuracy
700                 if(show_accuracy)
701                 {
702                         panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
703                         if(panel_weapon_accuracy >= 0)
704                         {
705                                 // find the max level lower than weapon_accuracy
706                                 j = acc_levels-1;
707                                 while ( j && panel_weapon_accuracy < acc_lev[j] )
708                                         --j;
709
710                                 // inject color j+1 in color j, how much depending on how much weapon_accuracy is higher than level j
711                                 factor = (panel_weapon_accuracy - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
712                                 color = acc_col[j];
713                                 color = color + factor * (acc_col[j+1] - color);
714
715                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
716                         }
717                 }
718
719                 // drawing all the weapon items
720                 if(WEPSET_CONTAINS_AW(weapons_stat, self.weapon))
721                 {
722                         // draw the weapon image
723                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
724
725                         // draw weapon label string
726                         switch(autocvar_hud_panel_weapons_label)
727                         {
728                                 case 1: // weapon number
729                                         drawstring(weapon_pos, ftos(weapon_id), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
730                                         break;
731
732                                 case 2: // bind
733                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
734                                         break;
735
736                                 case 3: // weapon name
737                                         drawstring(weapon_pos, self.netname, '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
738                                         break;
739
740                                 default: // nothing
741                                         break;
742                         }
743
744                         // draw ammo status bar
745                         if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
746                         {
747                                 a = 0;
748                                 ammo_type = GetAmmoTypeForWep(self.weapon);
749                                 if(ammo_type != -1)
750                                         a = getstati(GetAmmoStat(ammo_type)); // how much ammo do we have?
751
752                                 if(a > 0)
753                                 {
754                                         switch(ammo_type) {
755                                                 case 0: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
756                                                 case 1: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
757                                                 case 2: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
758                                                 case 3: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
759                                                 case 4: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
760                                                 default: ammo_full = 60;
761                                         }
762
763                                         drawsetcliparea(
764                                                 weapon_pos_x + baroffset_x,
765                                                 weapon_pos_y + baroffset_y,
766                                                 barsize_x * bound(0, a/ammo_full, 1),
767                                                 barsize_y);
768                                         drawpic_aspect_skin(weapon_pos, "weapon_ammo", weapon_size, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
769                                         drawresetcliparea();
770                                 }
771                         }
772                 }
773                 else // draw a "ghost weapon icon" if you don't have the weapon
774                 {
775                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
776                 }
777
778                 // draw the complain message
779                 if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_panel_weapons_complainbubble)
780                 {
781                         if(fadetime)
782                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
783                         else
784                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
785
786
787                         string s;
788                         if(complain_weapon_type == 0) {
789                                 s = _("Out of ammo");
790                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
791                         }
792                         else if(complain_weapon_type == 1) {
793                                 s = _("Don't have");
794                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
795                         }
796                         else {
797                                 s = _("Unavailable");
798                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
799                         }
800                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
801                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
802                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
803                 }
804
805                 // continue with new position for the next weapon
806                 ++row;
807                 if(row >= rows)
808                 {
809                         row = 0;
810                         ++column;
811                 }
812         }
813
814         draw_endBoldFont();
815 }
816
817 // Ammo (#1)
818 //
819 // TODO: macro
820 float GetAmmoItemCode(float i)
821 {
822         switch(i)
823         {
824                 case 0: return IT_SHELLS;
825                 case 1: return IT_NAILS;
826                 case 2: return IT_ROCKETS;
827                 case 3: return IT_CELLS;
828                 case 4: return IT_FUEL;
829                 default: return -1;
830         }
831 }
832
833 string GetAmmoPicture(float i)
834 {
835         switch(i)
836         {
837                 case 0: return "ammo_shells";
838                 case 1: return "ammo_bullets";
839                 case 2: return "ammo_rockets";
840                 case 3: return "ammo_cells";
841                 case 4: return "ammo_fuel";
842                 default: return "";
843         }
844 }
845
846 void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected, float infinite_ammo)
847 {
848         float a;
849         if(autocvar__hud_configure)
850         {
851                 currently_selected = (itemcode == 2); //rockets always selected
852                 a = 31 + mod(itemcode*93, 128);
853         }
854         else
855                 a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
856
857         vector color;
858         if(infinite_ammo)
859                 color = '0 0.5 0.75';
860         else if(a < 10)
861                 color = '0.7 0 0';
862         else
863                 color = '1 1 1';
864
865         float theAlpha;
866         if(currently_selected)
867                 theAlpha = 1;
868         else
869                 theAlpha = 0.7;
870
871         vector picpos, numpos;
872         if(autocvar_hud_panel_ammo_iconalign)
873         {
874                 numpos = myPos;
875                 picpos = myPos + eX * 2 * mySize_y;
876         }
877         else
878         {
879                 numpos = myPos + eX * mySize_y;
880                 picpos = myPos;
881         }
882
883         if (currently_selected)
884                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
885
886     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
887         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, a/autocvar_hud_panel_ammo_maxammo, 0, 0, color, autocvar_hud_progressbar_alpha * panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
888
889     if(autocvar_hud_panel_ammo_text)
890     {
891         if(a > 0 || infinite_ammo)
892             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
893         else // "ghost" ammo count
894             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
895     }
896         if(a > 0 || infinite_ammo)
897                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
898         else // "ghost" ammo icon
899                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
900 }
901
902 void HUD_Ammo(void)
903 {
904     if(hud != HUD_NORMAL) return;
905         if(!autocvar__hud_configure)
906         {
907                 if(!autocvar_hud_panel_ammo) return;
908                 if(spectatee_status == -1) return;
909         }
910         else
911                 hud_configure_active_panel = HUD_PANEL_AMMO;
912
913         HUD_Panel_UpdateCvars(ammo);
914         HUD_Panel_ApplyFadeAlpha();
915
916         draw_beginBoldFont();
917
918         vector pos, mySize;
919         pos = panel_pos;
920         mySize = panel_size;
921
922         HUD_Panel_DrawBg(1);
923         if(panel_bg_padding)
924         {
925                 pos += '1 1 0' * panel_bg_padding;
926                 mySize -= '2 2 0' * panel_bg_padding;
927         }
928
929         float rows, columns, row, column;
930         vector ammo_size;
931         if (autocvar_hud_panel_ammo_onlycurrent)
932                 ammo_size = mySize;
933         else
934         {
935                 rows = mySize_y/mySize_x;
936                 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
937                 //                               ^^^ ammo item aspect goes here
938
939                 columns = ceil(AMMO_COUNT/rows);
940
941                 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
942         }
943
944         local noref vector offset; // fteqcc sucks
945         float newSize;
946         if(ammo_size_x/ammo_size_y > 3)
947         {
948                 newSize = 3 * ammo_size_y;
949                 offset_x = ammo_size_x - newSize;
950                 pos_x += offset_x/2;
951                 ammo_size_x = newSize;
952         }
953         else
954         {
955                 newSize = 1/3 * ammo_size_x;
956                 offset_y = ammo_size_y - newSize;
957                 pos_y += offset_y/2;
958                 ammo_size_y = newSize;
959         }
960
961         float i, stat_items, currently_selected, infinite_ammo;
962         infinite_ammo = FALSE;
963         if (autocvar_hud_panel_ammo_onlycurrent)
964         {
965                 if(autocvar__hud_configure)
966                 {
967                         DrawAmmoItem(pos, ammo_size, 2, true, FALSE); //show rockets
968                 }
969                 else
970                 {
971                         stat_items = getstati(STAT_ITEMS, 0, 24);
972                         if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
973                                 infinite_ammo = TRUE;
974                         for (i = 0; i < AMMO_COUNT; ++i) {
975                                 currently_selected = stat_items & GetAmmoItemCode(i);
976                                 if (currently_selected)
977                                 {
978                                         DrawAmmoItem(pos, ammo_size, i, true, infinite_ammo);
979                                         break;
980                                 }
981                         }
982                 }
983         }
984         else
985         {
986                 stat_items = getstati(STAT_ITEMS, 0, 24);
987                 if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
988                         infinite_ammo = TRUE;
989                 for (i = 0; i < AMMO_COUNT; ++i) {
990                         currently_selected = stat_items & GetAmmoItemCode(i);
991                         DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
992                         ++row;
993                         if(row >= rows)
994                         {
995                                 row = 0;
996                                 column = column + 1;
997                         }
998                 }
999         }
1000
1001         draw_endBoldFont();
1002 }
1003
1004 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1005 {
1006         vector newPos, newSize;
1007         vector picpos, numpos;
1008
1009         if (vertical)
1010         {
1011                 if(mySize_y/mySize_x > 2)
1012                 {
1013                         newSize_y = 2 * mySize_x;
1014                         newSize_x = mySize_x;
1015
1016                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1017                         newPos_x = myPos_x;
1018                 }
1019                 else
1020                 {
1021                         newSize_x = 1/2 * mySize_y;
1022                         newSize_y = mySize_y;
1023
1024                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1025                         newPos_y = myPos_y;
1026                 }
1027
1028                 if(icon_right_align)
1029                 {
1030                         numpos = newPos;
1031                         picpos = newPos + eY * newSize_x;
1032                 }
1033                 else
1034                 {
1035                         picpos = newPos;
1036                         numpos = newPos + eY * newSize_x;
1037                 }
1038
1039                 newSize_y /= 2;
1040                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1041                 // make number smaller than icon, it looks better
1042                 // reduce only y to draw numbers with different number of digits with the same y size
1043                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1044                 newSize_y *= 0.7;
1045                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1046                 return;
1047         }
1048
1049         if(mySize_x/mySize_y > 3)
1050         {
1051                 newSize_x = 3 * mySize_y;
1052                 newSize_y = mySize_y;
1053
1054                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1055                 newPos_y = myPos_y;
1056         }
1057         else
1058         {
1059                 newSize_y = 1/3 * mySize_x;
1060                 newSize_x = mySize_x;
1061
1062                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1063                 newPos_x = myPos_x;
1064         }
1065
1066         if(icon_right_align) // right align
1067         {
1068                 numpos = newPos;
1069                 picpos = newPos + eX * 2 * newSize_y;
1070         }
1071         else // left align
1072         {
1073                 numpos = newPos + eX * newSize_y;
1074                 picpos = newPos;
1075         }
1076
1077         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1078         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1079         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1080         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1081 }
1082
1083 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1084 {
1085         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1086 }
1087
1088 // Powerups (#2)
1089 //
1090 void HUD_Powerups(void)
1091 {
1092         float strength_time, shield_time, superweapons_time;
1093         if(!autocvar__hud_configure)
1094         {
1095                 if(!autocvar_hud_panel_powerups) return;
1096                 if(spectatee_status == -1) return;
1097                 if not(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON)) return;
1098                 if (getstati(STAT_HEALTH) <= 0) return;
1099
1100                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1101                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1102                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1103
1104                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1105                         superweapons_time = 99; // force max
1106
1107                 // prevent stuff to show up on mismatch that will be fixed next frame
1108                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1109                         superweapons_time = 0;
1110         }
1111         else
1112         {
1113                 hud_configure_active_panel = HUD_PANEL_POWERUPS;
1114
1115                 strength_time = 15;
1116                 shield_time = 27;
1117                 superweapons_time = 13;
1118         }
1119
1120         HUD_Panel_UpdateCvars(powerups);
1121         HUD_Panel_ApplyFadeAlpha();
1122
1123         draw_beginBoldFont();
1124
1125         vector pos, mySize;
1126         pos = panel_pos;
1127         mySize = panel_size;
1128
1129         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1130         if(panel_bg_padding)
1131         {
1132                 pos += '1 1 0' * panel_bg_padding;
1133                 mySize -= '2 2 0' * panel_bg_padding;
1134         }
1135
1136         float panel_ar = mySize_x/mySize_y;
1137         float is_vertical = (panel_ar < 1);
1138         vector shield_offset, strength_offset, superweapons_offset;
1139
1140         float superweapons_is = -1;
1141
1142         if(superweapons_time)
1143         {
1144                 if(strength_time)
1145                 {
1146                         if(shield_time)
1147                                 superweapons_is = 0;
1148                         else
1149                                 superweapons_is = 2;
1150                 }
1151                 else
1152                 {
1153                         if(shield_time)
1154                                 superweapons_is = 1;
1155                         else
1156                                 superweapons_is = 2;
1157                 }
1158         }
1159
1160         // FIXME handle superweapons here
1161         if(superweapons_is == 0)
1162         {
1163                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1164                 {
1165                         mySize_x *= (1.0 / 3.0);
1166                         superweapons_offset_x = mySize_x;
1167                         if (autocvar_hud_panel_powerups_flip)
1168                                 shield_offset_x = 2*mySize_x;
1169                         else
1170                                 strength_offset_x = 2*mySize_x;
1171                 }
1172                 else
1173                 {
1174                         mySize_y *= (1.0 / 3.0);
1175                         superweapons_offset_y = mySize_y;
1176                         if (autocvar_hud_panel_powerups_flip)
1177                                 shield_offset_y = 2*mySize_y;
1178                         else
1179                                 strength_offset_y = 2*mySize_y;
1180                 }
1181         }
1182         else
1183         {
1184                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1185                 {
1186                         mySize_x *= 0.5;
1187                         if (autocvar_hud_panel_powerups_flip)
1188                                 shield_offset_x = mySize_x;
1189                         else
1190                                 strength_offset_x = mySize_x;
1191                 }
1192                 else
1193                 {
1194                         mySize_y *= 0.5;
1195                         if (autocvar_hud_panel_powerups_flip)
1196                                 shield_offset_y = mySize_y;
1197                         else
1198                                 strength_offset_y = mySize_y;
1199                 }
1200         }
1201
1202         float shield_baralign, strength_baralign, superweapons_baralign;
1203         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1204
1205         if (autocvar_hud_panel_powerups_flip)
1206         {
1207                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1208                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1209                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1210                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1211         }
1212         else
1213         {
1214                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1215                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1216                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1217                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1218         }
1219
1220         if(superweapons_is == 0)
1221         {
1222                 superweapons_iconalign = strength_iconalign;
1223                 superweapons_baralign = 2;
1224         }
1225         else if(superweapons_is == 1)
1226         {
1227                 superweapons_offset = strength_offset;
1228                 superweapons_iconalign = strength_iconalign;
1229                 superweapons_baralign = strength_baralign;
1230         }
1231         else if(superweapons_is == 2)
1232         {
1233                 superweapons_offset = shield_offset;
1234                 superweapons_iconalign = shield_iconalign;
1235                 superweapons_baralign = shield_baralign;
1236         }
1237
1238         if(shield_time)
1239         {
1240                 const float maxshield = 30;
1241                 float shield = ceil(shield_time);
1242                 if(autocvar_hud_panel_powerups_progressbar)
1243                 {
1244                         HUD_Panel_GetProgressBarColor(shield);
1245                         HUD_Panel_DrawProgressBar(pos + shield_offset, mySize, autocvar_hud_panel_powerups_progressbar_shield, shield/maxshield, is_vertical, shield_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1246                 }
1247                 if(autocvar_hud_panel_powerups_text)
1248                 {
1249                         if(shield > 1)
1250                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1251                         if(shield <= 5)
1252                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1253                 }
1254         }
1255
1256         if(strength_time)
1257         {
1258                 const float maxstrength = 30;
1259                 float strength = ceil(strength_time);
1260                 if(autocvar_hud_panel_powerups_progressbar)
1261                 {
1262                         HUD_Panel_GetProgressBarColor(strength);
1263                         HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1264                 }
1265                 if(autocvar_hud_panel_powerups_text)
1266                 {
1267                         if(strength > 1)
1268                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1269                         if(strength <= 5)
1270                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1271                 }
1272         }
1273
1274         if(superweapons_time)
1275         {
1276                 const float maxsuperweapons = 30;
1277                 float superweapons = ceil(superweapons_time);
1278                 if(autocvar_hud_panel_powerups_progressbar)
1279                 {
1280                         HUD_Panel_GetProgressBarColor(superweapons);
1281                         HUD_Panel_DrawProgressBar(pos + superweapons_offset, mySize, autocvar_hud_panel_powerups_progressbar_superweapons, superweapons/maxsuperweapons, is_vertical, superweapons_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1282                 }
1283                 if(autocvar_hud_panel_powerups_text)
1284                 {
1285                         if(superweapons > 1)
1286                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1287                         if(superweapons <= 5)
1288                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1289                 }
1290         }
1291
1292         draw_endBoldFont();
1293 }
1294
1295 // Health/armor (#3)
1296 //
1297
1298 // prev_* vars contain the health/armor at the previous FRAME
1299 // set to -1 when player is dead or was not playing
1300 float prev_health, prev_armor;
1301 float health_damagetime, armor_damagetime;
1302 float health_beforedamage, armor_beforedamage;
1303 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1304 float old_p_health, old_p_armor;
1305 float old_p_healthtime, old_p_armortime;
1306 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1307 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1308 float prev_p_health, prev_p_armor;
1309
1310 void HUD_HealthArmor(void)
1311 {
1312         float armor, health, fuel;
1313         if(!autocvar__hud_configure)
1314         {
1315                 if(!autocvar_hud_panel_healtharmor) return;
1316                 if(hud != HUD_NORMAL) return;
1317                 if(spectatee_status == -1) return;
1318
1319                 health = getstati(STAT_HEALTH);
1320                 if(health <= 0)
1321                 {
1322                         prev_health = -1;
1323                         return;
1324                 }
1325                 armor = getstati(STAT_ARMOR);
1326
1327                 // code to check for spectatee_status changes is in Ent_ClientData()
1328                 // prev_p_health and prev_health can be set to -1 there
1329
1330                 if (prev_p_health == -1)
1331                 {
1332                         // no effect
1333                         health_beforedamage = 0;
1334                         armor_beforedamage = 0;
1335                         health_damagetime = 0;
1336                         armor_damagetime = 0;
1337                         prev_health = health;
1338                         prev_armor = armor;
1339                         old_p_health = health;
1340                         old_p_armor = armor;
1341                         prev_p_health = health;
1342                         prev_p_armor = armor;
1343                 }
1344                 else if (prev_health == -1)
1345                 {
1346                         //start the load effect
1347                         health_damagetime = 0;
1348                         armor_damagetime = 0;
1349                         prev_health = 0;
1350                         prev_armor = 0;
1351                 }
1352                 fuel = getstati(STAT_FUEL);
1353         }
1354         else
1355         {
1356                 hud_configure_active_panel = HUD_PANEL_HEALTHARMOR;
1357
1358                 health = 150;
1359                 armor = 75;
1360                 fuel = 20;
1361         }
1362
1363         HUD_Panel_UpdateCvars(healtharmor);
1364         HUD_Panel_ApplyFadeAlpha();
1365         vector pos, mySize;
1366         pos = panel_pos;
1367         mySize = panel_size;
1368
1369         HUD_Panel_DrawBg(1);
1370         if(panel_bg_padding)
1371         {
1372                 pos += '1 1 0' * panel_bg_padding;
1373                 mySize -= '2 2 0' * panel_bg_padding;
1374         }
1375
1376         float baralign = autocvar_hud_panel_healtharmor_baralign;
1377         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1378
1379     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1380     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1381         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1382         {
1383                 vector v;
1384                 v = healtharmor_maxdamage(health, armor, armorblockpercent);
1385
1386                 float x;
1387                 x = floor(v_x + 1);
1388
1389         float maxtotal = maxhealth + maxarmor;
1390                 string biggercount;
1391                 if(v_z) // NOT fully armored
1392                 {
1393                         biggercount = "health";
1394                         if(autocvar_hud_panel_healtharmor_progressbar)
1395                         {
1396                                 HUD_Panel_GetProgressBarColor(health);
1397                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1398                         }
1399                         if(armor)
1400             if(autocvar_hud_panel_healtharmor_text)
1401                                 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);
1402                 }
1403                 else
1404                 {
1405                         biggercount = "armor";
1406                         if(autocvar_hud_panel_healtharmor_progressbar)
1407                         {
1408                                 HUD_Panel_GetProgressBarColor(armor);
1409                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1410                         }
1411                         if(health)
1412             if(autocvar_hud_panel_healtharmor_text)
1413                                 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);
1414                 }
1415         if(autocvar_hud_panel_healtharmor_text)
1416                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1417
1418                 if(fuel)
1419                 {
1420                         HUD_Panel_GetProgressBarColor(fuel);
1421                         HUD_Panel_DrawProgressBar(pos, eX * mySize_x + eY * 0.2 * mySize_y, "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1422                 }
1423         }
1424         else
1425         {
1426                 float panel_ar = mySize_x/mySize_y;
1427                 float is_vertical = (panel_ar < 1);
1428                 vector health_offset, armor_offset;
1429                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1430                 {
1431                         mySize_x *= 0.5;
1432                         if (autocvar_hud_panel_healtharmor_flip)
1433                                 health_offset_x = mySize_x;
1434                         else
1435                                 armor_offset_x = mySize_x;
1436                 }
1437                 else
1438                 {
1439                         mySize_y *= 0.5;
1440                         if (autocvar_hud_panel_healtharmor_flip)
1441                                 health_offset_y = mySize_y;
1442                         else
1443                                 armor_offset_y = mySize_y;
1444                 }
1445
1446                 float health_baralign, armor_baralign, fuel_baralign;
1447                 float health_iconalign, armor_iconalign;
1448                 if (autocvar_hud_panel_healtharmor_flip)
1449                 {
1450                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1451                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1452                         fuel_baralign = health_baralign;
1453                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1454                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1455                 }
1456                 else
1457                 {
1458                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1459                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1460                         fuel_baralign = armor_baralign;
1461                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1462                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1463                 }
1464
1465                 //if(health)
1466                 {
1467                         if(autocvar_hud_panel_healtharmor_progressbar)
1468                         {
1469                                 HUD_Panel_GetProgressBarColor(health);
1470                                 float p_health, pain_health_alpha;
1471                                 p_health = health;
1472                                 pain_health_alpha = 1;
1473                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1474                                 {
1475                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1476                                         {
1477                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1478                                                 {
1479                                                         if (time - old_p_healthtime < 1)
1480                                                                 old_p_health = prev_p_health;
1481                                                         else
1482                                                                 old_p_health = prev_health;
1483                                                         old_p_healthtime = time;
1484                                                 }
1485                                                 if (time - old_p_healthtime < 1)
1486                                                 {
1487                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1488                                                         prev_p_health = p_health;
1489                                                 }
1490                                         }
1491                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1492                                         {
1493                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1494                                                 {
1495                                                         if (time - health_damagetime >= 1)
1496                                                                 health_beforedamage = prev_health;
1497                                                         health_damagetime = time;
1498                                                 }
1499                                                 if (time - health_damagetime < 1)
1500                                                 {
1501                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1502                                                         HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * health_damagealpha, DRAWFLAG_NORMAL);
1503                                                 }
1504                                         }
1505                                         prev_health = health;
1506
1507                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1508                                         {
1509                                                 float BLINK_FACTOR = 0.15;
1510                                                 float BLINK_BASE = 0.85;
1511                                                 float BLINK_FREQ = 9; 
1512                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1513                                         }
1514                                 }
1515                                 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, p_health/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * pain_health_alpha, DRAWFLAG_NORMAL);
1516                         }
1517                         if(autocvar_hud_panel_healtharmor_text)
1518                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1519                 }
1520
1521                 if(armor)
1522                 {
1523                         if(autocvar_hud_panel_healtharmor_progressbar)
1524                         {
1525                                 HUD_Panel_GetProgressBarColor(armor);
1526                                 float p_armor;
1527                                 p_armor = armor;
1528                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1529                                 {
1530                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1531                                         {
1532                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1533                                                 {
1534                                                         if (time - old_p_armortime < 1)
1535                                                                 old_p_armor = prev_p_armor;
1536                                                         else
1537                                                                 old_p_armor = prev_armor;
1538                                                         old_p_armortime = time;
1539                                                 }
1540                                                 if (time - old_p_armortime < 1)
1541                                                 {
1542                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1543                                                         prev_p_armor = p_armor;
1544                                                 }
1545                                         }
1546                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1547                                         {
1548                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1549                                                 {
1550                                                         if (time - armor_damagetime >= 1)
1551                                                                 armor_beforedamage = prev_armor;
1552                                                         armor_damagetime = time;
1553                                                 }
1554                                                 if (time - armor_damagetime < 1)
1555                                                 {
1556                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1557                                                         HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * armor_damagealpha, DRAWFLAG_NORMAL);
1558                                                 }
1559                                         }
1560                                         prev_armor = armor;
1561                                 }
1562                                 HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, p_armor/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1563                         }
1564                         if(autocvar_hud_panel_healtharmor_text)
1565                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1566                 }
1567
1568                 if(fuel)
1569                 {
1570                         if (is_vertical)
1571                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1572                         else
1573                                 mySize_y *= 0.2;
1574                         if (panel_ar >= 4)
1575                                 mySize_x *= 2; //restore full panel size
1576                         else if (panel_ar < 1/4)
1577                                 mySize_y *= 2; //restore full panel size
1578                         HUD_Panel_GetProgressBarColor(fuel);
1579                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1580                 }
1581         }
1582 }
1583
1584 // Notification area (#4)
1585 //
1586
1587 string Weapon_SuicideMessage(float deathtype)
1588 {
1589         w_deathtype = deathtype;
1590         get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_SUICIDEMESSAGE);
1591         return w_deathtypestring;
1592 }
1593
1594 string Weapon_KillMessage(float deathtype)
1595 {
1596         w_deathtype = deathtype;
1597         get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_KILLMESSAGE);
1598         return w_deathtypestring;
1599 }
1600
1601 #define KN_MAX_ENTRIES 10
1602 float kn_index;
1603 float killnotify_times[KN_MAX_ENTRIES];
1604 float killnotify_deathtype[KN_MAX_ENTRIES];
1605 float killnotify_actiontype[KN_MAX_ENTRIES]; // 0 = "Y [used by] X", 1 = "X [did action to] Y"
1606 string killnotify_attackers[KN_MAX_ENTRIES];
1607 string killnotify_victims[KN_MAX_ENTRIES];
1608 void HUD_KillNotify_Push(string attacker, string victim, float actiontype, float wpn)
1609 {
1610         --kn_index;
1611         if (kn_index == -1)
1612                 kn_index = KN_MAX_ENTRIES-1;
1613         killnotify_times[kn_index] = time;
1614         killnotify_deathtype[kn_index] = wpn;
1615         killnotify_actiontype[kn_index] = actiontype;
1616         if(killnotify_attackers[kn_index])
1617                 strunzone(killnotify_attackers[kn_index]);
1618         killnotify_attackers[kn_index] = strzone(attacker);
1619         if(killnotify_victims[kn_index])
1620                 strunzone(killnotify_victims[kn_index]);
1621         killnotify_victims[kn_index] = strzone(victim);
1622 }
1623
1624 void HUD_KillNotify(string s1, string s2, string s3, float type, float msg) // s1 = attacker, s2 = victim
1625 {
1626         float w;
1627         float alsoprint, gentle;
1628         alsoprint = (autocvar_hud_panel_notify_print || !panel_enabled); // print message to console if: notify panel disabled, or cvar to do so enabled
1629         gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
1630         
1631         if ((msg == MSG_SUICIDE || msg == MSG_KILL || msg == MSG_KILL_ACTION) && gametype == MAPINFO_TYPE_CTS) // selfkill isn't interesting in CTS and only spams up the notify panel
1632                 return;
1633
1634         if(msg == MSG_SUICIDE) {
1635                 w = DEATH_WEAPONOF(type);
1636                 if(WEP_VALID(w)) {
1637                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1638                         if (alsoprint)
1639                                 print("^1", sprintf(Weapon_SuicideMessage(type), strcat(s1, "^1")), "\n");
1640                 } else if (type == DEATH_KILL) {
1641                         HUD_KillNotify_Push(s1, "", 0, DEATH_KILL);
1642                         if (alsoprint)
1643                                 print (sprintf(_("^1%s^1 couldn't take it anymore\n"), s1));
1644                 } else if (type == DEATH_ROT) {
1645                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1646                         if (alsoprint)
1647                                 print (sprintf(_("^1%s^1 died\n"), s1));
1648                 } else if (type == DEATH_NOAMMO) {
1649                         HUD_KillNotify_Push(s1, "", 0, DEATH_NOAMMO);
1650                         if (alsoprint)
1651                                 print (sprintf(_("^7%s^7 committed suicide. What's the point of living without ammo?\n"), s1));
1652                 } else if (type == DEATH_CAMP) {
1653                         HUD_KillNotify_Push(s1, "", 0, DEATH_CAMP);
1654                         if (alsoprint)
1655                                 print (sprintf(_("^1%s^1 thought they found a nice camping ground\n"), s1));
1656                 } else if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1657                         HUD_KillNotify_Push(s1, "", 0, type);
1658                         if (alsoprint)
1659                                 print (sprintf(_("^1%s^1 didn't become friends with the Lord of Teamplay\n"), s1));
1660                 } else if (type == DEATH_CHEAT) {
1661                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1662                         if (alsoprint)
1663                                 print (sprintf(_("^1%s^1 unfairly eliminated themself\n"), s1));
1664                 } else if (type == DEATH_FIRE) {
1665                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1666                         if (alsoprint)
1667                                 print (sprintf(_("^1%s^1 burned to death\n"), s1));
1668                 } else if (type != DEATH_TEAMCHANGE && type != DEATH_QUIET) {
1669                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1670                         if (alsoprint)
1671                                 print (sprintf(_("^1%s^1 couldn't resist the urge to self-destruct\n"), s1));
1672                 } 
1673                 
1674                 if (stof(s2) > 2) // killcount > 2
1675                         print (sprintf(_("^1%s^1 ended it all after a %d kill spree\n"), s1, stof(s2)));
1676         } else if(msg == MSG_KILL) {
1677                 w = DEATH_WEAPONOF(type);
1678                 if(WEP_VALID(w)) {
1679                         HUD_KillNotify_Push(s1, s2, 1, type);
1680                         if (alsoprint)
1681                                 print("^1", sprintf(Weapon_KillMessage(type), strcat(s2, "^1"), strcat(s1, "^1")), "\n"); // default order: victim, killer
1682                 }
1683                 else if(type == KILL_TEAM_RED || type == KILL_TEAM_BLUE || type == KILL_TEAM_SPREE) {
1684                         HUD_KillNotify_Push(s1, s2, 1, type);
1685                         if(alsoprint)
1686                         {
1687                                 if(gentle) {
1688                                         print (sprintf(_("^1%s^1 took action against a team mate\n"), s1));
1689                                 } else {
1690                                         print (sprintf(_("^1%s^1 mows down a team mate\n"), s1));
1691                                 }
1692                         }
1693                         if (stof(s2) > 2 && type == KILL_TEAM_SPREE) {
1694                                 if(gentle)
1695                                         print (sprintf(_("^1%s^1 ended a %d scoring spree by going against a team mate\n"), s1, stof(s3)));
1696                                 else
1697                                         print (sprintf(_("^1%s^1 ended a %d kill spree by killing a team mate\n"), s1, stof(s3)));
1698                         }
1699                         else if (stof(s2) > 2) {
1700                                 if(gentle)
1701                                         print (sprintf(_("^1%s^1's %s scoring spree was ended by a team mate!\n"), s1, stof(s3)));
1702                                 else
1703                                         print (sprintf(_("^1%s^1's %s kill spree was ended by a team mate!\n"), s1, stof(s3)));
1704                         }
1705                 }
1706                 else if(type == KILL_FIRST_BLOOD)
1707                         print(sprintf(_("^1%s^1 drew first blood\n"), s1));
1708                 else if (type == DEATH_TELEFRAG) {
1709                         HUD_KillNotify_Push(s1, s2, 1, DEATH_TELEFRAG);
1710                         if(gentle)
1711                                 print (sprintf(_("^1%s^1 tried to occupy %s^1's teleport destination space\n"), s2, s1));
1712                         else
1713                                 print (sprintf(_("^1%s^1 was telefragged by %s\n"), s2, s1));
1714                 }
1715                 else if (type == DEATH_DROWN) {
1716                         HUD_KillNotify_Push(s1, s2, 1, DEATH_DROWN);
1717                         if(alsoprint)
1718                                 print (sprintf(_("^1%s^1 was drowned by %s\n"), s2, s1));
1719                 }
1720                 else if (type == DEATH_SLIME) {
1721                         HUD_KillNotify_Push(s1, s2, 1, DEATH_SLIME);
1722                         if(alsoprint)
1723                                 print (sprintf(_("^1%s^1 was slimed by %s\n"), s2, s1));
1724                 }
1725                 else if (type == DEATH_LAVA) {
1726                         HUD_KillNotify_Push(s1, s2, 1, DEATH_LAVA);
1727                         if(alsoprint)
1728                                 print (sprintf(_("^1%s^1 was cooked by %s\n"), s2, s1));
1729                 }
1730                 else if (type == DEATH_FALL) {
1731                         HUD_KillNotify_Push(s1, s2, 1, DEATH_FALL);
1732                         if(alsoprint)
1733                                 print (sprintf(_("^1%s^1 was grounded by %s\n"), s2, s1));
1734                 }
1735                 else if (type == DEATH_SHOOTING_STAR) {
1736                         HUD_KillNotify_Push(s1, s2, 1, DEATH_SHOOTING_STAR);
1737                         if(alsoprint)
1738                                 print (sprintf(_("^1%s^1 was shot into space by %s\n"), s2, s1));
1739                 }
1740                 else if (type == DEATH_SWAMP) {
1741                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1742                         if(alsoprint)
1743                                 print (sprintf(_("^1%s^1 was conserved by %s\n"), s2, s1));
1744                 }
1745                 else if (type == DEATH_HURTTRIGGER)
1746                 {
1747                         HUD_KillNotify_Push(s1, s2, 1, DEATH_HURTTRIGGER);
1748                         if(alsoprint)
1749                                 print(sprintf(_("^1%s^1 was thrown into a world of hurt by %s\n"), s2, s1));
1750                 } else if(type == DEATH_VHCRUSH) {
1751                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1752                         if(alsoprint)
1753                                 print (sprintf(_("^1%s^1 was crushed by %s\n"), s2, s1));
1754                 } else if(type == DEATH_SBMINIGUN) {
1755                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1756                         if(alsoprint)
1757                                 print (sprintf(_("^1%s^1 got shredded by %s\n"), s2, s1));
1758                 } else if(type == DEATH_SBROCKET) {
1759                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1760                         if(alsoprint)
1761                                 print (sprintf(_("^1%s^1 was blasted to bits by %s\n"), s2, s1));
1762                 } else if(type == DEATH_SBBLOWUP) {
1763                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1764                         if(alsoprint)
1765                                 print (sprintf(_("^1%s^1 got caught in the blast when %s^1's destroys a vehicle\n"), s2, s1));
1766                 } else if(type == DEATH_WAKIGUN) {
1767                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1768                         if(alsoprint)
1769                                 print (sprintf(_("^1%s^1 was bolted down by %s\n"), s2, s1));
1770                 } else if(type == DEATH_BUMB_GUN) {
1771                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1772                         if(alsoprint)
1773                                 print (sprintf(_("^1%s^1 saw %s's preddy lights.\n"), s2, s1));
1774                 } else if(type == DEATH_WAKIROCKET) {
1775                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1776                         if(alsoprint)
1777                                 print (sprintf(_("^1%s^1 could find no shelter from %s^1's rockets\n"), s2, s1));
1778                 } else if(type == DEATH_WAKIBLOWUP) {
1779                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1780                         if(alsoprint)
1781                                 print (sprintf(_("^1%s^1 got caught in the blast when %s^1's destroys a vehicle\n"), s2, s1));
1782                 } else if(type == DEATH_RAPTOR_CANNON) {
1783                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1784                         if(alsoprint)
1785                                 print (sprintf(_("^1%s^1 nailed to hell by %s\n"), s2, s1));
1786                 } else if(type == DEATH_RAPTOR_BOMB) {
1787                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1788                         if(alsoprint)
1789                                 print (sprintf(_("^1%s^1 cluster crushed by %s\n"), s2, s1));
1790                 } else if(type == DEATH_RAPTOR_DEATH) {
1791                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1792                         if(alsoprint)
1793                                 print (sprintf(_("^1%s^1 got caught in the blast when %s^1's destroys a vehicle\n"), s2, s1));
1794                 } else if(type == DEATH_TURRET) {
1795                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1796                         if(alsoprint)
1797                                 print (sprintf(_("^1%s^1 was pushed into the line of fire by %s\n"), s2, s1));
1798                 } else if(type == DEATH_TOUCHEXPLODE) {
1799                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1800                         if(alsoprint)
1801                                 print (sprintf(_("^1%s^1 was pushed into an accident by %s\n"), s2, s1));
1802                 } else if(type == DEATH_CHEAT) {
1803                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1804                         if(alsoprint)
1805                                 print (sprintf(_("^1%s^1 was unfairly eliminated by %s\n"), s2, s1));
1806                 } else if (type == DEATH_FIRE) {
1807                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1808                         if(alsoprint)
1809                                 print (sprintf(_("^1%s^1 was burnt to death by %s\n"), s2, s1));
1810                 } else if (type == DEATH_CUSTOM) {
1811                         HUD_KillNotify_Push(s1, s2, 1, DEATH_CUSTOM);
1812                         if(alsoprint)
1813                                 print("^1", sprintf(s3, strcat(s2, "^1"), strcat(s1, "^1")), "\n");
1814                 } else if (type == DEATH_HURTTRIGGER) {
1815                         HUD_KillNotify_Push(s1, s2, 1, DEATH_HURTTRIGGER);
1816                         if(alsoprint)
1817                                 print("^1", sprintf(s3, strcat(s2, "^1"), strcat(s1, "^1")), "\n");
1818                 } else {
1819                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1820                         if(alsoprint)
1821                                 print (sprintf(_("^1%s^1 was fragged by %s\n"), s2, s1));
1822                 }
1823         } else if(msg == MSG_SPREE) {
1824                 if(type == KILL_END_SPREE) {
1825                         if(gentle)
1826                                 print (sprintf(_("^1%s^1's %s scoring spree was ended by %s\n"), s1, s2, s3));
1827                         else
1828                                 print (sprintf(_("^1%s^1's %s kill spree was ended by %s\n"), s1, s2, s3));
1829                 } else if(type == KILL_SPREE) {
1830                         if(gentle)
1831                                 print (sprintf(_("^1%s^1 made %s scores in a row\n"), s1, s2));
1832                         else
1833                                 print (sprintf(_("^1%s^1 has %s frags in a row\n"), s1, s2));
1834                 } else if(type == KILL_SPREE_3) {
1835                         if(gentle)
1836                                 print (sprintf(_("%s^7 made a ^1TRIPLE SCORE\n"), s1));
1837                         else
1838                                 print (sprintf(_("%s^7 made a ^1TRIPLE FRAG\n"), s1));
1839                 } else if(type == KILL_SPREE_5) {
1840                         if(gentle)
1841                                 print (sprintf(_("%s^7 unleashes ^1SCORING RAGE\n"), s1));
1842                         else
1843                                 print (sprintf(_("%s^7 unleashes ^1RAGE\n"), s1));
1844                 } else if(type == KILL_SPREE_10) {
1845                         if(gentle)
1846                                 print (sprintf(_("%s^7 made ^1TEN SCORES IN A ROW!\n"), s1));
1847                         else
1848                                 print (sprintf(_("%s^7 starts the ^1MASSACRE!\n"), s1));
1849                 } else if(type == KILL_SPREE_15) {
1850                         if(gentle)
1851                                 print (sprintf(_("%s^7 made ^1FIFTEEN SCORES IN A ROW!\n"), s1));
1852                         else
1853                                 print (sprintf(_("%s^7 executes ^1MAYHEM!\n"), s1));
1854                 } else if(type == KILL_SPREE_20) {
1855                         if(gentle)
1856                                 print (sprintf(_("%s^7 made ^1TWENTY SCORES IN A ROW!\n"), s1));
1857                         else
1858                                 print (sprintf(_("%s^7 is a ^1BERSERKER!\n"), s1));
1859                 } else if(type == KILL_SPREE_25) {
1860                         if(gentle)
1861                                 print (sprintf(_("%s^7 made ^1TWENTY FIVE SCORES IN A ROW!\n"), s1));
1862                         else
1863                                 print (sprintf(_("%s^7 inflicts ^1CARNAGE!\n"), s1));
1864                 } else if(type == KILL_SPREE_30) {
1865                         if(gentle)
1866                                 print (sprintf(_("%s^7 made ^1THIRTY SCORES IN A ROW!\n"), s1));
1867                         else
1868                                 print (sprintf(_("%s^7 unleashes ^1ARMAGEDDON!\n"), s1));
1869                 }
1870         } else if(msg == MSG_KILL_ACTION) { // wtf is this? isnt it basically the same as MSG_SUICIDE?
1871                 if (type == DEATH_DROWN) {
1872                         HUD_KillNotify_Push(s1, "", 0, DEATH_DROWN);
1873                         if(alsoprint)
1874                         {
1875                                 if(gentle)
1876                                         print (sprintf(_("^1%s^1 was in the water for too long\n"), s1));
1877                                 else
1878                                         print (sprintf(_("^1%s^1 drowned\n"), s1));
1879                         }
1880                 } else if (type == DEATH_SLIME) {
1881                         HUD_KillNotify_Push(s1, "", 0, DEATH_SLIME);
1882                         if(alsoprint)
1883                                 print (sprintf(_("^1%s^1 was slimed\n"), s1));
1884                 } else if (type == DEATH_LAVA) {
1885                         HUD_KillNotify_Push(s1, "", 0, DEATH_LAVA);
1886                         if(alsoprint)
1887                         {
1888                                 if(gentle)
1889                                         print (sprintf(_("^1%s^1 found a hot place\n"), s1));
1890                                 else
1891                                         print (sprintf(_("^1%s^1 turned into hot slag\n"), s1));
1892                         }
1893                 } else if (type == DEATH_FALL) {
1894                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1895                         if(alsoprint)
1896                         {
1897                                 if(gentle)
1898                                         print (sprintf(_("^1%s^1 tested gravity (and it worked)\n"), s1));
1899                                 else
1900                                         print (sprintf(_("^1%s^1 hit the ground with a crunch\n"), s1));
1901                         }
1902                 } else if (type == DEATH_SHOOTING_STAR) {
1903                         HUD_KillNotify_Push(s1, "", 0, DEATH_SHOOTING_STAR);
1904                         if(alsoprint)
1905                                 print (sprintf(_("^1%s^1 became a shooting star\n"), s1));
1906                 } else if (type == DEATH_SWAMP) {
1907                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1908                         if(alsoprint)
1909                         {
1910                                 if(gentle)
1911                                         print (sprintf(_("^1%s^1 discovered a swamp\n"), s1));
1912                                 else
1913                                         print (sprintf(_("^1%s^1 is now conserved for centuries to come\n"), s1));
1914                         }
1915                 } else if(DEATH_ISTURRET(type)) {
1916                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1917                         if(alsoprint)
1918                         {
1919                                 if(gentle)
1920                                         print (sprintf(_("^1%s^1 ran into a turret\n"), s1));
1921                                 else
1922                                 {
1923                                         switch(type)
1924                                         {
1925                                                 case DEATH_TURRET_EWHEEL:
1926                                                         print (sprintf(_("^1%s^1 was laserd down by a eWheel turret \n"), s1));
1927                                                         break;
1928                                                 case DEATH_TURRET_FLAC:
1929                                                         print (sprintf(_("^1%s^1 got caught in the flac \n"), s1));
1930                                                         break;
1931                                                 case DEATH_TURRET_MACHINEGUN:
1932                                                         print (sprintf(_("^1%s^1 was riddeld full of riddled by a machinegun turret \n"), s1));
1933                                                         break;
1934                                                 case DEATH_TURRET_WALKER_GUN:
1935                                                         print (sprintf(_("^1%s^1 got served a led enrichment by a walker turret \n"), s1));
1936                                                         break;
1937                                                 case DEATH_TURRET_WALKER_MEELE:
1938                                                         print (sprintf(_("^1%s^1 was impaled by a walker turret \n"), s1));
1939                                                         break;
1940                                                 case DEATH_TURRET_WALKER_ROCKET:
1941                                                         print (sprintf(_("^1%s^1 was rocketed to hell by a walker turret \n"), s1));
1942                                                         break;
1943                                                 case DEATH_TURRET_HELLION:
1944                                                         print (sprintf(_("^1%s^1 was blasted away hellion turret \n"), s1));
1945                                                         break;
1946                                                 case DEATH_TURRET_HK:
1947                                                         print (sprintf(_("^1%s^1 could not hide from the hunter turret \n"), s1));
1948                                                         break;
1949                                                 case DEATH_TURRET_MLRS:
1950                                                         print (sprintf(_("^1%s^1 got turned into smoldering gibs by a mlrs turret \n"), s1));
1951                                                         break;
1952                                                 case DEATH_TURRET_PLASMA:
1953                                                         print (sprintf(_("^1%s^1 got served some superheated plasma from a plasma turret \n"), s1));
1954                                                         break;
1955                                                 case DEATH_TURRET_PHASER:
1956                                                         print (sprintf(_("^1%s^1 was phased out \n"), s1));
1957                                                         break;
1958                                                 case DEATH_TURRET_TESLA:                        
1959                                                         print (sprintf(_("^1%s^1 was electrocuted by a tesla turret \n"), s1));
1960                                                         break;
1961                                         }
1962                                 }
1963                         }
1964                 } else if (type == DEATH_CUSTOM) {
1965                         HUD_KillNotify_Push(s1, "", 0, DEATH_CUSTOM);
1966                         if(alsoprint)
1967                                 print("^1", sprintf(s2, strcat(s1, "^1")), "\n");
1968                 } else if (type == DEATH_HURTTRIGGER) {
1969                         HUD_KillNotify_Push(s1, "", 0, DEATH_HURTTRIGGER);
1970                         if(alsoprint)
1971                                 print("^1", sprintf(s2, strcat(s1, "^1")), "\n");
1972                 } else if(type == DEATH_TOUCHEXPLODE) {
1973                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1974                         if(alsoprint)
1975                                 print (sprintf(_("^1%s^1 died in an accident\n"), s1));
1976                 } else if(type == DEATH_CHEAT) {
1977                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1978                         if(alsoprint)
1979                                 print (sprintf(_("^1%s^1 was unfairly eliminated\n"), s1));
1980                 } else if(type == DEATH_FIRE) {
1981                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1982                         if(alsoprint)
1983                         {
1984                                 if(gentle)
1985                                         print (sprintf(_("^1%s^1 felt a little hot\n"), s1));
1986                                 else
1987                                         print (sprintf(_("^1%s^1 burnt to death\n"), s1));
1988                                 }
1989                 } else {
1990                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1991                         if(alsoprint)
1992                         {
1993                                 if(gentle)
1994                                         print (sprintf(_("^1%s^1 needs a restart\n"), s1));
1995                                 else
1996                                         print (sprintf(_("^1%s^1 died\n"), s1));
1997                         }
1998                 }
1999         } else if(msg == MSG_KILL_ACTION_SPREE) {
2000                 if(gentle)
2001                         print (sprintf(_("^1%s^1 needs a restart after a %d scoring spree\n"), s1, stof(s2)));
2002                 else
2003                         print (sprintf(_("^1%s^1 died with a %d kill spree\n"), s1, stof(s2)));
2004         } else if(msg == MSG_INFO) {
2005                 if(type == INFO_GOTFLAG) { // here, s2 is the flag name
2006                         HUD_KillNotify_Push(s1, s2, 0, INFO_GOTFLAG);
2007                         print(sprintf(_("%s^7 got the %s\n"), s1, s2));
2008                 } else if(type == INFO_LOSTFLAG) {
2009                         HUD_KillNotify_Push(s1, s2, 0, INFO_LOSTFLAG);
2010                         print(sprintf(_("%s^7 lost the %s\n"), s1, s2));
2011                 } else if(type == INFO_PICKUPFLAG) {
2012                         HUD_KillNotify_Push(s1, s2, 0, INFO_GOTFLAG);
2013                         print(sprintf(_("%s^7 picked up the %s\n"), s1, s2));
2014                 } else if(type == INFO_RETURNFLAG) {
2015                         HUD_KillNotify_Push(s1, s2, 0, INFO_RETURNFLAG);
2016                         print(sprintf(_("%s^7 returned the %s\n"), s1, s2));
2017                 } else if(type == INFO_CAPTUREFLAG) {
2018                         HUD_KillNotify_Push(s1, s2, 0, INFO_CAPTUREFLAG);
2019                         print(sprintf(_("%s^7 captured the %s%s\n"), s1, s2, s3));
2020                 }
2021         } else if(msg == MSG_RACE) {
2022                 if(type == RACE_SERVER_RECORD) {
2023                         HUD_KillNotify_Push(s1, s2, 1, RACE_SERVER_RECORD);
2024                 }
2025                 else if(type == RACE_NEW_RANK) {
2026                         HUD_KillNotify_Push(s1, s2, 1, RACE_NEW_RANK);
2027                 }
2028                 else if(type == RACE_NEW_TIME) {
2029                         HUD_KillNotify_Push(s1, s2, 1, RACE_NEW_TIME);
2030                 }
2031                 else if(type == RACE_FAIL) {
2032                         HUD_KillNotify_Push(s1, s2, 1, RACE_FAIL);
2033                 }
2034         } else if(msg == MSG_KA) {
2035                 if(type == KA_PICKUPBALL) {
2036                         HUD_KillNotify_Push(s1, s2, 0, KA_PICKUPBALL);
2037                         if(alsoprint)
2038                                 print (sprintf(_("%s^7 has picked up the ball!\n"), s1));
2039                 }
2040                 else if(type == KA_DROPBALL) {
2041                         HUD_KillNotify_Push(s1, s2, 0, KA_DROPBALL);
2042                         if(alsoprint)
2043                                 print(sprintf(_("%s^7 has dropped the ball!\n"), s1));
2044                 }
2045         }
2046 }
2047
2048 void HUD_KillCenterprint(string s1, string s2, float type, float msg)
2049 {
2050         float gentle;
2051         gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
2052         if(msg == MSG_SUICIDE) {
2053                 if (type == DEATH_TEAMCHANGE) {
2054                         centerprint_hud(sprintf(_("You are now on: %s"), s1));
2055                 } else if (type == DEATH_AUTOTEAMCHANGE) {
2056                         centerprint_hud(sprintf(_("You have been moved into a different team to improve team balance\nYou are now on: %s"), s1));
2057                 } else if (type == DEATH_CAMP) {
2058                         if(gentle)
2059                                 centerprint_hud(_("^1Reconsider your tactics, camper!"));
2060                         else
2061                                 centerprint_hud(_("^1Die camper!"));
2062                 } else if (type == DEATH_NOAMMO) {
2063                         if(gentle)
2064                                 centerprint_hud(_("^1You are reinserted into the game for running out of ammo..."));
2065                         else
2066                                 centerprint_hud(_("^1You were killed for running out of ammo..."));
2067                 } else if (type == DEATH_ROT) {
2068                         if(gentle)
2069                                 centerprint_hud(_("^1You need to preserve your health"));
2070                         else
2071                                 centerprint_hud(_("^1You grew too old without taking your medicine"));
2072                 } else if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
2073                         if(gentle)
2074                                 centerprint_hud(_("^1Don't go against team mates!"));
2075                         else
2076                                 centerprint_hud(_("^1Don't shoot your team mates!"));
2077                 } else if (type == DEATH_QUIET) {
2078                         // do nothing
2079                 } else { // generic message
2080                         if(gentle)
2081                                 centerprint_hud(_("^1You need to be more careful!"));
2082                         else
2083                                 centerprint_hud(_("^1You killed your own dumb self!"));
2084                 }
2085         } else if(msg == MSG_KILL) {
2086                 if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
2087                         if(gentle) {
2088                                 centerprint_hud(sprintf(_("^1Moron! You went against ^7%s^1, a team mate!"), s1));
2089                         } else {
2090                                 centerprint_hud(sprintf(_("^1Moron! You fragged ^7%s^1, a team mate!"), s1));
2091                         }
2092                 } else if (type == KILL_FIRST_BLOOD) {
2093                         if(gentle) {
2094                                 centerprint_hud(_("^1First score"));
2095                         } else {
2096                                 centerprint_hud(_("^1First blood"));
2097                         }
2098                 } else if (type == KILL_FIRST_VICTIM) {
2099                         if(gentle) {
2100                                 centerprint_hud(_("^1First casualty"));
2101                         } else {
2102                                 centerprint_hud(_("^1First victim"));
2103                         }
2104                 } else if (type == KILL_TYPEFRAG) { // s2 contains "advanced kill messages" such as ping, handicap...
2105                         if(gentle) {
2106                                 centerprint_hud(strcat(sprintf(_("^1You scored against ^7%s^1 who was typing!"), s1), s2));
2107                         } else {
2108                                 centerprint_hud(strcat(sprintf(_("^1You typefragged ^7%s"), s1), s2));
2109                         }
2110                 } else if (type == KILL_TYPEFRAGGED) {
2111                         if(gentle) {
2112                                 centerprint_hud(strcat(sprintf(_("^1You were scored against by ^7%s^1 while you were typing!"), s1), s2));
2113                         } else {
2114                                 centerprint_hud(strcat(sprintf(_("^1You were typefragged by ^7%s"), s1), s2));
2115                         }
2116                 } else if (type == KILL_FRAG) {
2117                         if(gentle) {
2118                                 centerprint_hud(strcat(sprintf(_("^4You scored against ^7%s"), s1), s2));
2119                         } else {
2120                                 centerprint_hud(strcat(sprintf(_("^4You fragged ^7%s"), s1), s2));
2121                         }
2122                 } else { // generic message
2123                         if(gentle) {
2124                                 centerprint_hud(strcat(sprintf(_("^1You were scored against by ^7%s"), s1), s2));
2125                         } else {
2126                                 centerprint_hud(strcat(sprintf(_("^1You were fragged by ^7%s"), s1), s2));
2127                         }
2128                 }
2129         } else if(msg == MSG_KILL_ACTION) {
2130                 // TODO: invent more centerprints here?
2131                 centerprint_hud(_("^1Watch your step!"));
2132         }
2133 }
2134
2135 void HUD_Notify (void)
2136 {
2137         if(!autocvar__hud_configure)
2138         {
2139                 if(!autocvar_hud_panel_notify) return;
2140         }
2141         else
2142                 hud_configure_active_panel = HUD_PANEL_NOTIFY;
2143
2144         HUD_Panel_UpdateCvars(notify);
2145         HUD_Panel_ApplyFadeAlpha();
2146         vector pos, mySize;
2147         pos = panel_pos;
2148         mySize = panel_size;
2149
2150         HUD_Panel_DrawBg(1);
2151         if(panel_bg_padding)
2152         {
2153                 pos += '1 1 0' * panel_bg_padding;
2154                 mySize -= '2 2 0' * panel_bg_padding;
2155         }
2156
2157         float entries, height;
2158         entries = bound(1, floor(KN_MAX_ENTRIES * mySize_y/mySize_x), KN_MAX_ENTRIES);
2159         height = mySize_y/entries;
2160         
2161         vector fontsize;
2162         float fontheight = height * autocvar_hud_panel_notify_fontsize;
2163         fontsize = '0.5 0.5 0' * fontheight;
2164
2165         float a;
2166         float when;
2167         when = autocvar_hud_panel_notify_time;
2168         float fadetime;
2169         fadetime = autocvar_hud_panel_notify_fadetime;
2170
2171         string s;
2172
2173         vector pos_attacker, pos_victim;
2174         vector weap_pos;
2175         float width_attacker;
2176         string attacker, victim;
2177
2178         float i, j, w, type, step, limit;
2179         if(autocvar_hud_panel_notify_flip) //order items from the top down
2180         {
2181                 i = 0;
2182                 step = +1;
2183                 limit = entries;
2184         }
2185         else //order items from the bottom up
2186         {
2187                 i = entries - 1;
2188                 step = -1;
2189                 limit = -1;
2190         }
2191
2192         for(j = kn_index;  i != limit;  i += step, ++j)
2193         {
2194                 if(autocvar__hud_configure)
2195                 {
2196                         if (step == +1)
2197                                 a = i;
2198                         else // inverse order
2199                                 a = entries - 1 - i;
2200                         attacker = textShortenToWidth(sprintf(_("Player %d"), a+1), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2201                         victim = textShortenToWidth(sprintf(_("Player %d"), a+2), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2202                         s = strcat("weapon", get_weaponinfo(WEP_FIRST + mod(floor(a*2.4), WEP_LAST)).netname);
2203                         a = bound(0, (when - a) / 4, 1);
2204                         goto hud_config_notifyprint;
2205                 }
2206
2207                 if (j == KN_MAX_ENTRIES)
2208                         j = 0;
2209
2210                 if(killnotify_times[j] + when > time)
2211                         a = 1;
2212                 else if(fadetime)
2213                 {
2214                         a = bound(0, (killnotify_times[j] + when + fadetime - time) / fadetime, 1);
2215                         if(!a)
2216                         {
2217                                 break;
2218                         }
2219                 }
2220                 else
2221                 {
2222                         break;
2223                 }
2224
2225                 s = "";
2226
2227                 type = killnotify_deathtype[j];
2228                 w = DEATH_WEAPONOF(type);
2229
2230                 // TODO: maybe print in team colors?
2231                 //
2232                 // Y [used by] X
2233                 if(killnotify_actiontype[j] == 0) 
2234                 {
2235                         if(type == DEATH_GENERIC)
2236                         {
2237                                 s = "notify_death";
2238                         }
2239                         else if(type == DEATH_NOAMMO)
2240                         {
2241                                 s = "notify_outofammo";
2242                         }
2243                         else if(type == DEATH_KILL)
2244                         {
2245                                 s = "notify_selfkill";
2246                         }
2247                         else if(type == DEATH_CAMP)
2248                         {
2249                                 s = "notify_camping";
2250                         }
2251                         else if(type == KILL_TEAM_RED)
2252                         {
2253                                 s = "notify_teamkill_red";
2254                         }
2255                         else if(type == KILL_TEAM_BLUE)
2256                         {
2257                                 s = "notify_teamkill_blue";
2258                         }
2259                         else if(type == DEATH_DROWN)
2260                         {
2261                                 s = "notify_water";
2262                         }
2263                         else if(type == DEATH_SLIME)
2264                         {
2265                                 s = "notify_slime";
2266                         }
2267                         else if(type == DEATH_LAVA)
2268                         {
2269                                 s = "notify_lava";
2270                         }
2271                         else if(type == DEATH_FALL)
2272                         {
2273                                 s = "notify_fall";
2274                         }
2275                         else if(type == DEATH_SHOOTING_STAR)
2276                         {
2277                                 s = "notify_shootingstar";
2278                         }
2279                         else if(type == DEATH_HURTTRIGGER || type == DEATH_CUSTOM)
2280                         {
2281                                 s = "notify_death";
2282                         }
2283                         else if(type == INFO_GOTFLAG)
2284                         {
2285                                 if(killnotify_victims[j] == "^1RED^7 flag")
2286                                 {
2287                                         s = "notify_red_taken";
2288                                 }
2289                                 else
2290                                 {
2291                                         s = "notify_blue_taken";
2292                                 }
2293                         }
2294                         else if(type == INFO_RETURNFLAG)
2295                         {
2296                                 if(killnotify_victims[j] == "^1RED^7 flag")
2297                                 {
2298                                         s = "notify_red_returned";
2299                                 }
2300                                 else
2301                                 {
2302                                         s = "notify_blue_returned";
2303                                 }
2304                         }
2305                         else if(type == INFO_LOSTFLAG)
2306                         {
2307                                 if(killnotify_victims[j] == "^1RED^7 flag")
2308                                 {
2309                                         s = "notify_red_lost";
2310                                 }
2311                                 else
2312                                 {
2313                                         s = "notify_blue_lost";
2314                                 }
2315                         }
2316                         else if(type == INFO_CAPTUREFLAG)
2317                         {
2318                                 if(killnotify_victims[j] == "^1RED^7 flag")
2319                                 {
2320                                         s = "notify_red_captured";
2321                                 }
2322                                 else
2323                                 {
2324                                         s = "notify_blue_captured";
2325                                 }
2326                         }
2327                         else if(type == KA_DROPBALL)
2328                         {
2329                                 s = "notify_balldropped";
2330                         }
2331                         else if(type == KA_PICKUPBALL)
2332                         {
2333                                 s = "notify_ballpickedup";
2334                         }
2335                         
2336                         attacker = textShortenToWidth(killnotify_attackers[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2337                         pos_attacker = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2338                         weap_pos = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
2339
2340                         if(s != "")
2341                         {
2342                                 drawpic_aspect_skin(weap_pos, s, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2343                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2344                         }
2345                 }
2346                 // X [did action to] Y
2347                 else
2348                 {
2349                         if(type & HITTYPE_SECONDARY && w == WEP_LASER)
2350                         {
2351                                 s = "notify_melee_laser";
2352                         }
2353                         else if(type & HITTYPE_SECONDARY && w == WEP_SHOTGUN)
2354                         {
2355                                 s = "notify_melee_shotgun";
2356                         }
2357                         else if(type & HITTYPE_HEADSHOT && (w == WEP_RIFLE || w == WEP_MINSTANEX)) // all headshot weapons go here
2358                         {
2359                                 s = "notify_headshot";
2360                         }
2361                         else if(WEP_VALID(w))
2362                         {
2363                                 self = get_weaponinfo(w);
2364                                 s = strcat("weapon", self.netname);
2365                         }
2366                         else if(type == KILL_TEAM_RED)
2367                         {
2368                                 s = "notify_teamkill_red";
2369                         }
2370                         else if(type == KILL_TEAM_BLUE)
2371                         {
2372                                 s = "notify_teamkill_red";
2373                         }
2374                         else if(type == DEATH_TELEFRAG)
2375                         {
2376                                 s = "notify_telefrag";
2377                         }
2378                         else if(type == DEATH_DROWN)
2379                         {
2380                                 s = "notify_water";
2381                         }
2382                         else if(type == DEATH_SLIME)
2383                         {
2384                                 s = "notify_slime";
2385                         }
2386                         else if(type == DEATH_LAVA)
2387                         {
2388                                 s = "notify_lava";
2389                         }
2390                         else if(type == DEATH_FALL)
2391                         {
2392                                 s = "notify_fall";
2393                         }
2394                         else if(type == DEATH_SHOOTING_STAR)
2395                         {
2396                                 s = "notify_shootingstar";
2397                         }
2398                         else if(type == DEATH_HURTTRIGGER || type == DEATH_CUSTOM) // DEATH_CUSTOM is also void, right?
2399                         {
2400                                 s = "notify_void";
2401                         }
2402                         else if(type == RACE_SERVER_RECORD)
2403                         {
2404                                 s = "race_newrecordserver";
2405                         }
2406                         else if(type == RACE_NEW_RANK)
2407                         {
2408                                 s = "race_newrankyellow";
2409                         }
2410                         else if(type == RACE_NEW_TIME)
2411                         {
2412                                 s = "race_newtime";
2413                         }
2414                         else if(type == RACE_FAIL)
2415                         {
2416                                 s = "race_newfail";
2417                         }
2418
2419                         attacker = textShortenToWidth(killnotify_attackers[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2420                         victim = textShortenToWidth(killnotify_victims[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2421 :hud_config_notifyprint
2422                         width_attacker = stringwidth(attacker, TRUE, fontsize);
2423                         pos_attacker = pos + eX * (0.48 * mySize_x - height - width_attacker) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2424                         pos_victim = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2425                         weap_pos = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
2426
2427                         if(s != "")
2428                         {
2429                                 drawpic_aspect_skin(weap_pos, s, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2430                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2431                                 drawcolorcodedstring(pos_victim, victim, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2432                         }
2433                 }
2434         }
2435 }
2436
2437 // Timer (#5)
2438 //
2439 // TODO: macro
2440 string seconds_tostring(float sec)
2441 {
2442         float minutes;
2443         minutes = floor(sec / 60);
2444
2445         sec -= minutes * 60;
2446         return sprintf("%d:%02d", minutes, sec);
2447 }
2448
2449 void HUD_Timer(void)
2450 {
2451         if(!autocvar__hud_configure)
2452         {
2453                 if(!autocvar_hud_panel_timer) return;
2454         }
2455         else
2456                 hud_configure_active_panel = HUD_PANEL_TIMER;
2457
2458         HUD_Panel_UpdateCvars(timer);
2459         HUD_Panel_ApplyFadeAlpha();
2460
2461         draw_beginBoldFont();
2462
2463         vector pos, mySize;
2464         pos = panel_pos;
2465         mySize = panel_size;
2466
2467         HUD_Panel_DrawBg(1);
2468         if(panel_bg_padding)
2469         {
2470                 pos += '1 1 0' * panel_bg_padding;
2471                 mySize -= '2 2 0' * panel_bg_padding;
2472         }
2473
2474         string timer;
2475         float timelimit, elapsedTime, timeleft, minutesLeft;
2476
2477         timelimit = getstatf(STAT_TIMELIMIT);
2478
2479         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
2480         timeleft = ceil(timeleft);
2481
2482         minutesLeft = floor(timeleft / 60);
2483
2484         vector timer_color;
2485         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
2486                 timer_color = '1 1 1'; //white
2487         else if(minutesLeft >= 1)
2488                 timer_color = '1 1 0'; //yellow
2489         else
2490                 timer_color = '1 0 0'; //red
2491
2492         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
2493                 if (time < getstatf(STAT_GAMESTARTTIME)) {
2494                         //while restart is still active, show 00:00
2495                         timer = seconds_tostring(0);
2496                 } else {
2497                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
2498                         timer = seconds_tostring(elapsedTime);
2499                 }
2500         } else {
2501                 timer = seconds_tostring(timeleft);
2502         }
2503
2504         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2505
2506         draw_endBoldFont();
2507 }
2508
2509 // Radar (#6)
2510 //
2511 void HUD_Radar(void)
2512 {
2513         if (!autocvar__hud_configure)
2514         {
2515                 if (hud_panel_radar_maximized)
2516                 {
2517                         if (!hud_draw_maximized) return;
2518                 }
2519                 else
2520                 {
2521                         if (autocvar_hud_panel_radar == 0) return;
2522                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
2523                 }
2524         }
2525         else
2526                 hud_configure_active_panel = HUD_PANEL_RADAR;
2527
2528         HUD_Panel_UpdateCvars(radar);
2529         HUD_Panel_ApplyFadeAlpha();
2530
2531         if (hud_panel_radar_maximized && !autocvar__hud_configure)
2532         {
2533                 panel_size = autocvar_hud_panel_radar_maximized_size;
2534                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
2535                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
2536                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
2537                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
2538                 
2539                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
2540                 if(precache_pic(panel_bg) == "") { panel_bg = "gfx/hud/default/border_default"; } // fallback
2541         }
2542
2543         vector pos, mySize;
2544         pos = panel_pos;
2545         mySize = panel_size;
2546
2547         HUD_Panel_DrawBg(1);
2548         if(panel_bg_padding)
2549         {
2550                 pos += '1 1 0' * panel_bg_padding;
2551                 mySize -= '2 2 0' * panel_bg_padding;
2552         }
2553
2554         float color2;
2555         entity tm;
2556         float scale2d, normalsize, bigsize;
2557         float f;
2558
2559         teamradar_origin2d = pos + 0.5 * mySize;
2560         teamradar_size2d = mySize;
2561
2562         if(minimapname == "")
2563                 return;
2564
2565         teamradar_loadcvars();
2566
2567         switch(hud_panel_radar_zoommode)
2568         {
2569                 default:
2570                 case 0:
2571                         f = current_zoomfraction;
2572                         break;
2573                 case 1:
2574                         f = 1 - current_zoomfraction;
2575                         break;
2576                 case 2:
2577                         f = 0;
2578                         break;
2579                 case 3:
2580                         f = 1;
2581                         break;
2582         }
2583
2584         switch(hud_panel_radar_rotation)
2585         {
2586                 case 0:
2587                         teamradar_angle = view_angles_y - 90;
2588                         break;
2589                 default:
2590                         teamradar_angle = 90 * hud_panel_radar_rotation;
2591                         break;
2592         }
2593
2594         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
2595         teamradar_size2d = mySize;
2596
2597         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
2598
2599         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
2600         if(hud_panel_radar_rotation == 0)
2601         {
2602                 // max-min distance must fit the radar in any rotation
2603                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
2604         }
2605         else
2606         {
2607                 vector c0, c1, c2, c3, span;
2608                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
2609                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
2610                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
2611                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
2612                 span = '0 0 0';
2613                 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
2614                 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
2615
2616                 // max-min distance must fit the radar in x=x, y=y
2617                 bigsize = min(
2618                         teamradar_size2d_x * scale2d / (1.05 * span_x),
2619                         teamradar_size2d_y * scale2d / (1.05 * span_y)
2620                 );
2621         }
2622
2623         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
2624         if(bigsize > normalsize)
2625                 normalsize = bigsize;
2626
2627         teamradar_size =
2628                   f * bigsize
2629                 + (1 - f) * normalsize;
2630         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2631                   f * mi_center
2632                 + (1 - f) * view_origin);
2633
2634         drawsetcliparea(
2635                 pos_x,
2636                 pos_y,
2637                 mySize_x,
2638                 mySize_y
2639         );
2640
2641         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2642
2643         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2644                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2645         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2646                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2647         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2648         {
2649                 color2 = GetPlayerColor(tm.sv_entnum);
2650                 //if(color == COLOR_SPECTATOR || color == color2)
2651                         draw_teamradar_player(tm.origin, tm.angles, GetTeamRGB(color2));
2652         }
2653         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2654
2655         drawresetcliparea();
2656 };
2657
2658 // Score (#7)
2659 //
2660 void HUD_UpdatePlayerTeams();
2661 void HUD_Score_Rankings(vector pos, vector mySize, entity me, float team_count)
2662 {
2663         float score;
2664         entity tm, pl;
2665 #define SCOREPANEL_MAX_ENTRIES 6
2666 #define SCOREPANEL_ASPECTRATIO 2
2667         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2668         vector fontsize = '1 1 0' * (mySize_y/entries);
2669
2670         vector rgb, score_color;
2671         rgb = '1 1 1';
2672         score_color = '1 1 1';
2673
2674         float name_size = mySize_x*0.75;
2675         float spacing_size = mySize_x*0.04;
2676         const float highlight_alpha = 0.2;
2677         float i, me_printed, first_pl;
2678         string s;
2679         i = 0;
2680         first_pl = 0;
2681         if (autocvar__hud_configure)
2682         {
2683                 float players_per_team;
2684                 if (team_count)
2685                 {
2686                         // show team scores in the first line
2687                         float score_size = mySize_x / team_count;
2688                         players_per_team = max(2, ceil((entries - 1) / team_count));
2689                         for(i=0; i<team_count; ++i) {
2690                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2691                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2692                                 drawstring_aspect(pos + eX * score_size * i, ftos(175 - 23*i), eX * score_size + eY * fontsize_y, GetTeamRGB(ColorByTeam(i)) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2693                         }
2694                         first_pl = 1;
2695                         pos_y += fontsize_y;
2696                 }
2697                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2698                 for (i=first_pl; i<entries; ++i)
2699                 {
2700                         //simulate my score is lower than all displayed players,
2701                         //so that I don't appear at all showing pure rankings.
2702                         //This is to better show the difference between the 2 ranking views
2703                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2704                         {
2705                                 rgb = '1 1 0';
2706                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2707                                 s = GetPlayerName(pl.sv_entnum);
2708                                 score = 7;
2709                         }
2710                         else
2711                         {
2712                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2713                                 score -= 3;
2714                         }
2715
2716                         if (team_count)
2717                                 score_color = GetTeamRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2718                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2719                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2720                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2721                         pos_y += fontsize_y;
2722                 }
2723                 return;
2724         }
2725
2726         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2727                 HUD_UpdatePlayerTeams();
2728         if (team_count)
2729         {
2730                 // show team scores in the first line
2731                 float score_size = mySize_x / team_count;
2732                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2733                         if(tm.team == COLOR_SPECTATOR)
2734                                 continue;
2735                         if (tm.team == myteam)
2736                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2737                         drawstring_aspect(pos + eX * score_size * i, ftos(tm.(teamscores[ts_primary])), eX * score_size + eY * fontsize_y, GetTeamRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2738                         ++i;
2739                 }
2740                 first_pl = 1;
2741                 pos_y += fontsize_y;
2742                 tm = teams.sort_next;
2743         }
2744<