Fix HMG
[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 theScale, vector rgb, float theAlpha, float flag)
146 {
147         position_x -= 2 / 3 * strlen(text) * theScale_x;
148         drawstring(position, text, theScale, rgb, theAlpha, flag);
149 }
150
151 void drawstringcenter(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
152 {
153         position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * theScale_x);
154         drawstring(position, text, theScale, rgb, theAlpha, flag);
155 }
156
157 // return the string of the onscreen race timer
158 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
159 {
160         string col;
161         string timestr;
162         string cpname;
163         string lapstr;
164         lapstr = "";
165
166         if(histime == 0) // goal hit
167         {
168                 if(mytime > 0)
169                 {
170                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
171                         col = "^1";
172                 }
173                 else if(mytime == 0)
174                 {
175                         timestr = "+0.0";
176                         col = "^3";
177                 }
178                 else
179                 {
180                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
181                         col = "^2";
182                 }
183
184                 if(lapdelta > 0)
185                 {
186                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
187                         col = "^2";
188                 }
189                 else if(lapdelta < 0)
190                 {
191                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
192                         col = "^1";
193                 }
194         }
195         else if(histime > 0) // anticipation
196         {
197                 if(mytime >= histime)
198                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
199                 else
200                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
201                 col = "^3";
202         }
203         else
204         {
205                 col = "^7";
206                 timestr = "";
207         }
208
209         if(cp == 254)
210                 cpname = _("Start line");
211         else if(cp == 255)
212                 cpname = _("Finish line");
213         else if(cp)
214                 cpname = sprintf(_("Intermediate %d"), cp);
215         else
216                 cpname = _("Finish line");
217
218         if(histime < 0)
219                 return strcat(col, cpname);
220         else if(hisname == "")
221                 return strcat(col, sprintf("%s (%s)", cpname, timestr));
222         else
223                 return strcat(col, sprintf("%s (%s %s)", cpname, timestr, strcat(hisname, col, lapstr)));
224 }
225
226 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
227 float race_CheckName(string net_name) {
228         float i;
229         for (i=RANKINGS_CNT-1;i>=0;--i)
230                 if(grecordholder[i] == net_name)
231                         return i+1;
232         return 0;
233 }
234
235 float GetPlayerColorForce(float i)
236 {
237         if(!teamplay)
238                 return 0;
239         else
240                 return stof(getplayerkeyvalue(i, "colors")) & 15;
241 }
242
243 float GetPlayerColor(float i)
244 {
245         if(!playerslots[i].gotscores) // unconnected
246                 return NUM_SPECTATOR;
247         else if(stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR)
248                 return NUM_SPECTATOR;
249         else
250                 return GetPlayerColorForce(i);
251 }
252
253 string GetPlayerName(float i)
254 {
255         return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
256 }
257
258
259 /*
260 ==================
261 HUD panels
262 ==================
263 */
264
265 // draw the background/borders
266 #define HUD_Panel_DrawBg(theAlpha)\
267 if(panel.current_panel_bg != "0" && panel.current_panel_bg != "")\
268         draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel.current_panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * theAlpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER))
269
270 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
271 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
272 {
273         if(!length_ratio || !theAlpha)
274                 return;
275         if(length_ratio > 1)
276                 length_ratio = 1;
277         if (baralign == 3)
278         {
279                 if(length_ratio < -1)
280                         length_ratio = -1;
281         }
282         else if(length_ratio < 0)
283                 return;
284
285         vector square;
286         vector width, height;
287         if(vertical) {
288                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
289                 if(precache_pic(pic) == "") {
290                         pic = "gfx/hud/default/progressbar_vertical";
291                 }
292
293         if (baralign == 1) // bottom align
294                         theOrigin_y += (1 - length_ratio) * theSize_y;
295         else if (baralign == 2) // center align
296             theOrigin_y += 0.5 * (1 - length_ratio) * theSize_y;
297         else if (baralign == 3) // center align, positive values down, negative up
298                 {
299                         theSize_y *= 0.5;
300                         if (length_ratio > 0)
301                                 theOrigin_y += theSize_y;
302                         else
303                         {
304                                 theOrigin_y += (1 + length_ratio) * theSize_y;
305                                 length_ratio = -length_ratio;
306                         }
307                 }
308                 theSize_y *= length_ratio;
309
310                 vector bH;
311                 width = eX * theSize_x;
312                 height = eY * theSize_y;
313                 if(theSize_y <= theSize_x * 2)
314                 {
315                         // button not high enough
316                         // draw just upper and lower part then
317                         square = eY * theSize_y * 0.5;
318                         bH = eY * (0.25 * theSize_y / (theSize_x * 2));
319                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
320                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
321                 }
322                 else
323                 {
324                         square = eY * theSize_x;
325                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
326                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
327                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
328                 }
329         } else {
330                 pic = strcat(hud_skin_path, "/", pic);
331                 if(precache_pic(pic) == "") {
332                         pic = "gfx/hud/default/progressbar";
333                 }
334
335                 if (baralign == 1) // right align
336                         theOrigin_x += (1 - length_ratio) * theSize_x;
337         else if (baralign == 2) // center align
338             theOrigin_x += 0.5 * (1 - length_ratio) * theSize_x;
339         else if (baralign == 3) // center align, positive values on the right, negative on the left
340                 {
341                         theSize_x *= 0.5;
342                         if (length_ratio > 0)
343                                 theOrigin_x += theSize_x;
344                         else
345                         {
346                                 theOrigin_x += (1 + length_ratio) * theSize_x;
347                                 length_ratio = -length_ratio;
348                         }
349                 }
350                 theSize_x *= length_ratio;
351
352                 vector bW;
353                 width = eX * theSize_x;
354                 height = eY * theSize_y;
355                 if(theSize_x <= theSize_y * 2)
356                 {
357                         // button not wide enough
358                         // draw just left and right part then
359                         square = eX * theSize_x * 0.5;
360                         bW = eX * (0.25 * theSize_x / (theSize_y * 2));
361                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
362                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
363                 }
364                 else
365                 {
366                         square = eX * theSize_y;
367                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
368                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
369                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
370                 }
371         }
372 }
373
374 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, float drawflag)
375 {
376         if(!theAlpha)
377                 return;
378
379         string pic;
380         pic = strcat(hud_skin_path, "/num_leading");
381         if(precache_pic(pic) == "") {
382                 pic = "gfx/hud/default/num_leading";
383         }
384
385         drawsubpic(pos, eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
386         if(mySize_x/mySize_y > 2)
387                 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);
388         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);
389 }
390
391 // Weapon icons (#0)
392 //
393 entity weaponorder[WEP_MAXCOUNT];
394 void weaponorder_swap(float i, float j, entity pass)
395 {
396         entity h;
397         h = weaponorder[i];
398         weaponorder[i] = weaponorder[j];
399         weaponorder[j] = h;
400 }
401
402 string weaponorder_cmp_str;
403 float weaponorder_cmp(float i, float j, entity pass)
404 {
405         float ai, aj;
406         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
407         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
408         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)
409 }
410
411 void HUD_Weapons(void)
412 {
413         // declarations
414         WepSet weapons_stat = WepSet_GetFromStat();
415         float i, f, a;
416         float screen_ar, center_x = 0, center_y;
417         float weapon_count, weapon_id;
418         float row, column, rows = 0, columns;
419         float aspect = autocvar_hud_panel_weapons_aspect;
420
421         float panel_weapon_accuracy;
422
423         float timeout = autocvar_hud_panel_weapons_timeout;
424         float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
425         float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
426
427         float ammo_full;
428         float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
429         vector ammo_color = '1 0 1';
430         float ammo_alpha = 1;
431
432         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
433         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
434
435         vector weapon_pos, weapon_size = '0 0 0';
436         local noref vector old_panel_size; // fteqcc sucks
437         vector color;
438
439         // check to see if we want to continue
440         if(hud != HUD_NORMAL) { return; }
441
442         if(!autocvar__hud_configure)
443         {
444                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
445                         return;
446                 if(timeout && time >= weapontime + timeout + timeout_effect_length)
447                 if(autocvar_hud_panel_weapons_timeout_effect == 3 || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
448                 {
449                         weaponprevtime = time;
450                         return;
451                 }
452         }
453
454         // update generic hud functions
455         HUD_Panel_UpdateCvars();
456
457         draw_beginBoldFont();
458
459         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
460         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
461         {
462                 float weapon_cnt;
463                 if(weaponorder_bypriority)
464                         strunzone(weaponorder_bypriority);
465                 if(weaponorder_byimpulse)
466                         strunzone(weaponorder_byimpulse);
467
468                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
469                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
470                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
471
472                 weapon_cnt = 0;
473                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
474                 {
475                         self = get_weaponinfo(i);
476                         if(self.impulse >= 0)
477                         {
478                                 weaponorder[weapon_cnt] = self;
479                                 ++weapon_cnt;
480                         }
481                 }
482                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
483                         weaponorder[i] = world;
484                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
485
486                 weaponorder_cmp_str = string_null;
487         }
488
489         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
490                 complain_weapon = 0;
491
492         // determine which weapons are going to be shown
493         if (autocvar_hud_panel_weapons_onlyowned)
494         {
495                 if(autocvar__hud_configure)
496                 {
497                         if (!weapons_stat)
498                                 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
499                                         weapons_stat |= WepSet_FromWeapon(i);
500
501                         if(menu_enabled != 2)
502                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
503                 }
504
505                 // do we own this weapon?
506                 weapon_count = 0;
507                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
508                         if(weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon))
509                                 ++weapon_count;
510
511                 // add it anyway if weaponcomplain is shown
512                 if(complain_weapon)
513                         ++weapon_count;
514
515                 // might as well commit suicide now, no reason to live ;)
516                 if (weapon_count == 0)
517                 {
518                         draw_endBoldFont();
519                         return;
520                 }
521
522                 old_panel_size = panel_size;
523                 if(panel_bg_padding)
524                         old_panel_size -= '2 2 0' * panel_bg_padding;
525
526                 // first find values for the standard table (with all the weapons)
527                 rows = old_panel_size_y/old_panel_size_x;
528                 rows = bound(1, floor((sqrt(4 * aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
529                 columns = ceil(WEP_COUNT/rows);
530                 weapon_size_x = old_panel_size_x / columns;
531                 weapon_size_y = old_panel_size_y / rows;
532
533                 // change table values to include only the owned weapons
534                 float columns_save = columns;
535                 if(weapon_count <= rows)
536                 {
537                         rows = weapon_count;
538                         columns = 1;
539                 }
540                 else
541                         columns = ceil(weapon_count / rows);
542
543                 // enlarge weapon_size to match desired aspect ratio in order to capitalize on panel space
544                 if(columns < columns_save)
545                         weapon_size_x = min(old_panel_size_x / columns, aspect * weapon_size_y);
546
547                 // reduce size of the panel
548                 panel_size_x = columns * weapon_size_x;
549                 panel_size_y = rows * weapon_size_y;
550                 panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
551                 panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
552                 if(panel_bg_padding)
553                         panel_size += '2 2 0' * panel_bg_padding;
554         }
555         else
556                 weapon_count = WEP_COUNT;
557
558         // animation for fading in/out the panel respectively when not in use
559         if(!autocvar__hud_configure)
560         {
561                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
562                 {
563                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
564
565                         // fade the panel alpha
566                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
567                         {
568                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
569                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
570                         }
571                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
572                         {
573                                 panel_bg_alpha *= (1 - f);
574                                 panel_fg_alpha *= (1 - f);
575                         }
576
577                         // move the panel off the screen
578                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
579                         {
580                                 f *= f; // for a cooler movement
581                                 center_x = panel_pos_x + panel_size_x/2;
582                                 center_y = panel_pos_y + panel_size_y/2;
583                                 screen_ar = vid_conwidth/vid_conheight;
584                                 if (center_x/center_y < screen_ar) //bottom left
585                                 {
586                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
587                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
588                                         else //left
589                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
590                                 }
591                                 else //top right
592                                 {
593                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
594                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
595                                         else //top
596                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
597                                 }
598                                 if(f == 1)
599                                         center_x = -1; // mark the panel as off screen
600                         }
601                         weaponprevtime = time - (1 - f) * timein_effect_length;
602                 }
603                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
604                 {
605                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
606
607                         // fade the panel alpha
608                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
609                         {
610                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
611                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
612                         }
613                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
614                         {
615                                 panel_bg_alpha *= (f);
616                                 panel_fg_alpha *= (f);
617                         }
618
619                         // move the panel back on screen
620                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
621                         {
622                                 f *= f; // for a cooler movement
623                                 f = 1 - f;
624                                 center_x = panel_pos_x + panel_size_x/2;
625                                 center_y = panel_pos_y + panel_size_y/2;
626                                 screen_ar = vid_conwidth/vid_conheight;
627                                 if (center_x/center_y < screen_ar) //bottom left
628                                 {
629                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
630                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
631                                         else //left
632                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
633                                 }
634                                 else //top right
635                                 {
636                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
637                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
638                                         else //top
639                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
640                                 }
641                         }
642                 }
643         }
644
645         // draw the background, then change the virtual size of it to better fit other items inside
646         HUD_Panel_DrawBg(1);
647
648         if(center_x == -1)
649         {
650                 draw_endBoldFont();
651                 return;
652         }
653
654         if(panel_bg_padding)
655         {
656                 panel_pos += '1 1 0' * panel_bg_padding;
657                 panel_size -= '2 2 0' * panel_bg_padding;
658         }
659
660         // after the sizing and animations are done, update the other values
661
662         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
663         {
664                 rows = panel_size_y/panel_size_x;
665                 rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
666                 columns = ceil(weapon_count/rows);
667                 weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
668         }
669
670         // calculate position/size for visual bar displaying ammount of ammo status
671         if (autocvar_hud_panel_weapons_ammo)
672         {
673                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
674                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
675
676                 if(weapon_size_x/weapon_size_y > aspect)
677                 {
678                         barsize_x = aspect * weapon_size_y;
679                         barsize_y = weapon_size_y;
680                         baroffset_x = (weapon_size_x - barsize_x) / 2;
681                 }
682                 else
683                 {
684                         barsize_y = 1/aspect * weapon_size_x;
685                         barsize_x = weapon_size_x;
686                         baroffset_y = (weapon_size_y - barsize_y) / 2;
687                 }
688         }
689         if(autocvar_hud_panel_weapons_accuracy)
690                 Accuracy_LoadColors();
691
692         row = column = 0;
693         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
694         {
695                 // retrieve information about the current weapon to be drawn
696                 self = weaponorder[i];
697                 weapon_id = self.impulse;
698
699                 // skip if this weapon doesn't exist
700                 if(!self || weapon_id < 0) { continue; }
701
702                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
703                 if(autocvar_hud_panel_weapons_onlyowned)
704                 if (!((weapons_stat & WepSet_FromWeapon(self.weapon)) || (self.weapon == complain_weapon)))
705                         continue;
706
707                 // figure out the drawing position of weapon
708                 weapon_pos = (panel_pos
709                         + eX * column * weapon_size_x
710                         + eY * row * weapon_size_y);
711
712                 // draw background behind currently selected weapon
713                 if(self.weapon == switchweapon)
714                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
715
716                 // draw the weapon accuracy
717                 if(autocvar_hud_panel_weapons_accuracy)
718                 {
719                         panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
720                         if(panel_weapon_accuracy >= 0)
721                         {
722                                 color = Accuracy_GetColor(panel_weapon_accuracy);
723                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
724                         }
725                 }
726
727                 // drawing all the weapon items
728                 if(weapons_stat & WepSet_FromWeapon(self.weapon))
729                 {
730                         // draw the weapon image
731                         drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
732
733                         // draw weapon label string
734                         switch(autocvar_hud_panel_weapons_label)
735                         {
736                                 case 1: // weapon number
737                                         drawstring(weapon_pos, ftos(weapon_id), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
738                                         break;
739
740                                 case 2: // bind
741                                         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);
742                                         break;
743
744                                 case 3: // weapon name
745                                         drawstring(weapon_pos, strtolower(self.message), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
746                                         break;
747
748                                 default: // nothing
749                                         break;
750                         }
751
752                         // draw ammo status bar
753                         if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
754                         {
755                                 a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
756
757                                 if(a > 0)
758                                 {
759                                         switch(self.ammo_field)
760                                         {
761                                                 case ammo_shells:  ammo_full = autocvar_hud_panel_weapons_ammo_full_shells;  break;
762                                                 case ammo_nails:   ammo_full = autocvar_hud_panel_weapons_ammo_full_nails;   break;
763                                                 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
764                                                 case ammo_cells:   ammo_full = autocvar_hud_panel_weapons_ammo_full_cells;   break;
765                                                 case ammo_plasma:  ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma;  break;
766                                                 case ammo_fuel:    ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel;    break;
767                                                 default: ammo_full = 60;
768                                         }
769
770                                         drawsetcliparea(
771                                                 weapon_pos_x + baroffset_x,
772                                                 weapon_pos_y + baroffset_y,
773                                                 barsize_x * bound(0, a/ammo_full, 1),
774                                                 barsize_y
775                                         );
776
777                                         drawpic_aspect_skin(
778                                                 weapon_pos,
779                                                 "weapon_ammo",
780                                                 weapon_size,
781                                                 ammo_color,
782                                                 ammo_alpha,
783                                                 DRAWFLAG_NORMAL
784                                         );
785
786                                         drawresetcliparea();
787                                 }
788                         }
789                 }
790                 else // draw a "ghost weapon icon" if you don't have the weapon
791                 {
792                         drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
793                 }
794
795                 // draw the complain message
796                 if(self.weapon == complain_weapon)
797                 {
798                         if(fadetime)
799                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
800                         else
801                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
802
803                         string s;
804                         if(complain_weapon_type == 0) {
805                                 s = _("Out of ammo");
806                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
807                         }
808                         else if(complain_weapon_type == 1) {
809                                 s = _("Don't have");
810                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
811                         }
812                         else {
813                                 s = _("Unavailable");
814                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
815                         }
816                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
817                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
818                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
819                 }
820
821                 // continue with new position for the next weapon
822                 ++row;
823                 if(row >= rows)
824                 {
825                         row = 0;
826                         ++column;
827                 }
828         }
829
830         draw_endBoldFont();
831 }
832
833 // Ammo (#1)
834 void DrawNadeScoreBar(vector myPos, vector mySize, vector color)
835 {
836         
837         HUD_Panel_DrawProgressBar(
838                 myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, 
839                 mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, 
840                 autocvar_hud_panel_ammo_progressbar_name, 
841                 getstatf(STAT_NADE_BONUS_SCORE), 0, 0, color, 
842                 autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
843
844 }
845
846 void DrawAmmoNades(vector myPos, vector mySize, float draw_expanding, float expand_time)
847 {
848         float theAlpha = 1, a, b;
849         vector nade_color, picpos, numpos;
850         
851         nade_color = Nade_Color(getstati(STAT_NADE_BONUS_TYPE));
852         
853         a = getstatf(STAT_NADE_BONUS);
854         b = getstatf(STAT_NADE_BONUS_SCORE);
855         
856         if(autocvar_hud_panel_ammo_iconalign)
857         {
858                 numpos = myPos;
859                 picpos = myPos + eX * 2 * mySize_y;
860         }
861         else
862         {
863                 numpos = myPos + eX * mySize_y;
864                 picpos = myPos;
865         }
866
867         DrawNadeScoreBar(myPos, mySize, nade_color);
868
869         if(b > 0 || a > 0)
870         {
871                 if(autocvar_hud_panel_ammo_text)
872                         drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
873                 
874                 if(draw_expanding)
875                         drawpic_aspect_skin_expanding(picpos, "nade_nbg", '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, expand_time);
876                         
877                 drawpic_aspect_skin(picpos, "nade_bg" , '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
878                 drawpic_aspect_skin(picpos, "nade_nbg" , '1 1 0' * mySize_y, nade_color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
879         }
880 }
881
882 void DrawAmmoItem(vector myPos, vector mySize, .float ammotype, float currently_selected, float infinite_ammo)
883 {
884         float a = 0;
885         if(ammotype != ammo_none)
886         {
887                 if(autocvar__hud_configure)
888                 {
889                         currently_selected = (ammotype == ammo_rockets); //rockets always selected
890                         a = 60;
891                 }
892                 else
893                 {
894                         // how much ammo do we have of this ammotype?
895                         a = getstati(GetAmmoStat(ammotype));
896                 }
897         }
898         else
899         {
900                 #if 0
901                 infinite_ammo = TRUE;
902                 #else
903                 return; // just don't draw infinite ammo at all.
904                 #endif
905         }
906
907         vector color;
908         if(infinite_ammo)
909                 color = '0 0.5 0.75';
910         else if(a < 10)
911                 color = '0.7 0 0';
912         else
913                 color = '1 1 1';
914
915         float theAlpha;
916         if(currently_selected)
917                 theAlpha = 1;
918         else
919                 theAlpha = 0.7;
920
921         vector picpos, numpos;
922         if(autocvar_hud_panel_ammo_iconalign)
923         {
924                 numpos = myPos;
925                 picpos = myPos + eX * 2 * mySize_y;
926         }
927         else
928         {
929                 numpos = myPos + eX * mySize_y;
930                 picpos = myPos;
931         }
932
933         if(currently_selected)
934                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
935
936     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
937         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);
938
939     if(autocvar_hud_panel_ammo_text)
940     {
941         if(a > 0 || infinite_ammo)
942             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
943         else // "ghost" ammo count
944             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
945     }
946         if(a > 0 || infinite_ammo)
947                 drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
948         else // "ghost" ammo icon
949                 drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
950 }
951
952 float nade_prevstatus;
953 float nade_prevframe;
954 float nade_statuschange_time;
955 void HUD_Ammo(void)
956 {
957         if(hud != HUD_NORMAL) return;
958         if(!autocvar__hud_configure)
959         {
960                 if(!autocvar_hud_panel_ammo) return;
961                 if(spectatee_status == -1) return;
962         }
963
964         HUD_Panel_UpdateCvars();
965
966         draw_beginBoldFont();
967
968         vector pos, mySize;
969         pos = panel_pos;
970         mySize = panel_size;
971
972         HUD_Panel_DrawBg(1);
973         if(panel_bg_padding)
974         {
975                 pos += '1 1 0' * panel_bg_padding;
976                 mySize -= '2 2 0' * panel_bg_padding;
977         }
978
979         float rows = 0, columns, row, column;
980         float nade_cnt = getstatf(STAT_NADE_BONUS), nade_score = getstatf(STAT_NADE_BONUS_SCORE);
981         float draw_nades = (nade_cnt > 0 || nade_score > 0), nade_statuschange_elapsedtime;
982         float total_ammo_count;
983
984         vector ammo_size;
985         if (autocvar_hud_panel_ammo_onlycurrent)
986                 total_ammo_count = 1;
987         else
988                 total_ammo_count = AMMO_COUNT - 1; // fuel
989
990         if(draw_nades)
991         {
992                 ++total_ammo_count;
993                 if (nade_cnt != nade_prevframe)
994                 {
995                         nade_statuschange_time = time;
996                         nade_prevstatus = nade_prevframe;
997                         nade_prevframe = nade_cnt;
998                 }
999         }
1000         else
1001                 nade_prevstatus = nade_prevframe = nade_statuschange_time = 0;
1002
1003         rows = mySize_y/mySize_x;
1004         rows = bound(1, floor((sqrt(4 * (3/1) * rows * (total_ammo_count) + rows * rows) + rows + 0.5) / 2), (total_ammo_count));
1005         //                               ^^^ ammo item aspect goes here
1006
1007         columns = ceil((total_ammo_count)/rows);
1008
1009         ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
1010         
1011
1012         local vector offset = '0 0 0'; // fteqcc sucks
1013         float newSize;
1014         if(ammo_size_x/ammo_size_y > 3)
1015         {
1016                 newSize = 3 * ammo_size_y;
1017                 offset_x = ammo_size_x - newSize;
1018                 pos_x += offset_x/2;
1019                 ammo_size_x = newSize;
1020         }
1021         else
1022         {
1023                 newSize = 1/3 * ammo_size_x;
1024                 offset_y = ammo_size_y - newSize;
1025                 pos_y += offset_y/2;
1026                 ammo_size_y = newSize;
1027         }
1028
1029         float i;
1030         float infinite_ammo = (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_WEAPON_AMMO);
1031         row = column = 0;
1032         if(!infinite_ammo)
1033         if(autocvar_hud_panel_ammo_onlycurrent)
1034         {
1035                 if(autocvar__hud_configure)
1036                 {
1037                         DrawAmmoItem(pos, ammo_size, ammo_rockets, TRUE, FALSE);
1038                 }
1039                 else
1040                 {
1041                         DrawAmmoItem(
1042                                 pos,
1043                                 ammo_size,
1044                                 (get_weaponinfo(switchweapon)).ammo_field,
1045                                 TRUE,
1046                                 infinite_ammo
1047                         );
1048
1049                 ++row;
1050                 if(row >= rows)
1051                 {
1052                         row = 0;
1053                         column = column + 1;
1054                 }
1055                 }
1056         }
1057         else
1058         {
1059                 .float ammotype;
1060                 row = column = 0;
1061                 for(i = 0; i < AMMO_COUNT; ++i)
1062                 {
1063                         if(i == 4) continue; // fuel
1064                         ammotype = GetAmmoFieldFromNum(i);
1065                         DrawAmmoItem(
1066                                 pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y),
1067                                 ammo_size,
1068                                 ammotype,
1069                                 ((get_weaponinfo(switchweapon)).ammo_field == ammotype),
1070                                 infinite_ammo
1071                         );
1072
1073                         ++row;
1074                         if(row >= rows)
1075                         {
1076                                 row = 0;
1077                                 column = column + 1;
1078                         }
1079                 }
1080         }
1081
1082         if (draw_nades)
1083         {
1084                 nade_statuschange_elapsedtime = time - nade_statuschange_time;
1085
1086                 float f = bound(0, nade_statuschange_elapsedtime*2, 1);
1087
1088                 DrawAmmoNades(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, nade_prevstatus < nade_cnt && nade_cnt != 0 && f < 1, f);
1089         }
1090
1091         draw_endBoldFont();
1092 }
1093
1094 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1095 {
1096         vector newPos = '0 0 0', newSize = '0 0 0';
1097         vector picpos, numpos;
1098
1099         if (vertical)
1100         {
1101                 if(mySize_y/mySize_x > 2)
1102                 {
1103                         newSize_y = 2 * mySize_x;
1104                         newSize_x = mySize_x;
1105
1106                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1107                         newPos_x = myPos_x;
1108                 }
1109                 else
1110                 {
1111                         newSize_x = 1/2 * mySize_y;
1112                         newSize_y = mySize_y;
1113
1114                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1115                         newPos_y = myPos_y;
1116                 }
1117
1118                 if(icon_right_align)
1119                 {
1120                         numpos = newPos;
1121                         picpos = newPos + eY * newSize_x;
1122                 }
1123                 else
1124                 {
1125                         picpos = newPos;
1126                         numpos = newPos + eY * newSize_x;
1127                 }
1128
1129                 newSize_y /= 2;
1130                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1131                 // make number smaller than icon, it looks better
1132                 // reduce only y to draw numbers with different number of digits with the same y size
1133                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1134                 newSize_y *= 0.7;
1135                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1136                 return;
1137         }
1138
1139         if(mySize_x/mySize_y > 3)
1140         {
1141                 newSize_x = 3 * mySize_y;
1142                 newSize_y = mySize_y;
1143
1144                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1145                 newPos_y = myPos_y;
1146         }
1147         else
1148         {
1149                 newSize_y = 1/3 * mySize_x;
1150                 newSize_x = mySize_x;
1151
1152                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1153                 newPos_x = myPos_x;
1154         }
1155
1156         if(icon_right_align) // right align
1157         {
1158                 numpos = newPos;
1159                 picpos = newPos + eX * 2 * newSize_y;
1160         }
1161         else // left align
1162         {
1163                 numpos = newPos + eX * newSize_y;
1164                 picpos = newPos;
1165         }
1166
1167         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1168         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1169         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1170         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1171 }
1172
1173 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1174 {
1175         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1176 }
1177
1178 // Powerups (#2)
1179 //
1180 void HUD_Powerups(void)
1181 {
1182         float strength_time, shield_time, superweapons_time;
1183         if(!autocvar__hud_configure)
1184         {
1185                 if(!autocvar_hud_panel_powerups) return;
1186                 if(spectatee_status == -1) return;
1187                 if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
1188                 if (getstati(STAT_HEALTH) <= 0) return;
1189
1190                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1191                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1192                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1193
1194                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1195                         superweapons_time = 99; // force max
1196
1197                 // prevent stuff to show up on mismatch that will be fixed next frame
1198                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1199                         superweapons_time = 0;
1200         }
1201         else
1202         {
1203                 strength_time = 15;
1204                 shield_time = 27;
1205                 superweapons_time = 13;
1206         }
1207
1208         HUD_Panel_UpdateCvars();
1209
1210         draw_beginBoldFont();
1211
1212         vector pos, mySize;
1213         pos = panel_pos;
1214         mySize = panel_size;
1215
1216         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1217         if(panel_bg_padding)
1218         {
1219                 pos += '1 1 0' * panel_bg_padding;
1220                 mySize -= '2 2 0' * panel_bg_padding;
1221         }
1222
1223         float panel_ar = mySize_x/mySize_y;
1224         float is_vertical = (panel_ar < 1);
1225         vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1226
1227         float superweapons_is = -1;
1228
1229         if(superweapons_time)
1230         {
1231                 if(strength_time)
1232                 {
1233                         if(shield_time)
1234                                 superweapons_is = 0;
1235                         else
1236                                 superweapons_is = 2;
1237                 }
1238                 else
1239                 {
1240                         if(shield_time)
1241                                 superweapons_is = 1;
1242                         else
1243                                 superweapons_is = 2;
1244                 }
1245         }
1246
1247         // FIXME handle superweapons here
1248         if(superweapons_is == 0)
1249         {
1250                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1251                 {
1252                         mySize_x *= (1.0 / 3.0);
1253                         superweapons_offset_x = mySize_x;
1254                         if (autocvar_hud_panel_powerups_flip)
1255                                 shield_offset_x = 2*mySize_x;
1256                         else
1257                                 strength_offset_x = 2*mySize_x;
1258                 }
1259                 else
1260                 {
1261                         mySize_y *= (1.0 / 3.0);
1262                         superweapons_offset_y = mySize_y;
1263                         if (autocvar_hud_panel_powerups_flip)
1264                                 shield_offset_y = 2*mySize_y;
1265                         else
1266                                 strength_offset_y = 2*mySize_y;
1267                 }
1268         }
1269         else
1270         {
1271                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1272                 {
1273                         mySize_x *= 0.5;
1274                         if (autocvar_hud_panel_powerups_flip)
1275                                 shield_offset_x = mySize_x;
1276                         else
1277                                 strength_offset_x = mySize_x;
1278                 }
1279                 else
1280                 {
1281                         mySize_y *= 0.5;
1282                         if (autocvar_hud_panel_powerups_flip)
1283                                 shield_offset_y = mySize_y;
1284                         else
1285                                 strength_offset_y = mySize_y;
1286                 }
1287         }
1288
1289         float shield_baralign, strength_baralign, superweapons_baralign;
1290         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1291
1292         if (autocvar_hud_panel_powerups_flip)
1293         {
1294                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1295                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1296                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1297                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1298         }
1299         else
1300         {
1301                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1302                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1303                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1304                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1305         }
1306
1307         if(superweapons_is == 0)
1308         {
1309                 superweapons_iconalign = strength_iconalign;
1310                 superweapons_baralign = 2;
1311         }
1312         else if(superweapons_is == 1)
1313         {
1314                 superweapons_offset = strength_offset;
1315                 superweapons_iconalign = strength_iconalign;
1316                 superweapons_baralign = strength_baralign;
1317         }
1318         else // if(superweapons_is == 2)
1319         {
1320                 superweapons_offset = shield_offset;
1321                 superweapons_iconalign = shield_iconalign;
1322                 superweapons_baralign = shield_baralign;
1323         }
1324
1325         if(shield_time)
1326         {
1327                 const float maxshield = 30;
1328                 float shield = ceil(shield_time);
1329                 if(autocvar_hud_panel_powerups_progressbar)
1330                         HUD_Panel_DrawProgressBar(pos + shield_offset, mySize, autocvar_hud_panel_powerups_progressbar_shield, shield/maxshield, is_vertical, shield_baralign, autocvar_hud_progressbar_shield_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1331                 if(autocvar_hud_panel_powerups_text)
1332                 {
1333                         if(shield > 1)
1334                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1335                         if(shield <= 5)
1336                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1337                 }
1338         }
1339
1340         if(strength_time)
1341         {
1342                 const float maxstrength = 30;
1343                 float strength = ceil(strength_time);
1344                 if(autocvar_hud_panel_powerups_progressbar)
1345                         HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, autocvar_hud_progressbar_strength_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1346                 if(autocvar_hud_panel_powerups_text)
1347                 {
1348                         if(strength > 1)
1349                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1350                         if(strength <= 5)
1351                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1352                 }
1353         }
1354
1355         if(superweapons_time)
1356         {
1357                 const float maxsuperweapons = 30;
1358                 float superweapons = ceil(superweapons_time);
1359                 if(autocvar_hud_panel_powerups_progressbar)
1360                         HUD_Panel_DrawProgressBar(pos + superweapons_offset, mySize, autocvar_hud_panel_powerups_progressbar_superweapons, superweapons/maxsuperweapons, is_vertical, superweapons_baralign, autocvar_hud_progressbar_superweapons_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1361                 if(autocvar_hud_panel_powerups_text)
1362                 {
1363                         if(superweapons > 1)
1364                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1365                         if(superweapons <= 5)
1366                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1367                 }
1368         }
1369
1370         draw_endBoldFont();
1371 }
1372
1373 // Health/armor (#3)
1374 //
1375
1376 // prev_* vars contain the health/armor at the previous FRAME
1377 // set to -1 when player is dead or was not playing
1378 float prev_health, prev_armor;
1379 float health_damagetime, armor_damagetime;
1380 float health_beforedamage, armor_beforedamage;
1381 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1382 float old_p_health, old_p_armor;
1383 float old_p_healthtime, old_p_armortime;
1384 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1385 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1386 float prev_p_health, prev_p_armor;
1387
1388 void HUD_HealthArmor(void)
1389 {
1390         float armor, health, fuel;
1391         if(!autocvar__hud_configure)
1392         {
1393                 if(!autocvar_hud_panel_healtharmor) return;
1394                 if(hud != HUD_NORMAL) return;
1395                 if(spectatee_status == -1) return;
1396
1397                 health = getstati(STAT_HEALTH);
1398                 if(health <= 0)
1399                 {
1400                         prev_health = -1;
1401                         return;
1402                 }
1403                 armor = getstati(STAT_ARMOR);
1404
1405                 // code to check for spectatee_status changes is in Ent_ClientData()
1406                 // prev_p_health and prev_health can be set to -1 there
1407
1408                 if (prev_p_health == -1)
1409                 {
1410                         // no effect
1411                         health_beforedamage = 0;
1412                         armor_beforedamage = 0;
1413                         health_damagetime = 0;
1414                         armor_damagetime = 0;
1415                         prev_health = health;
1416                         prev_armor = armor;
1417                         old_p_health = health;
1418                         old_p_armor = armor;
1419                         prev_p_health = health;
1420                         prev_p_armor = armor;
1421                 }
1422                 else if (prev_health == -1)
1423                 {
1424                         //start the load effect
1425                         health_damagetime = 0;
1426                         armor_damagetime = 0;
1427                         prev_health = 0;
1428                         prev_armor = 0;
1429                 }
1430                 fuel = getstati(STAT_FUEL);
1431         }
1432         else
1433         {
1434                 health = 150;
1435                 armor = 75;
1436                 fuel = 20;
1437         }
1438
1439         HUD_Panel_UpdateCvars();
1440         vector pos, mySize;
1441         pos = panel_pos;
1442         mySize = panel_size;
1443
1444         HUD_Panel_DrawBg(1);
1445         if(panel_bg_padding)
1446         {
1447                 pos += '1 1 0' * panel_bg_padding;
1448                 mySize -= '2 2 0' * panel_bg_padding;
1449         }
1450
1451         float baralign = autocvar_hud_panel_healtharmor_baralign;
1452         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1453
1454     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1455     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1456         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1457         {
1458                 vector v;
1459                 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
1460
1461                 float x;
1462                 x = floor(v_x + 1);
1463
1464         float maxtotal = maxhealth + maxarmor;
1465                 string biggercount;
1466                 if(v_z) // NOT fully armored
1467                 {
1468                         biggercount = "health";
1469                         if(autocvar_hud_panel_healtharmor_progressbar)
1470                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, x/maxtotal, 0, (baralign == 1 || baralign == 2), autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1471                         if(armor)
1472             if(autocvar_hud_panel_healtharmor_text)
1473                                 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);
1474                 }
1475                 else
1476                 {
1477                         biggercount = "armor";
1478                         if(autocvar_hud_panel_healtharmor_progressbar)
1479                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, x/maxtotal, 0, (baralign == 1 || baralign == 2), autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1480                         if(health)
1481             if(autocvar_hud_panel_healtharmor_text)
1482                                 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);
1483                 }
1484         if(autocvar_hud_panel_healtharmor_text)
1485                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1486
1487                 if(fuel)
1488                         HUD_Panel_DrawProgressBar(pos, eX * mySize_x + eY * 0.2 * mySize_y, "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1489         }
1490         else
1491         {
1492                 float panel_ar = mySize_x/mySize_y;
1493                 float is_vertical = (panel_ar < 1);
1494                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1495                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1496                 {
1497                         mySize_x *= 0.5;
1498                         if (autocvar_hud_panel_healtharmor_flip)
1499                                 health_offset_x = mySize_x;
1500                         else
1501                                 armor_offset_x = mySize_x;
1502                 }
1503                 else
1504                 {
1505                         mySize_y *= 0.5;
1506                         if (autocvar_hud_panel_healtharmor_flip)
1507                                 health_offset_y = mySize_y;
1508                         else
1509                                 armor_offset_y = mySize_y;
1510                 }
1511
1512                 float health_baralign, armor_baralign, fuel_baralign;
1513                 float health_iconalign, armor_iconalign;
1514                 if (autocvar_hud_panel_healtharmor_flip)
1515                 {
1516                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1517                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1518                         fuel_baralign = health_baralign;
1519                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1520                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1521                 }
1522                 else
1523                 {
1524                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1525                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1526                         fuel_baralign = armor_baralign;
1527                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1528                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1529                 }
1530
1531                 //if(health)
1532                 {
1533                         if(autocvar_hud_panel_healtharmor_progressbar)
1534                         {
1535                                 float p_health, pain_health_alpha;
1536                                 p_health = health;
1537                                 pain_health_alpha = 1;
1538                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1539                                 {
1540                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1541                                         {
1542                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1543                                                 {
1544                                                         if (time - old_p_healthtime < 1)
1545                                                                 old_p_health = prev_p_health;
1546                                                         else
1547                                                                 old_p_health = prev_health;
1548                                                         old_p_healthtime = time;
1549                                                 }
1550                                                 if (time - old_p_healthtime < 1)
1551                                                 {
1552                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1553                                                         prev_p_health = p_health;
1554                                                 }
1555                                         }
1556                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1557                                         {
1558                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1559                                                 {
1560                                                         if (time - health_damagetime >= 1)
1561                                                                 health_beforedamage = prev_health;
1562                                                         health_damagetime = time;
1563                                                 }
1564                                                 if (time - health_damagetime < 1)
1565                                                 {
1566                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1567                                                         HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * health_damagealpha, DRAWFLAG_NORMAL);
1568                                                 }
1569                                         }
1570                                         prev_health = health;
1571
1572                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1573                                         {
1574                                                 float BLINK_FACTOR = 0.15;
1575                                                 float BLINK_BASE = 0.85;
1576                                                 float BLINK_FREQ = 9;
1577                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1578                                         }
1579                                 }
1580                                 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, p_health/maxhealth, is_vertical, health_baralign, autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * pain_health_alpha, DRAWFLAG_NORMAL);
1581                         }
1582                         if(autocvar_hud_panel_healtharmor_text)
1583                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1584                 }
1585
1586                 if(armor)
1587                 {
1588                         if(autocvar_hud_panel_healtharmor_progressbar)
1589                         {
1590                                 float p_armor;
1591                                 p_armor = armor;
1592                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1593                                 {
1594                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1595                                         {
1596                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1597                                                 {
1598                                                         if (time - old_p_armortime < 1)
1599                                                                 old_p_armor = prev_p_armor;
1600                                                         else
1601                                                                 old_p_armor = prev_armor;
1602                                                         old_p_armortime = time;
1603                                                 }
1604                                                 if (time - old_p_armortime < 1)
1605                                                 {
1606                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1607                                                         prev_p_armor = p_armor;
1608                                                 }
1609                                         }
1610                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1611                                         {
1612                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1613                                                 {
1614                                                         if (time - armor_damagetime >= 1)
1615                                                                 armor_beforedamage = prev_armor;
1616                                                         armor_damagetime = time;
1617                                                 }
1618                                                 if (time - armor_damagetime < 1)
1619                                                 {
1620                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1621                                                         HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * armor_damagealpha, DRAWFLAG_NORMAL);
1622                                                 }
1623                                         }
1624                                         prev_armor = armor;
1625                                 }
1626                                 HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, p_armor/maxarmor, is_vertical, armor_baralign, autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1627                         }
1628                         if(autocvar_hud_panel_healtharmor_text)
1629                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1630                 }
1631
1632                 if(fuel)
1633                 {
1634                         if (is_vertical)
1635                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1636                         else
1637                                 mySize_y *= 0.2;
1638                         if (panel_ar >= 4)
1639                                 mySize_x *= 2; //restore full panel size
1640                         else if (panel_ar < 1/4)
1641                                 mySize_y *= 2; //restore full panel size
1642                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1643                 }
1644         }
1645 }
1646
1647 // Notification area (#4)
1648 //
1649
1650 void HUD_Notify_Push(string icon, string attacker, string victim)
1651 {
1652         if (icon == "")
1653                 return;
1654
1655         ++notify_count;
1656         --notify_index;
1657
1658         if (notify_index == -1)
1659                 notify_index = NOTIFY_MAX_ENTRIES-1;
1660
1661         // Free old strings
1662         if (notify_attackers[notify_index])
1663                 strunzone(notify_attackers[notify_index]);
1664
1665         if (notify_victims[notify_index])
1666                 strunzone(notify_victims[notify_index]);
1667
1668         if (notify_icons[notify_index])
1669                 strunzone(notify_icons[notify_index]);
1670
1671         // Allocate new strings
1672         if (victim != "")
1673         {
1674                 notify_attackers[notify_index] = strzone(attacker);
1675                 notify_victims[notify_index] = strzone(victim);
1676         }
1677         else
1678         {
1679                 // In case of a notification without a victim, the attacker
1680                 // is displayed on the victim's side. Instead of special
1681                 // treatment later on, we can simply switch them here.
1682                 notify_attackers[notify_index] = string_null;
1683                 notify_victims[notify_index] = strzone(attacker);
1684         }
1685
1686         notify_icons[notify_index] = strzone(icon);
1687         notify_times[notify_index] = time;
1688 }
1689
1690 void HUD_Notify(void)
1691 {
1692         if (!autocvar__hud_configure)
1693                 if (!autocvar_hud_panel_notify)
1694                         return;
1695
1696         HUD_Panel_UpdateCvars();
1697         HUD_Panel_DrawBg(1);
1698
1699         if (!autocvar__hud_configure)
1700                 if (notify_count == 0)
1701                         return;
1702
1703         vector pos, size;
1704         pos  = panel_pos;
1705         size = panel_size;
1706
1707         if (panel_bg_padding)
1708         {
1709                 pos  += '1 1 0' * panel_bg_padding;
1710                 size -= '2 2 0' * panel_bg_padding;
1711         }
1712
1713         float fade_start = max(0, autocvar_hud_panel_notify_time);
1714         float fade_time = max(0, autocvar_hud_panel_notify_fadetime);
1715         float icon_aspect = max(1, autocvar_hud_panel_notify_icon_aspect);
1716
1717         float entry_count = bound(1, floor(NOTIFY_MAX_ENTRIES * size_y / size_x), NOTIFY_MAX_ENTRIES);
1718         float entry_height = size_y / entry_count;
1719
1720         float panel_width_half = size_x * 0.5;
1721         float icon_width_half = entry_height * icon_aspect / 2;
1722         float name_maxwidth = panel_width_half - icon_width_half - size_x * NOTIFY_ICON_MARGIN;
1723
1724         vector font_size = '0.5 0.5 0' * entry_height * autocvar_hud_panel_notify_fontsize;
1725         vector icon_size = (eX * icon_aspect + eY) * entry_height;
1726         vector icon_left = eX * (panel_width_half - icon_width_half);
1727         vector attacker_right = eX * name_maxwidth;
1728         vector victim_left = eX * (size_x - name_maxwidth);
1729
1730         vector attacker_pos, victim_pos, icon_pos;
1731         string attacker, victim, icon;
1732         float i, j, count, step, limit, alpha;
1733
1734         if (autocvar_hud_panel_notify_flip)
1735         {
1736                 // Order items from the top down
1737                 i = 0;
1738                 step = +1;
1739                 limit = entry_count;
1740         }
1741         else
1742         {
1743                 // Order items from the bottom up
1744                 i = entry_count - 1;
1745                 step = -1;
1746                 limit = -1;
1747         }
1748
1749         for (j = notify_index, count = 0; i != limit; i += step, ++j, ++count)
1750         {
1751                 if(autocvar__hud_configure)
1752                 {
1753                         attacker = sprintf(_("Player %d"), count + 1);
1754                         victim = sprintf(_("Player %d"), count + 2);
1755                         icon = get_weaponinfo(min(WEP_FIRST + count * 2, WEP_LAST)).model2;
1756                         alpha = bound(0, 1.2 - count / entry_count, 1);
1757                 }
1758                 else
1759                 {
1760                         if (j == NOTIFY_MAX_ENTRIES)
1761                                 j = 0;
1762
1763                         if (notify_times[j] + fade_start > time)
1764                                 alpha = 1;
1765                         else if (fade_time != 0)
1766                         {
1767                                 alpha = bound(0, (notify_times[j] + fade_start + fade_time - time) / fade_time, 1);
1768                                 if (alpha == 0)
1769                                         break;
1770                         }
1771                         else
1772                                 break;
1773
1774                         attacker = notify_attackers[j];
1775                         victim = notify_victims[j];
1776                         icon = notify_icons[j];
1777                 }
1778
1779                 if (icon != "" && victim != "")
1780                 {
1781                         vector name_top = eY * (i * entry_height + 0.5 * (entry_height - font_size_y));
1782
1783                         icon_pos = pos + icon_left + eY * i * entry_height;
1784                         drawpic_aspect_skin(icon_pos, icon, icon_size, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1785
1786                         victim = textShortenToWidth(victim, name_maxwidth, font_size, stringwidth_colors);
1787                         victim_pos = pos + victim_left + name_top;
1788                         drawcolorcodedstring(victim_pos, victim, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1789
1790                         if (attacker != "")
1791                         {
1792                                 attacker = textShortenToWidth(attacker, name_maxwidth, font_size, stringwidth_colors);
1793                                 attacker_pos = pos + attacker_right - eX * stringwidth(attacker, TRUE, font_size) + name_top;
1794                                 drawcolorcodedstring(attacker_pos, attacker, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1795                         }
1796                 }
1797         }
1798
1799         notify_count = count;
1800 }
1801
1802 // Timer (#5)
1803 //
1804 // TODO: macro
1805 string seconds_tostring(float sec)
1806 {
1807         float minutes;
1808         minutes = floor(sec / 60);
1809
1810         sec -= minutes * 60;
1811         return sprintf("%d:%02d", minutes, sec);
1812 }
1813
1814 void HUD_Timer(void)
1815 {
1816         if(!autocvar__hud_configure)
1817         {
1818                 if(!autocvar_hud_panel_timer) return;
1819         }
1820
1821         HUD_Panel_UpdateCvars();
1822
1823         draw_beginBoldFont();
1824
1825         vector pos, mySize;
1826         pos = panel_pos;
1827         mySize = panel_size;
1828
1829         HUD_Panel_DrawBg(1);
1830         if(panel_bg_padding)
1831         {
1832                 pos += '1 1 0' * panel_bg_padding;
1833                 mySize -= '2 2 0' * panel_bg_padding;
1834         }
1835
1836         string timer;
1837         float timelimit, elapsedTime, timeleft, minutesLeft;
1838
1839         timelimit = getstatf(STAT_TIMELIMIT);
1840
1841         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1842         timeleft = ceil(timeleft);
1843
1844         minutesLeft = floor(timeleft / 60);
1845
1846         vector timer_color;
1847         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1848                 timer_color = '1 1 1'; //white
1849         else if(minutesLeft >= 1)
1850                 timer_color = '1 1 0'; //yellow
1851         else
1852                 timer_color = '1 0 0'; //red
1853
1854         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1855                 if (time < getstatf(STAT_GAMESTARTTIME)) {
1856                         //while restart is still active, show 00:00
1857                         timer = seconds_tostring(0);
1858                 } else {
1859                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1860                         timer = seconds_tostring(elapsedTime);
1861                 }
1862         } else {
1863                 timer = seconds_tostring(timeleft);
1864         }
1865
1866         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1867
1868         draw_endBoldFont();
1869 }
1870
1871 // Radar (#6)
1872 //
1873 void HUD_Radar(void)
1874 {
1875         if (!autocvar__hud_configure)
1876         {
1877                 if (hud_panel_radar_maximized)
1878                 {
1879                         if (!hud_draw_maximized) return;
1880                 }
1881                 else
1882                 {
1883                         if (autocvar_hud_panel_radar == 0) return;
1884                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1885                         if(radar_panel_modified)
1886                         {
1887                                 panel.update_time = time; // forces reload of panel attributes
1888                                 radar_panel_modified = false;
1889                         }
1890                 }
1891         }
1892
1893         HUD_Panel_UpdateCvars();
1894
1895         float f = 0;
1896
1897         if (hud_panel_radar_maximized && !autocvar__hud_configure)
1898         {
1899                 panel_size = autocvar_hud_panel_radar_maximized_size;
1900                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
1901                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
1902                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
1903                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
1904
1905                 string panel_bg;
1906                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
1907                 if(precache_pic(panel_bg) == "")
1908                         panel_bg = "gfx/hud/default/border_default"; // fallback
1909                 if(!radar_panel_modified && panel_bg != panel.current_panel_bg)
1910                         radar_panel_modified = true;
1911                 if(panel.current_panel_bg)
1912                         strunzone(panel.current_panel_bg);
1913                 panel.current_panel_bg = strzone(panel_bg);
1914
1915                 switch(hud_panel_radar_maximized_zoommode)
1916                 {
1917                         default:
1918                         case 0:
1919                                 f = current_zoomfraction;
1920                                 break;
1921                         case 1:
1922                                 f = 1 - current_zoomfraction;
1923                                 break;
1924                         case 2:
1925                                 f = 0;
1926                                 break;
1927                         case 3:
1928                                 f = 1;
1929                                 break;
1930                 }
1931
1932                 switch(hud_panel_radar_maximized_rotation)
1933                 {
1934                         case 0:
1935                                 teamradar_angle = view_angles_y - 90;
1936                                 break;
1937                         default:
1938                                 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
1939                                 break;
1940                 }
1941         }
1942         if (!hud_panel_radar_maximized && !autocvar__hud_configure)
1943         {
1944                 switch(hud_panel_radar_zoommode)
1945                 {
1946                         default:
1947                         case 0:
1948                                 f = current_zoomfraction;
1949                                 break;
1950                         case 1:
1951                                 f = 1 - current_zoomfraction;
1952                                 break;
1953                         case 2:
1954                                 f = 0;
1955                                 break;
1956                         case 3:
1957                                 f = 1;
1958                                 break;
1959                 }
1960
1961                 switch(hud_panel_radar_rotation)
1962                 {
1963                         case 0:
1964                                 teamradar_angle = view_angles_y - 90;
1965                                 break;
1966                         default:
1967                                 teamradar_angle = 90 * hud_panel_radar_rotation;
1968                                 break;
1969                 }
1970         }
1971
1972         vector pos, mySize;
1973         pos = panel_pos;
1974         mySize = panel_size;
1975
1976         HUD_Panel_DrawBg(1);
1977         if(panel_bg_padding)
1978         {
1979                 pos += '1 1 0' * panel_bg_padding;
1980                 mySize -= '2 2 0' * panel_bg_padding;
1981         }
1982
1983         float color2;
1984         entity tm;
1985         float scale2d, normalsize, bigsize;
1986
1987         teamradar_origin2d = pos + 0.5 * mySize;
1988         teamradar_size2d = mySize;
1989
1990         if(minimapname == "")
1991                 return;
1992
1993         teamradar_loadcvars();
1994
1995         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
1996         teamradar_size2d = mySize;
1997
1998         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
1999
2000         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
2001         if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
2002         {
2003                 // max-min distance must fit the radar in any rotation
2004                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
2005         }
2006         else
2007         {
2008                 vector c0, c1, c2, c3, span;
2009                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
2010                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
2011                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
2012                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
2013                 span = '0 0 0';
2014                 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
2015                 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
2016
2017                 // max-min distance must fit the radar in x=x, y=y
2018                 bigsize = min(
2019                         teamradar_size2d_x * scale2d / (1.05 * span_x),
2020                         teamradar_size2d_y * scale2d / (1.05 * span_y)
2021                 );
2022         }
2023
2024         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
2025         if(bigsize > normalsize)
2026                 normalsize = bigsize;
2027
2028         teamradar_size =
2029                   f * bigsize
2030                 + (1 - f) * normalsize;
2031         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2032                   f * mi_center
2033                 + (1 - f) * view_origin);
2034
2035         drawsetcliparea(
2036                 pos_x,
2037                 pos_y,
2038                 mySize_x,
2039                 mySize_y
2040         );
2041
2042         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2043
2044         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2045                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2046         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2047                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2048         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2049         {
2050                 color2 = GetPlayerColor(tm.sv_entnum);
2051                 //if(color == NUM_SPECTATOR || color == color2)
2052                         draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
2053         }
2054         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2055
2056         drawresetcliparea();
2057 }
2058
2059 // Score (#7)
2060 //
2061 void HUD_UpdatePlayerTeams();
2062 void HUD_Score_Rankings(vector pos, vector mySize, entity me)
2063 {
2064         float score;
2065         entity tm = world, pl;
2066 #define SCOREPANEL_MAX_ENTRIES 6
2067 #define SCOREPANEL_ASPECTRATIO 2
2068         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2069         vector fontsize = '1 1 0' * (mySize_y/entries);
2070
2071         vector rgb, score_color;
2072         rgb = '1 1 1';
2073         score_color = '1 1 1';
2074
2075         float name_size = mySize_x*0.75;
2076         float spacing_size = mySize_x*0.04;
2077         const float highlight_alpha = 0.2;
2078         float i = 0, me_printed = 0, first_pl = 0;
2079         string s;
2080         if (autocvar__hud_configure)
2081         {
2082                 float players_per_team = 0;
2083                 if (team_count)
2084                 {
2085                         // show team scores in the first line
2086                         float score_size = mySize_x / team_count;
2087                         players_per_team = max(2, ceil((entries - 1) / team_count));
2088                         for(i=0; i<team_count; ++i) {
2089                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2090                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2091                                 drawstring_aspect(pos + eX * score_size * i, ftos(175 - 23*i), eX * score_size + eY * fontsize_y, Team_ColorRGB(ColorByTeam(i)) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2092                         }
2093                         first_pl = 1;
2094                         pos_y += fontsize_y;
2095                 }
2096                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2097                 for (i=first_pl; i<entries; ++i)
2098                 {
2099                         //simulate my score is lower than all displayed players,
2100                         //so that I don't appear at all showing pure rankings.
2101                         //This is to better show the difference between the 2 ranking views
2102                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2103                         {
2104                                 rgb = '1 1 0';
2105                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2106                                 s = GetPlayerName(player_localnum);
2107                                 score = 7;
2108                         }
2109                         else
2110                         {
2111                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2112                                 score -= 3;
2113                         }
2114
2115                         if (team_count)
2116                                 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2117                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2118                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2119                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2120                         pos_y += fontsize_y;
2121                 }
2122                 return;
2123         }
2124
2125         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2126                 HUD_UpdatePlayerTeams();
2127         if (team_count)
2128         {
2129                 // show team scores in the first line
2130                 float score_size = mySize_x / team_count;
2131                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2132                         if(tm.team == NUM_SPECTATOR)
2133                                 continue;
2134                         if (tm.team == myteam)
2135                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2136                         drawstring_aspect(pos + eX * score_size * i, ftos(tm.(teamscores[ts_primary])), eX * score_size + eY * fontsize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2137                         ++i;
2138                 }
2139                 first_pl = 1;
2140                 pos_y += fontsize_y;
2141                 tm = teams.sort_next;
2142         }
2143         i = first_pl;
2144
2145         do
2146         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2147         {
2148                 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2149                         continue;
2150
2151                 if (i == entries-1 && !me_printed && pl != me)
2152                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2153                 {
2154                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2155                                 if (pl.team != NUM_SPECTATOR)
2156                                         break;
2157
2158                         if (pl)
2159                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2160                         else
2161                                 rgb = '1 0 0'; //last: red
2162                         pl = me;
2163                 }
2164
2165                 if (pl == me)
2166                 {
2167                         if (i == first_pl)
2168                                 rgb = '0 1 0'; //first: green
2169                         me_printed = 1;
2170                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2171                 }
2172                 if (team_count)
2173                         score_color = Team_ColorRGB(pl.team) * 0.8;
2174                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2175                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2176                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2177                 pos_y += fontsize_y;
2178                 ++i;
2179         }
2180         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2181 }
2182
2183 void HUD_Score(void)
2184 {
2185         if(!autocvar__hud_configure)
2186         {
2187                 if(!autocvar_hud_panel_score) return;
2188                 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2189         }
2190
2191         HUD_Panel_UpdateCvars();
2192         vector pos, mySize;
2193         pos = panel_pos;
2194         mySize = panel_size;
2195
2196         HUD_Panel_DrawBg(1);
2197         if(panel_bg_padding)
2198         {
2199                 pos += '1 1 0' * panel_bg_padding;
2200                 mySize -= '2 2 0' * panel_bg_padding;
2201         }
2202
2203         float score, distribution = 0;
2204         string sign;
2205         vector distribution_color;
2206         entity tm, pl, me;
2207
2208 #ifdef COMPAT_XON050_ENGINE
2209         me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2210 #else
2211         me = playerslots[player_localentnum - 1];
2212 #endif
2213
2214         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2215                 string timer, distrtimer;
2216
2217                 pl = players.sort_next;
2218                 if(pl == me)
2219                         pl = pl.sort_next;
2220                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2221                         if(pl.scores[ps_primary] == 0)
2222                                 pl = world;
2223
2224                 score = me.(scores[ps_primary]);
2225                 timer = TIME_ENCODED_TOSTRING(score);
2226
2227                 draw_beginBoldFont();
2228                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2229                         // distribution display
2230                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2231
2232                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2233
2234                         if (distribution <= 0) {
2235                                 distribution_color = '0 1 0';
2236                                 sign = "-";
2237                         }
2238                         else {
2239                                 distribution_color = '1 0 0';
2240                                 sign = "+";
2241                         }
2242                         drawstring_aspect(pos + eX * 0.75 * mySize_x, strcat(sign, distrtimer), eX * 0.25 * mySize_x + eY * (1/3) * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2243                 }
2244                 // race record display
2245                 if (distribution <= 0)
2246                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2247                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2248                 draw_endBoldFont();
2249         } else if (!teamplay) { // non-teamgames
2250                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2251                 {
2252                         HUD_Score_Rankings(pos, mySize, me);
2253                         return;
2254                 }
2255                 // me vector := [team/connected frags id]
2256                 pl = players.sort_next;
2257                 if(pl == me)
2258                         pl = pl.sort_next;
2259
2260                 if(autocvar__hud_configure)
2261                         distribution = 42;
2262                 else if(pl)
2263                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2264                 else
2265                         distribution = 0;
2266
2267                 score = me.(scores[ps_primary]);
2268                 if(autocvar__hud_configure)
2269                         score = 123;
2270
2271                 if(distribution >= 5)
2272                         distribution_color = eY;
2273                 else if(distribution >= 0)
2274                         distribution_color = '1 1 1';
2275                 else if(distribution >= -5)
2276                         distribution_color = '1 1 0';
2277                 else
2278                         distribution_color = eX;
2279
2280                 string distribution_str;
2281                 distribution_str = ftos(distribution);
2282                 draw_beginBoldFont();
2283                 if (distribution >= 0)
2284                 {
2285                         if (distribution > 0)
2286                                 distribution_str = strcat("+", distribution_str);
2287                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2288                 }
2289                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2290                 drawstring_aspect(pos + eX * 0.75 * mySize_x, distribution_str, eX * 0.25 * mySize_x + eY * (1/3) * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2291                 draw_endBoldFont();
2292         } else { // teamgames
2293                 float row, column, rows = 0, columns = 0;
2294                 local noref vector offset = '0 0 0';
2295                 vector score_pos, score_size; //for scores other than myteam
2296                 if(autocvar_hud_panel_score_rankings)
2297                 {
2298                         HUD_Score_Rankings(pos, mySize, me);
2299                         return;
2300                 }
2301                 if(spectatee_status == -1)
2302                 {
2303                         rows = mySize_y/mySize_x;
2304                         rows = bound(1, floor((sqrt(4 * (3/1) * rows * team_count + rows * rows) + rows + 0.5) / 2), team_count);
2305                         //                               ^^^ ammo item aspect goes here
2306
2307                         columns = ceil(team_count/rows);
2308
2309                         score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2310
2311                         float newSize;
2312                         if(score_size_x/score_size_y > 3)
2313                         {
2314                                 newSize = 3 * score_size_y;
2315                                 offset_x = score_size_x - newSize;
2316                                 pos_x += offset_x/2;
2317                                 score_size_x = newSize;
2318                         }
2319                         else
2320                         {
2321                                 newSize = 1/3 * score_size_x;
2322                                 offset_y = score_size_y - newSize;
2323                                 pos_y += offset_y/2;
2324                                 score_size_y = newSize;
2325                         }
2326                 }
2327                 else
2328                         score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2329
2330                 float max_fragcount;
2331                 max_fragcount = -99;
2332                 draw_beginBoldFont();
2333                 row = column = 0;
2334                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2335                         if(tm.team == NUM_SPECTATOR)
2336                                 continue;
2337                         score = tm.(teamscores[ts_primary]);
2338                         if(autocvar__hud_configure)
2339                                 score = 123;
2340
2341                         if (score > max_fragcount)
2342                                 max_fragcount = score;
2343
2344                         if (spectatee_status == -1)
2345                         {
2346                                 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);
2347                                 if (max_fragcount == score)
2348                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2349                                 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2350                                 ++row;
2351                                 if(row >= rows)
2352                                 {
2353                                         row = 0;
2354                                         ++column;
2355                                 }
2356                         }
2357                         else if(tm.team == myteam) {
2358                                 if (max_fragcount == score)
2359                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2360                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2361                         } else {
2362                                 if (max_fragcount == score)
2363                                         HUD_Panel_DrawHighlight(pos + eX * 0.75 * mySize_x + eY * (1/3) * rows * mySize_y, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2364                                 drawstring_aspect(pos + eX * 0.75 * mySize_x + eY * (1/3) * rows * mySize_y, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2365                                 ++rows;
2366                         }
2367                 }
2368                 draw_endBoldFont();
2369         }
2370 }
2371
2372 // Race timer (#8)
2373 //
2374 void HUD_RaceTimer (void)
2375 {
2376         if(!autocvar__hud_configure)
2377         {
2378                 if(!autocvar_hud_panel_racetimer) return;
2379                 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2380                 if(spectatee_status == -1) return;
2381         }
2382
2383         HUD_Panel_UpdateCvars();
2384
2385         draw_beginBoldFont();
2386
2387         vector pos, mySize;
2388         pos = panel_pos;
2389         mySize = panel_size;
2390
2391         HUD_Panel_DrawBg(1);
2392         if(panel_bg_padding)
2393         {
2394                 pos += '1 1 0' * panel_bg_padding;
2395                 mySize -= '2 2 0' * panel_bg_padding;
2396         }
2397
2398         // always force 4:1 aspect
2399         vector newSize = '0 0 0';
2400         if(mySize_x/mySize_y > 4)
2401         {
2402                 newSize_x = 4 * mySize_y;
2403                 newSize_y = mySize_y;
2404
2405                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2406         }
2407         else
2408         {
2409                 newSize_y = 1/4 * mySize_x;
2410                 newSize_x = mySize_x;
2411
2412                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2413         }
2414         mySize = newSize;
2415
2416         float a, t;
2417         string s, forcetime;
2418
2419         if(autocvar__hud_configure)
2420         {
2421                 s = "0:13:37";
2422                 drawstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, FALSE, '0.60 0.60 0' * mySize_y), s, '0.60 0.60 0' * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2423                 s = _("^1Intermediate 1 (+15.42)");
2424                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.20 * mySize_y) + eY * 0.60 * mySize_y, s, '1 1 0' * 0.20 * mySize_y, panel_fg_alpha, DRAWFLAG_NORMAL);
2425                 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2426                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.20 * mySize_y) + eY * 0.80 * mySize_y, s, '1 1 0' * 0.20 * mySize_y, panel_fg_alpha, DRAWFLAG_NORMAL);
2427         }
2428         else if(race_checkpointtime)
2429         {
2430                 a = bound(0, 2 - (time - race_checkpointtime), 1);
2431                 s = "";
2432                 forcetime = "";
2433                 if(a > 0) // just hit a checkpoint?
2434                 {
2435                         if(race_checkpoint != 254)
2436                         {
2437                                 if(race_time && race_previousbesttime)
2438                                         s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2439                                 else
2440                                         s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2441                                 if(race_time)
2442                                         forcetime = TIME_ENCODED_TOSTRING(race_time);
2443                         }
2444                 }
2445                 else
2446                 {
2447                         if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2448                         {
2449                                 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2450                                 if(a > 0) // next one?
2451                                 {
2452                                         s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2453                                 }
2454                         }
2455                 }
2456
2457                 if(s != "" && a > 0)
2458                 {
2459                         drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2460                 }
2461
2462                 if(race_penaltytime)
2463                 {
2464                         a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2465                         if(a > 0)
2466                         {
2467                                 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2468                                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.8 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2469                         }
2470                 }
2471
2472                 if(forcetime != "")
2473                 {
2474                         a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2475                         drawstring_expanding(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(forcetime, FALSE, '1 1 0' * 0.6 * mySize_y), forcetime, '1 1 0' * 0.6 * mySize_y, '1 1 1', panel_fg_alpha, 0, a);
2476                 }
2477                 else
2478                         a = 1;
2479
2480                 if(race_laptime && race_checkpoint != 255)
2481                 {
2482                         s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2483                         drawstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, FALSE, '0.6 0.6 0' * mySize_y), s, '0.6 0.6 0' * mySize_y, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2484                 }
2485         }
2486         else
2487         {
2488                 if(race_mycheckpointtime)
2489                 {
2490                         a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2491                         s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2492                         drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2493                 }
2494                 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2495                 {
2496                         a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2497                         s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2498                         drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2499                 }
2500
2501                 if(race_penaltytime && !race_penaltyaccumulator)
2502                 {
2503                         t = race_penaltytime * 0.1 + race_penaltyeventtime;
2504                         a = bound(0, (1 + t - time), 1);
2505                         if(a > 0)
2506                         {
2507                                 if(time < t)
2508                                         s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2509                                 else
2510                                         s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2511                                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2512                         }
2513                 }
2514         }
2515
2516         draw_endBoldFont();
2517 }
2518
2519 // Vote window (#9)
2520 //
2521 float vote_yescount;
2522 float vote_nocount;
2523 float vote_needed;
2524 float vote_highlighted; // currently selected vote
2525
2526 float vote_active; // is there an active vote?
2527 float vote_prev; // previous state of vote_active to check for a change
2528 float vote_alpha;
2529 float vote_change; // "time" when vote_active changed
2530
2531 void HUD_Vote(void)
2532 {
2533         if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2534         {
2535                 vote_active = 1;
2536                 if (autocvar__hud_configure)
2537                 {
2538                         vote_yescount = 0;
2539                         vote_nocount = 0;
2540                         print(_("^1You must answer before entering hud configure mode\n"));
2541                         cvar_set("_hud_configure", "0");
2542                 }
2543                 if(vote_called_vote)
2544                         strunzone(vote_called_vote);
2545                 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2546                 uid2name_dialog = 1;
2547         }
2548
2549         if(!autocvar__hud_configure)
2550         {
2551                 if(!autocvar_hud_panel_vote) return;
2552
2553                 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2554                 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2555
2556                 if(panel_bg_alpha_str == "") {
2557                         panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2558                 }
2559                 panel_bg_alpha = stof(panel_bg_alpha_str);
2560         }
2561         else
2562         {
2563                 vote_yescount = 3;
2564                 vote_nocount = 2;
2565                 vote_needed = 4;
2566         }
2567
2568         string s;
2569         float a;
2570         if(vote_active != vote_prev) {
2571                 vote_change = time;
2572                 vote_prev = vote_active;
2573         }
2574
2575         if(vote_active || autocvar__hud_configure)
2576                 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2577         else
2578                 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2579
2580         if(!vote_alpha)
2581                 return;
2582
2583         HUD_Panel_UpdateCvars();
2584
2585         if(uid2name_dialog)
2586         {
2587                 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2588                 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2589         }
2590
2591     // these must be below above block
2592         vector pos, mySize;
2593         pos = panel_pos;
2594         mySize = panel_size;
2595
2596         a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2597         HUD_Panel_DrawBg(a);
2598         a = panel_fg_alpha * a;
2599
2600         if(panel_bg_padding)
2601         {
2602                 pos += '1 1 0' * panel_bg_padding;
2603                 mySize -= '2 2 0' * panel_bg_padding;
2604         }
2605
2606         // always force 3:1 aspect
2607         vector newSize = '0 0 0';
2608         if(mySize_x/mySize_y > 3)
2609         {
2610                 newSize_x = 3 * mySize_y;
2611                 newSize_y = mySize_y;
2612
2613                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2614         }
2615         else
2616         {
2617                 newSize_y = 1/3 * mySize_x;
2618                 newSize_x = mySize_x;
2619
2620                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2621         }
2622         mySize = newSize;
2623
2624         s = _("A vote has been called for:");
2625         if(uid2name_dialog)
2626                 s = _("Allow servers to store and display your name?");
2627         drawstring_aspect(pos, s, eX * mySize_x + eY * (2/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2628         s = textShortenToWidth(vote_called_vote, mySize_x, '1 1 0' * mySize_y * (1/8), stringwidth_colors);
2629         if(autocvar__hud_configure)
2630                 s = _("^1Configure the HUD");
2631         drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize_y, s, eX * mySize_x + eY * (1.75/8) * mySize_y, a, DRAWFLAG_NORMAL);
2632
2633         // print the yes/no counts
2634     s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2635         drawstring_aspect(pos + eY * (4/8) * mySize_y, s, eX * 0.5 * mySize_x + eY * (1.5/8) * mySize_y, '0 1 0', a, DRAWFLAG_NORMAL);
2636     s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2637         drawstring_aspect(pos + eX * 0.5 * mySize_x + eY * (4/8) * mySize_y, s, eX * 0.5 * mySize_x + eY * (1.5/8) * mySize_y, '1 0 0', a, DRAWFLAG_NORMAL);
2638
2639         // draw the progress bar backgrounds
2640         drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_back", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2641
2642         // draw the highlights
2643         if(vote_highlighted == 1) {
2644                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5, mySize_y);
2645                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2646         }
2647         else if(vote_highlighted == -1) {
2648                 drawsetcliparea(pos_x + 0.5 * mySize_x, pos_y, mySize_x * 0.5, mySize_y);
2649                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2650         }
2651
2652         // draw the progress bars
2653         if(vote_yescount && vote_needed)
2654         {
2655                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5 * (vote_yescount/vote_needed), mySize_y);
2656                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2657         }
2658
2659         if(vote_nocount && vote_needed)
2660         {
2661                 drawsetcliparea(pos_x + mySize_x - mySize_x * 0.5 * (vote_nocount/vote_needed), pos_y, mySize_x * 0.5, mySize_y);
2662                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2663         }
2664
2665         drawresetcliparea();
2666 }
2667
2668 // Mod icons panel (#10)
2669 //
2670
2671 float mod_active; // is there any active mod icon?
2672
2673 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, float layout, float i)
2674 {
2675         float stat;
2676         string pic;
2677         vector color;
2678 #ifdef GMQCC
2679         stat = -1;
2680         pic = "";
2681         color = '0 0 0';
2682 #endif
2683         switch(i)
2684         {
2685                 case 0:
2686                         stat = getstati(STAT_REDALIVE);
2687                         pic = "player_red.tga";
2688                         color = '1 0 0';
2689                         break;
2690                 case 1:
2691                         stat = getstati(STAT_BLUEALIVE);
2692                         pic = "player_blue.tga";
2693                         color = '0 0 1';
2694                         break;
2695                 case 2:
2696                         stat = getstati(STAT_YELLOWALIVE);
2697                         pic = "player_yellow.tga";
2698                         color = '1 1 0';
2699                         break;
2700                 default:
2701                 case 3:
2702                         stat = getstati(STAT_PINKALIVE);
2703                         pic = "player_pink.tga";
2704                         color = '1 0 1';
2705                         break;
2706         }
2707
2708         if(mySize_x/mySize_y > aspect_ratio)
2709         {
2710                 i = aspect_ratio * mySize_y;
2711                 myPos_x = myPos_x + (mySize_x - i) / 2;
2712                 mySize_x = i;
2713         }
2714         else
2715         {
2716                 i = 1/aspect_ratio * mySize_x;
2717                 myPos_y = myPos_y + (mySize_y - i) / 2;
2718                 mySize_y = i;
2719         }
2720
2721         if(layout)
2722         {
2723                 drawpic_aspect_skin(myPos, pic, eX * 0.7 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2724                 drawstring_aspect(myPos + eX * 0.7 * mySize_x, ftos(stat), eX * 0.3 * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2725         }
2726         else
2727                 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2728 }
2729
2730 // Clan Arena and Freeze Tag HUD modicons
2731 void HUD_Mod_CA(vector myPos, vector mySize)
2732 {
2733         mod_active = 1; // required in each mod function that always shows something
2734
2735         float layout;
2736         if(gametype == MAPINFO_TYPE_CA)
2737                 layout = autocvar_hud_panel_modicons_ca_layout;
2738         else //if(gametype == MAPINFO_TYPE_FREEZETAG)
2739                 layout = autocvar_hud_panel_modicons_freezetag_layout;
2740         float rows, columns, aspect_ratio;
2741         rows = mySize_y/mySize_x;
2742         aspect_ratio = (layout) ? 2 : 1;
2743         rows = bound(1, floor((sqrt((4 * aspect_ratio * team_count + rows) * rows) + rows + 0.5) / 2), team_count);
2744         columns = ceil(team_count/rows);
2745
2746         int i;
2747         float row = 0, column = 0;
2748         vector pos, itemSize;
2749         itemSize = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2750         for(i=0; i<team_count; ++i)
2751         {
2752                 pos = myPos + eX * column * itemSize_x + eY * row * itemSize_y;
2753
2754                 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
2755
2756                 ++row;
2757                 if(row >= rows)
2758                 {
2759                         row = 0;
2760                         ++column;
2761                 }
2762         }
2763 }
2764
2765 // CTF HUD modicon section
2766 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2767 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2768 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2769
2770 void HUD_Mod_CTF_Reset(void)
2771 {
2772         redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2773 }
2774
2775 void HUD_Mod_CTF(vector pos, vector mySize)
2776 {
2777         vector redflag_pos, blueflag_pos;
2778         vector flag_size;
2779         float f; // every function should have that
2780
2781         float redflag, blueflag; // current status
2782         float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2783         float stat_items;
2784
2785         stat_items = getstati(STAT_ITEMS, 0, 24);
2786         redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
2787         blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
2788
2789         if(redflag || blueflag)
2790                 mod_active = 1;
2791         else
2792                 mod_active = 0;
2793
2794         if(autocvar__hud_configure)
2795         {
2796                 redflag = 1;
2797                 blueflag = 2;
2798         }
2799
2800         // when status CHANGES, set old status into prevstatus and current status into status
2801         if (redflag != redflag_prevframe)
2802         {
2803                 redflag_statuschange_time = time;
2804                 redflag_prevstatus = redflag_prevframe;
2805                 redflag_prevframe = redflag;
2806         }
2807
2808         if (blueflag != blueflag_prevframe)
2809         {
2810                 blueflag_statuschange_time = time;
2811                 blueflag_prevstatus = blueflag_prevframe;
2812                 blueflag_prevframe = blueflag;
2813         }
2814
2815         redflag_statuschange_elapsedtime = time - redflag_statuschange_time;
2816         blueflag_statuschange_elapsedtime = time - blueflag_statuschange_time;
2817
2818         float BLINK_FACTOR = 0.15;
2819         float BLINK_BASE = 0.85;
2820         // note:
2821         //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
2822         // thus
2823         //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
2824         // ensure RMS == 1
2825         float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
2826
2827         string red_icon, red_icon_prevstatus;
2828         float red_alpha, red_alpha_prevstatus;
2829         red_alpha = red_alpha_prevstatus = 1;
2830         switch(redflag) {
2831                 case 1: red_icon = "flag_red_taken"; break;
2832                 case 2: red_icon = "flag_red_lost"; break;
2833                 case 3: red_icon = "flag_red_carrying"; red_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2834                 default:
2835                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2836                                 red_icon = "flag_red_shielded";
2837                         else
2838                                 red_icon = string_null;
2839                         break;
2840         }
2841         switch(redflag_prevstatus) {
2842                 case 1: red_icon_prevstatus = "flag_red_taken"; break;
2843                 case 2: red_icon_prevstatus = "flag_red_lost"; break;
2844                 case 3: red_icon_prevstatus = "flag_red_carrying"; red_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2845                 default:
2846                         if(redflag == 3)
2847                                 red_icon_prevstatus = "flag_red_carrying"; // make it more visible
2848                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2849                                 red_icon_prevstatus = "flag_red_shielded";
2850                         else
2851                                 red_icon_prevstatus = string_null;
2852                         break;
2853         }
2854
2855         string blue_icon, blue_icon_prevstatus;
2856         float blue_alpha, blue_alpha_prevstatus;
2857         blue_alpha = blue_alpha_prevstatus = 1;
2858         switch(blueflag) {
2859                 case 1: blue_icon = "flag_blue_taken"; break;
2860                 case 2: blue_icon = "flag_blue_lost"; break;
2861                 case 3: blue_icon = "flag_blue_carrying"; blue_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2862                 default:
2863                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2864                                 blue_icon = "flag_blue_shielded";
2865                         else
2866                                 blue_icon = string_null;
2867                         break;
2868         }
2869         switch(blueflag_prevstatus) {
2870                 case 1: blue_icon_prevstatus = "flag_blue_taken"; break;
2871                 case 2: blue_icon_prevstatus = "flag_blue_lost"; break;
2872                 case 3: blue_icon_prevstatus = "flag_blue_carrying"; blue_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2873                 default:
2874                         if(blueflag == 3)
2875                                 blue_icon_prevstatus = "flag_blue_carrying"; // make it more visible
2876                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2877                                 blue_icon_prevstatus = "flag_blue_shielded";
2878