put the kill matrix in the player stats data
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
1 /*
2 ==================
3 Misc HUD functions
4 ==================
5 */
6
7 // a border picture is a texture containing nine parts:
8 //   1/4 width: left part
9 //   1/2 width: middle part (stretched)
10 //   1/4 width: right part
11 // divided into
12 //   1/4 height: top part
13 //   1/2 height: middle part (stretched)
14 //   1/4 height: bottom part
15 void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
16 {
17     if (theBorderSize_x < 0 && theBorderSize_y < 0) // draw whole image as it is
18     {
19                 drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
20                 return;
21     }
22         if (theBorderSize_x == 0 && theBorderSize_y == 0) // no border
23         {
24                 // draw only the central part
25                 drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
26                 return;
27         }
28
29         vector dX, dY;
30         vector width, height;
31         vector bW, bH;
32         //pic = draw_UseSkinFor(pic);
33         width = eX * theSize_x;
34         height = eY * theSize_y;
35         if(theSize_x <= theBorderSize_x * 2)
36         {
37                 // not wide enough... draw just left and right then
38                 bW = eX * (0.25 * theSize_x / (theBorderSize_x * 2));
39                 if(theSize_y <= theBorderSize_y * 2)
40                 {
41                         // not high enough... draw just corners
42                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
43                         drawsubpic(theOrigin,                 width * 0.5 + height * 0.5, pic, '0 0 0',           bW + bH, theColor, theAlpha, 0);
44                         drawsubpic(theOrigin + width   * 0.5, width * 0.5 + height * 0.5, pic, eX - bW,           bW + bH, theColor, theAlpha, 0);
45                         drawsubpic(theOrigin + height  * 0.5, width * 0.5 + height * 0.5, pic, eY - bH,           bW + bH, theColor, theAlpha, 0);
46                         drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
47                 }
48                 else
49                 {
50                         dY = theBorderSize_x * eY;
51                         drawsubpic(theOrigin,                             width * 0.5          +     dY, pic, '0 0    0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
52                         drawsubpic(theOrigin + width * 0.5,               width * 0.5          +     dY, pic, '0 0    0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
53                         drawsubpic(theOrigin                        + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0',           '0 0.5  0' + bW, theColor, theAlpha, 0);
54                         drawsubpic(theOrigin + width * 0.5          + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0' + eX - bW, '0 0.5  0' + bW, theColor, theAlpha, 0);
55                         drawsubpic(theOrigin               + height - dY, width * 0.5          +     dY, pic, '0 0.75 0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
56                         drawsubpic(theOrigin + width * 0.5 + height - dY, width * 0.5          +     dY, pic, '0 0.75 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
57                 }
58         }
59         else
60         {
61                 if(theSize_y <= theBorderSize_y * 2)
62                 {
63                         // not high enough... draw just top and bottom then
64                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
65                         dX = theBorderSize_x * eX;
66                         drawsubpic(theOrigin,                                         dX + height * 0.5, pic, '0    0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
67                         drawsubpic(theOrigin + dX,                        width - 2 * dX + height * 0.5, pic, '0.25 0 0',           '0.5  0 0' + bH, theColor, theAlpha, 0);
68                         drawsubpic(theOrigin + width - dX,                            dX + height * 0.5, pic, '0.75 0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
69                         drawsubpic(theOrigin              + height * 0.5,             dX + height * 0.5, pic, '0    0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
70                         drawsubpic(theOrigin + dX         + height * 0.5, width - 2 * dX + height * 0.5, pic, '0.25 0 0' + eY - bH, '0.5  0 0' + bH, theColor, theAlpha, 0);
71                         drawsubpic(theOrigin + width - dX + height * 0.5,             dX + height * 0.5, pic, '0.75 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
72                 }
73                 else
74                 {
75                         dX = theBorderSize_x * eX;
76                         dY = theBorderSize_x * eY;
77                         drawsubpic(theOrigin,                                        dX          +     dY, pic, '0    0    0', '0.25 0.25 0', theColor, theAlpha, 0);
78                         drawsubpic(theOrigin                  + dX,      width - 2 * dX          +     dY, pic, '0.25 0    0', '0.5  0.25 0', theColor, theAlpha, 0);
79                         drawsubpic(theOrigin          + width - dX,                  dX          +     dY, pic, '0.75 0    0', '0.25 0.25 0', theColor, theAlpha, 0);
80                         drawsubpic(theOrigin          + dY,                          dX + height - 2 * dY, pic, '0    0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
81                         drawsubpic(theOrigin          + dY         + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5  0.5  0', theColor, theAlpha, 0);
82                         drawsubpic(theOrigin          + dY + width - dX,             dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
83                         drawsubpic(theOrigin + height - dY,                          dX          +     dY, pic, '0    0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
84                         drawsubpic(theOrigin + height - dY         + dX, width - 2 * dX          +     dY, pic, '0.25 0.75 0', '0.5  0.25 0', theColor, theAlpha, 0);
85                         drawsubpic(theOrigin + height - dY + width - dX,             dX          +     dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
86                 }
87         }
88 }
89
90 vector HUD_Get_Num_Color (float x, float maxvalue)
91 {
92         float blinkingamt;
93         vector color;
94         if(x >= maxvalue) {
95                 color_x = sin(2*M_PI*time);
96                 color_y = 1;
97                 color_z = sin(2*M_PI*time);
98         }
99         else if(x > maxvalue * 0.75) {
100                 color_x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
101                 color_y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
102                 color_z = 0;
103         }
104         else if(x > maxvalue * 0.5) {
105                 color_x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
106                 color_y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
107                 color_z = 1 - (x-100)*0.02; // blue value between 1 -> 0
108         }
109         else if(x > maxvalue * 0.25) {
110                 color_x = 1;
111                 color_y = 1;
112                 color_z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
113         }
114         else if(x > maxvalue * 0.1) {
115                 color_x = 1;
116                 color_y = (x-20)*90/27/100; // green value between 0 -> 1
117                 color_z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
118         }
119         else {
120                 color_x = 1;
121                 color_y = 0;
122                 color_z = 0;
123         }
124
125         blinkingamt = (1 - x/maxvalue/0.25);
126         if(blinkingamt > 0)
127         {
128                 color_x = color_x - color_x * blinkingamt * sin(2*M_PI*time);
129                 color_y = color_y - color_y * blinkingamt * sin(2*M_PI*time);
130                 color_z = color_z - color_z * blinkingamt * sin(2*M_PI*time);
131         }
132         return color;
133 }
134
135 float stringwidth_colors(string s, vector theSize)
136 {
137         return stringwidth(s, TRUE, theSize);
138 }
139
140 float stringwidth_nocolors(string s, vector theSize)
141 {
142         return stringwidth(s, FALSE, theSize);
143 }
144
145 void drawstringright(vector position, string text, vector scale, vector rgb, float alpha, float flag)
146 {
147         position_x -= 2 / 3 * strlen(text) * scale_x;
148         drawstring(position, text, scale, rgb, alpha, flag);
149 }
150
151 void drawstringcenter(vector position, string text, vector scale, vector rgb, float alpha, float flag)
152 {
153         position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * scale_x);
154         drawstring(position, text, scale, rgb, alpha, flag);
155 }
156
157 // return the string of the given race place
158 string race_PlaceName(float pos) {
159         if(pos == 1)
160                 return _("1st");
161         else if(pos == 2)
162                 return _("2nd");
163         else if(pos == 3)
164                 return _("3rd");
165         else
166                 return sprintf(_("%dth"), pos);
167 }
168
169 // return the string of the onscreen race timer
170 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
171 {
172         string col;
173         string timestr;
174         string cpname;
175         string lapstr;
176         lapstr = "";
177
178         if(histime == 0) // goal hit
179         {
180                 if(mytime > 0)
181                 {
182                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
183                         col = "^1";
184                 }
185                 else if(mytime == 0)
186                 {
187                         timestr = "+0.0";
188                         col = "^3";
189                 }
190                 else
191                 {
192                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
193                         col = "^2";
194                 }
195
196                 if(lapdelta > 0)
197                 {
198                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
199                         col = "^2";
200                 }
201                 else if(lapdelta < 0)
202                 {
203                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
204                         col = "^1";
205                 }
206         }
207         else if(histime > 0) // anticipation
208         {
209                 if(mytime >= histime)
210                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
211                 else
212                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
213                 col = "^3";
214         }
215         else
216                 col = "^7";
217
218         if(cp == 254)
219                 cpname = _("Start line");
220         else if(cp == 255)
221                 cpname = _("Finish line");
222         else if(cp)
223                 cpname = sprintf(_("Intermediate %d"), cp);
224         else
225                 cpname = _("Finish line");
226
227         if(histime < 0)
228                 return strcat(col, cpname);
229         else if(hisname == "")
230                 return strcat(col, sprintf(_("%s (%s)"), cpname, timestr));
231         else
232                 return strcat(col, sprintf(_("%s (%s %s)"), cpname, timestr, strcat(hisname, col, lapstr)));
233 }
234
235 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
236 float race_CheckName(string net_name) {
237         float i;
238         for (i=RANKINGS_CNT-1;i>=0;--i)
239                 if(grecordholder[i] == net_name)
240                         return i+1;
241         return 0;
242 }
243
244 /*
245 ==================
246 HUD panels
247 ==================
248 */
249
250 // draw the background/borders
251 #define HUD_Panel_DrawBg(alpha)\
252 if(panel_bg != "0")\
253         draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * alpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER));\
254 if(highlightedPanel == hud_configure_active_panel && autocvar__hud_configure)\
255 {\
256         HUD_Panel_HlBorder(panel_bg_border + 1.5 * hlBorderSize, '0 0.5 1', 0.25 * (1 - autocvar__menu_alpha) * alpha);\
257 } ENDS_WITH_CURLY_BRACE
258
259 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
260 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
261 {
262         if(!length_ratio || !theAlpha)
263                 return;
264         if(length_ratio > 1)
265                 length_ratio = 1;
266         if (baralign == 3)
267         {
268                 if(length_ratio < -1)
269                         length_ratio = -1;
270         }
271         else if(length_ratio < 0)
272                 return;
273
274         vector square;
275         vector width, height;
276         if(vertical) {
277                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
278                 if(precache_pic(pic) == "") {
279                         pic = "gfx/hud/default/progressbar_vertical";
280                 }
281
282         if (baralign == 1) // bottom align
283                         theOrigin_y += (1 - length_ratio) * theSize_y;
284         else if (baralign == 2) // center align
285             theOrigin_y += 0.5 * (1 - length_ratio) * theSize_y;
286         else if (baralign == 3) // center align, positive values down, negative up
287                 {
288                         theSize_y *= 0.5;
289                         if (length_ratio > 0)
290                                 theOrigin_y += theSize_y;
291                         else
292                         {
293                                 theOrigin_y += (1 + length_ratio) * theSize_y;
294                                 length_ratio = -length_ratio;
295                         }
296                 }
297                 theSize_y *= length_ratio;
298
299                 vector bH;
300                 width = eX * theSize_x;
301                 height = eY * theSize_y;
302                 if(theSize_y <= theSize_x * 2)
303                 {
304                         // button not high enough
305                         // draw just upper and lower part then
306                         square = eY * theSize_y * 0.5;
307                         bH = eY * (0.25 * theSize_y / (theSize_x * 2));
308                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
309                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
310                 }
311                 else
312                 {
313                         square = eY * theSize_x;
314                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
315                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
316                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
317                 }
318         } else {
319                 pic = strcat(hud_skin_path, "/", pic);
320                 if(precache_pic(pic) == "") {
321                         pic = "gfx/hud/default/progressbar";
322                 }
323
324                 if (baralign == 1) // right align
325                         theOrigin_x += (1 - length_ratio) * theSize_x;
326         else if (baralign == 2) // center align
327             theOrigin_x += 0.5 * (1 - length_ratio) * theSize_x;
328         else if (baralign == 3) // center align, positive values on the right, negative on the left
329                 {
330                         theSize_x *= 0.5;
331                         if (length_ratio > 0)
332                                 theOrigin_x += theSize_x;
333                         else
334                         {
335                                 theOrigin_x += (1 + length_ratio) * theSize_x;
336                                 length_ratio = -length_ratio;
337                         }
338                 }
339                 theSize_x *= length_ratio;
340
341                 vector bW;
342                 width = eX * theSize_x;
343                 height = eY * theSize_y;
344                 if(theSize_x <= theSize_y * 2)
345                 {
346                         // button not wide enough
347                         // draw just left and right part then
348                         square = eX * theSize_x * 0.5;
349                         bW = eX * (0.25 * theSize_x / (theSize_y * 2));
350                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
351                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
352                 }
353                 else
354                 {
355                         square = eX * theSize_y;
356                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
357                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
358                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
359                 }
360         }
361 }
362
363 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float alpha, float drawflag)
364 {
365         if(!alpha)
366                 return;
367
368         string pic;
369         pic = strcat(hud_skin_path, "/num_leading");
370         if(precache_pic(pic) == "") {
371                 pic = "gfx/hud/default/num_leading";
372         }
373
374         drawsubpic(pos, eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0 0 0', '0.25 1 0', color, alpha, drawflag);
375         if(mySize_x/mySize_y > 2)
376                 drawsubpic(pos + eX * mySize_y, eX * (mySize_x - 2 * mySize_y) + eY * mySize_y, pic, '0.25 0 0', '0.5 1 0', color, alpha, drawflag);
377         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, alpha, drawflag);
378 }
379
380 // Weapon icons (#0)
381 //
382 entity weaponorder[WEP_MAXCOUNT];
383 void weaponorder_swap(float i, float j, entity pass)
384 {
385         entity h;
386         h = weaponorder[i];
387         weaponorder[i] = weaponorder[j];
388         weaponorder[j] = h;
389 }
390
391 string weaponorder_cmp_str;
392 float weaponorder_cmp(float i, float j, entity pass)
393 {
394         float ai, aj;
395         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
396         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
397         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)
398 }
399
400 float GetAmmoStat(float i)
401 {
402         switch(i)
403         {
404                 case 0: return STAT_SHELLS;
405                 case 1: return STAT_NAILS;
406                 case 2: return STAT_ROCKETS;
407                 case 3: return STAT_CELLS;
408                 case 4: return STAT_FUEL;
409                 default: return -1;
410         }
411 }
412
413 float GetAmmoTypeForWep(float i)
414 {
415         switch(i)
416         {
417                 case WEP_SHOTGUN: return 0;
418                 case WEP_UZI: return 1;
419                 case WEP_GRENADE_LAUNCHER: return 2;
420                 case WEP_MINE_LAYER: return 2;
421                 case WEP_ELECTRO: return 3;
422                 case WEP_CRYLINK: return 3;
423                 case WEP_HLAC: return 3;
424                 case WEP_MINSTANEX: return 3;
425                 case WEP_NEX: return 3;
426                 case WEP_RIFLE: return 1;
427                 case WEP_HAGAR: return 2;
428                 case WEP_ROCKET_LAUNCHER: return 2;
429                 case WEP_SEEKER: return 2;
430                 case WEP_FIREBALL: return 4;
431                 case WEP_HOOK: return 3;
432                 default: return -1;
433         }
434 }
435
436 void HUD_Weapons(void)
437 {
438         float f, screen_ar;
439         float center_x, center_y;
440     if(hud != HUD_NORMAL) return;
441         if(!autocvar__hud_configure)
442         {
443                 if(!autocvar_hud_panel_weapons) return;
444                 if(spectatee_status == -1) return;
445         }
446         else
447                 hud_configure_active_panel = HUD_PANEL_WEAPONS;
448
449         float timeout = autocvar_hud_panel_weapons_timeout;
450         float timeout_effect_length, timein_effect_length;
451         if (autocvar_hud_panel_weapons_timeout_effect == 0)
452         {
453                 timeout_effect_length = 0;
454                 timein_effect_length = 0;
455         }
456         else
457         {
458                 timeout_effect_length = 0.75;
459                 timein_effect_length = 0.375;
460         }
461
462         if (timeout && time >= weapontime + timeout + timeout_effect_length && !autocvar__hud_configure)
463         {
464                 weaponprevtime = time;
465                 return;
466         }
467
468         HUD_Panel_UpdateCvars(weapons);
469         HUD_Panel_ApplyFadeAlpha();
470
471         if (timeout && time >= weapontime + timeout && !autocvar__hud_configure)
472         {
473                 f = (time - (weapontime + timeout)) / timeout_effect_length;
474                 if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
475                 {
476                         panel_bg_alpha *= (1 - f);
477                         panel_fg_alpha *= (1 - f);
478                 }
479                 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
480                 {
481                         f *= f; // for a cooler movement
482                         center_x = panel_pos_x + panel_size_x/2;
483                         center_y = panel_pos_y + panel_size_y/2;
484                         screen_ar = vid_conwidth/vid_conheight;
485                         if (center_x/center_y < screen_ar) //bottom left
486                         {
487                                 if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
488                                         panel_pos_y += f * (vid_conheight - panel_pos_y);
489                                 else //left
490                                         panel_pos_x -= f * (panel_pos_x + panel_size_x);
491                         }
492                         else //top right
493                         {
494                                 if ((vid_conwidth - center_x)/center_y < screen_ar) //right
495                                         panel_pos_x += f * (vid_conwidth - panel_pos_x);
496                                 else //top
497                                         panel_pos_y -= f * (panel_pos_y + panel_size_y);
498                         }
499                 }
500                 weaponprevtime = time - (1 - f) * timein_effect_length;
501         }
502         else if (timeout && time < weaponprevtime + timein_effect_length && !autocvar__hud_configure)
503         {
504                 f = (time - weaponprevtime) / timein_effect_length;
505                 if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
506                 {
507                         panel_bg_alpha *= (f);
508                         panel_fg_alpha *= (f);
509                 }
510                 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
511                 {
512                         f *= f; // for a cooler movement
513                         f = 1 - f;
514                         center_x = panel_pos_x + panel_size_x/2;
515                         center_y = panel_pos_y + panel_size_y/2;
516                         screen_ar = vid_conwidth/vid_conheight;
517                         if (center_x/center_y < screen_ar) //bottom left
518                         {
519                                 if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
520                                         panel_pos_y += f * (vid_conheight - panel_pos_y);
521                                 else //left
522                                         panel_pos_x -= f * (panel_pos_x + panel_size_x);
523                         }
524                         else //top right
525                         {
526                                 if ((vid_conwidth - center_x)/center_y < screen_ar) //right
527                                         panel_pos_x += f * (vid_conwidth - panel_pos_x);
528                                 else //top
529                                         panel_pos_y -= f * (panel_pos_y + panel_size_y);
530                         }
531                 }
532         }
533
534         float i, weapid, wpnalpha, weapon_cnt;
535
536         // TODO make this configurable
537         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
538         {
539                 if(weaponorder_bypriority)
540                         strunzone(weaponorder_bypriority);
541                 if(weaponorder_byimpulse)
542                         strunzone(weaponorder_byimpulse);
543
544                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
545                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
546                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
547
548                 weapon_cnt = 0;
549                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
550                 {
551                         self = get_weaponinfo(i);
552                         if(self.impulse >= 0)
553                         {
554                                 weaponorder[weapon_cnt] = self;
555                                 ++weapon_cnt;
556                         }
557                 }
558                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
559                         weaponorder[i] = NULL;
560                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
561
562                 weaponorder_cmp_str = string_null;
563         }
564
565         HUD_Panel_DrawBg(1);
566         if(panel_bg_padding)
567         {
568                 panel_pos += '1 1 0' * panel_bg_padding;
569                 panel_size -= '2 2 0' * panel_bg_padding;
570         }
571
572         if(autocvar_hud_panel_weapons_fade)
573         {
574                 wpnalpha = 3.2 - 2 * (time - weapontime);
575                 wpnalpha = bound(0.7, wpnalpha, 1) * panel_fg_alpha;
576         }
577         else
578                 wpnalpha = panel_fg_alpha;
579
580         float rows, columns;
581         float aspect = autocvar_hud_panel_weapons_aspect;
582         rows = panel_size_y/panel_size_x;
583         rows = bound(1, floor((sqrt(4 * aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
584
585         columns = ceil(WEP_COUNT/rows);
586         float row, column;
587
588         float a, type, fullammo;
589         float when;
590         when = autocvar_hud_panel_weapons_complainbubble_time;
591         float fadetime;
592         fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
593
594         vector color;
595         vector wpnpos;
596         vector wpnsize;
597         
598         vector ammo_color;
599         float ammo_alpha;
600         wpnsize = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
601         float barsize_x, barsize_y, baroffset_x, baroffset_y;
602         if (autocvar_hud_panel_weapons_ammo)
603         {
604                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
605                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
606
607
608                 if(wpnsize_x/wpnsize_y > aspect)
609                 {
610                         barsize_x = aspect * wpnsize_y;
611                         barsize_y = wpnsize_y;
612                         baroffset_x = (wpnsize_x - barsize_x) / 2;
613                 }
614                 else
615                 {
616                         barsize_y = 1/aspect * wpnsize_x;
617                         barsize_x = wpnsize_x;
618                         baroffset_y = (wpnsize_y - barsize_y) / 2;
619                 }
620         }
621
622         float show_accuracy;
623         float weapon_stats;
624         if(autocvar_hud_panel_weapons_accuracy && acc_levels)
625         {
626                 show_accuracy = true;
627                 if (acc_col_x[0] == -1)
628                         for (i = 0; i < acc_levels; ++i)
629                                 acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
630         }
631
632         float weapons_st = getstati(STAT_WEAPONS);
633
634         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
635         {
636                 self = weaponorder[i];
637                 if (!self || self.impulse < 0)
638                         continue;
639                 wpnpos = panel_pos + eX * column * wpnsize_x + eY * row * wpnsize_y;
640
641                 weapid = self.impulse;
642
643                 // draw background behind currently selected weapon
644                 if(self.weapon == activeweapon)
645                         drawpic_aspect_skin(wpnpos, "weapon_current_bg", wpnsize, '1 1 1', wpnalpha, DRAWFLAG_NORMAL);
646
647                 // draw the weapon accuracy
648                 if(show_accuracy)
649                 {
650                         weapon_stats = weapon_accuracy[self.weapon-WEP_FIRST];
651                         if(weapon_stats >= 0)
652                         {
653                                 // find the max level lower than weapon_stats
654                                 float j;
655                                 j = acc_levels-1;
656                                 while ( j && weapon_stats < acc_lev[j] )
657                                         --j;
658
659                                 // inject color j+1 in color j, how much depending on how much weapon_stats is higher than level j
660                                 float factor;
661                                 factor = (weapon_stats - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
662                                 color = acc_col[j];
663                                 color = color + factor * (acc_col[j+1] - color);
664
665                                 drawpic_aspect_skin(wpnpos, "weapon_accuracy", wpnsize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
666                         }
667                 }
668
669                 // draw the weapon icon
670                 if(weapons_st & self.weapons)
671                 {
672                         drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '1 1 1', wpnalpha, DRAWFLAG_NORMAL);
673
674                         if(autocvar_hud_panel_weapons_label == 1) // weapon number
675                                 drawstring(wpnpos, ftos(weapid), '1 1 0' * 0.5 * wpnsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
676                         else if(autocvar_hud_panel_weapons_label == 2) // bind
677                                 drawstring(wpnpos, getcommandkey(ftos(weapid), strcat("impulse ", ftos(weapid))), '1 1 0' * 0.5 * wpnsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
678
679                         // draw ammo status bar
680                         if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
681                         {
682                                 a = 0;
683                                 type = GetAmmoTypeForWep(self.weapon);
684                                 if(type != -1)
685                                         a = getstati(GetAmmoStat(type)); // how much ammo do we have?
686
687                                 if(a > 0)
688                                 {
689                                         switch(type) {
690                                                 case 0: fullammo = autocvar_hud_panel_weapons_ammo_full_shells; break;
691                                                 case 1: fullammo = autocvar_hud_panel_weapons_ammo_full_nails; break;
692                                                 case 2: fullammo = autocvar_hud_panel_weapons_ammo_full_rockets; break;
693                                                 case 3: fullammo = autocvar_hud_panel_weapons_ammo_full_cells; break;
694                                                 case 4: fullammo = autocvar_hud_panel_weapons_ammo_full_fuel; break;
695                                                 default: fullammo = 60;
696                                         }
697
698                                         drawsetcliparea(
699                                                 wpnpos_x + baroffset_x,
700                                                 wpnpos_y + baroffset_y,
701                                                 barsize_x * bound(0, a/fullammo, 1),
702                                                 barsize_y);
703                                         drawpic_aspect_skin(wpnpos, "weapon_ammo", wpnsize, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
704                                         drawresetcliparea();
705                                 }
706                         }
707                 }
708
709                 // draw a "ghost weapon icon" if you don't have the weapon
710                 else
711                 {
712                         drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
713                 }
714
715                 // draw the complain message
716                 if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_panel_weapons_complainbubble)
717                 {
718                         if(fadetime)
719                         {
720                                 if(complain_weapon_time + when > time)
721                                         a = 1;
722                                 else
723                                         a = bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1);
724                         }
725                         else
726                         {
727                                 if(complain_weapon_time + when > time)
728                                         a = 1;
729                                 else
730                                         a = 0;
731                         }
732
733                         string s;
734                         if(complain_weapon_type == 0) {
735                                 s = _("Out of ammo");
736                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
737                         }
738                         else if(complain_weapon_type == 1) {
739                                 s = _("Don't have");
740                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
741                         }
742                         else {
743                                 s = _("Unavailable");
744                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
745                         }
746                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
747                         drawpic_aspect_skin(wpnpos + '1 1 0' * padding, "weapon_complainbubble", wpnsize - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
748                         drawstring_aspect(wpnpos + '1 1 0' * padding, s, wpnsize - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
749                 }
750
751                 ++row;
752                 if(row >= rows)
753                 {
754                         row = 0;
755                         ++column;
756                 }
757         }
758
759 }
760
761 // Ammo (#1)
762 //
763 // TODO: macro
764 float GetAmmoItemCode(float i)
765 {
766         switch(i)
767         {
768                 case 0: return IT_SHELLS;
769                 case 1: return IT_NAILS;
770                 case 2: return IT_ROCKETS;
771                 case 3: return IT_CELLS;
772                 case 4: return IT_FUEL;
773                 default: return -1;
774         }
775 }
776
777 string GetAmmoPicture(float i)
778 {
779         switch(i)
780         {
781                 case 0: return "ammo_shells";
782                 case 1: return "ammo_bullets";
783                 case 2: return "ammo_rockets";
784                 case 3: return "ammo_cells";
785                 case 4: return "ammo_fuel";
786                 default: return "";
787         }
788 }
789
790 void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected)
791 {
792         float a;
793         if(autocvar__hud_configure)
794         {
795                 currently_selected = (itemcode == 2); //rockets always selected
796                 a = 31 + mod(itemcode*93, 128);
797         }
798         else
799                 a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
800
801         vector color;
802         if(a < 10)
803                 color = '0.7 0 0';
804         else
805                 color = '1 1 1';
806
807         float alpha;
808         if(currently_selected)
809                 alpha = 1;
810         else
811                 alpha = 0.7;
812
813         vector picpos, numpos;
814         if(autocvar_hud_panel_ammo_iconalign)
815         {
816                 numpos = myPos;
817                 picpos = myPos + eX * 2 * mySize_y;
818         }
819         else
820         {
821                 numpos = myPos + eX * mySize_y;
822                 picpos = myPos;
823         }
824
825         if (currently_selected)
826                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
827
828     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
829         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 * alpha, DRAWFLAG_NORMAL);
830
831     if(autocvar_hud_panel_ammo_text)
832     {
833         if(a > 0)
834             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
835         else // "ghost" ammo count
836             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
837     }
838         if(a > 0)
839                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
840         else // "ghost" ammo icon
841                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
842 }
843
844 void HUD_Ammo(void)
845 {
846     if(hud != HUD_NORMAL) return;
847         if(!autocvar__hud_configure)
848         {
849                 if(!autocvar_hud_panel_ammo) return;
850                 if(spectatee_status == -1) return;
851         }
852         else
853                 hud_configure_active_panel = HUD_PANEL_AMMO;
854
855         HUD_Panel_UpdateCvars(ammo);
856         HUD_Panel_ApplyFadeAlpha();
857         vector pos, mySize;
858         pos = panel_pos;
859         mySize = panel_size;
860
861         HUD_Panel_DrawBg(1);
862         if(panel_bg_padding)
863         {
864                 pos += '1 1 0' * panel_bg_padding;
865                 mySize -= '2 2 0' * panel_bg_padding;
866         }
867
868         float rows, columns, row, column;
869         vector ammo_size;
870         if (autocvar_hud_panel_ammo_onlycurrent)
871                 ammo_size = mySize;
872         else
873         {
874                 rows = mySize_y/mySize_x;
875                 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
876                 //                               ^^^ ammo item aspect goes here
877
878                 columns = ceil(AMMO_COUNT/rows);
879
880                 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
881         }
882
883         vector offset;
884         float newSize;
885         if(ammo_size_x/ammo_size_y > 3)
886         {
887                 newSize = 3 * ammo_size_y;
888                 offset_x = ammo_size_x - newSize;
889                 pos_x += offset_x/2;
890                 ammo_size_x = newSize;
891         }
892         else
893         {
894                 newSize = 1/3 * ammo_size_x;
895                 offset_y = ammo_size_y - newSize;
896                 pos_y += offset_y/2;
897                 ammo_size_y = newSize;
898         }
899
900         float i, stat_items, currently_selected;
901         if (autocvar_hud_panel_ammo_onlycurrent)
902         {
903                 if(autocvar__hud_configure)
904                 {
905                         DrawAmmoItem(pos, ammo_size, 2, true); //show rockets
906                         return;
907                 }
908                 stat_items = getstati(STAT_ITEMS);
909                 for (i = 0; i < AMMO_COUNT; ++i) {
910                         currently_selected = stat_items & GetAmmoItemCode(i);
911                         if (currently_selected)
912                         {
913                                 DrawAmmoItem(pos, ammo_size, i, true);
914                                 return;
915                         }
916                 }
917                 return; // nothing to display
918         }
919
920         stat_items = getstati(STAT_ITEMS);
921         for (i = 0; i < AMMO_COUNT; ++i) {
922                 currently_selected = stat_items & GetAmmoItemCode(i);
923                 DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected);
924                 ++row;
925                 if(row >= rows)
926                 {
927                         row = 0;
928                         column = column + 1;
929                 }
930         }
931 }
932
933 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float alpha)
934 {
935         vector newPos, newSize;
936         vector picpos, numpos;
937
938         if (vertical)
939         {
940                 if(mySize_y/mySize_x > 2)
941                 {
942                         newSize_y = 2 * mySize_x;
943                         newSize_x = mySize_x;
944
945                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
946                         newPos_x = myPos_x;
947                 }
948                 else
949                 {
950                         newSize_x = 1/2 * mySize_y;
951                         newSize_y = mySize_y;
952
953                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
954                         newPos_y = myPos_y;
955                 }
956
957                 if(icon_right_align)
958                 {
959                         numpos = newPos;
960                         picpos = newPos + eY * newSize_x;
961                 }
962                 else
963                 {
964                         picpos = newPos;
965                         numpos = newPos + eY * newSize_x;
966                 }
967
968                 newSize_y /= 2;
969                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
970                 // make number smaller than icon, it looks better
971                 // reduce only y to draw numbers with different number of digits with the same y size
972                 numpos_y += newSize_y * ((1 - 0.7) / 2);
973                 newSize_y *= 0.7;
974                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
975                 return;
976         }
977
978         if(mySize_x/mySize_y > 3)
979         {
980                 newSize_x = 3 * mySize_y;
981                 newSize_y = mySize_y;
982
983                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
984                 newPos_y = myPos_y;
985         }
986         else
987         {
988                 newSize_y = 1/3 * mySize_x;
989                 newSize_x = mySize_x;
990
991                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
992                 newPos_x = myPos_x;
993         }
994
995         if(icon_right_align) // right align
996         {
997                 numpos = newPos;
998                 picpos = newPos + eX * 2 * newSize_y;
999         }
1000         else // left align
1001         {
1002                 numpos = newPos + eX * newSize_y;
1003                 picpos = newPos;
1004         }
1005
1006         drawstring_aspect(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1007         drawpic_aspect_skin(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1008 }
1009
1010 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float fadelerp)
1011 {
1012         float sz;
1013         sz = expandingbox_sizefactor_from_fadelerp(fadelerp);
1014
1015         DrawNumIcon(myPos + expandingbox_resize_centered_box_offset(sz, mySize, 1), mySize * sz, x, icon, vertical, icon_right_align, color, (1 - fadelerp));
1016 }
1017
1018 // Powerups (#2)
1019 //
1020 void HUD_Powerups(void)
1021 {
1022         float strength_time, shield_time;
1023         if(!autocvar__hud_configure)
1024         {
1025                 if(!autocvar_hud_panel_powerups) return;
1026                 if(spectatee_status == -1) return;
1027                 if not(getstati(STAT_ITEMS) & (IT_STRENGTH | IT_INVINCIBLE)) return;
1028                 if (getstati(STAT_HEALTH) <= 0) return;
1029
1030                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1031                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1032         }
1033         else
1034         {
1035                 hud_configure_active_panel = HUD_PANEL_POWERUPS;
1036
1037                 strength_time = 15;
1038                 shield_time = 27;
1039         }
1040
1041         HUD_Panel_UpdateCvars(powerups);
1042         HUD_Panel_ApplyFadeAlpha();
1043         vector pos, mySize;
1044         pos = panel_pos;
1045         mySize = panel_size;
1046
1047         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time), 1));
1048         if(panel_bg_padding)
1049         {
1050                 pos += '1 1 0' * panel_bg_padding;
1051                 mySize -= '2 2 0' * panel_bg_padding;
1052         }
1053
1054         float panel_ar = mySize_x/mySize_y;
1055         float is_vertical = (panel_ar < 1);
1056         vector shield_offset, strength_offset;
1057         if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1058         {
1059                 mySize_x *= 0.5;
1060                 if (autocvar_hud_panel_powerups_flip)
1061                         shield_offset_x = mySize_x;
1062                 else
1063                         strength_offset_x = mySize_x;
1064         }
1065         else
1066         {
1067                 mySize_y *= 0.5;
1068                 if (autocvar_hud_panel_powerups_flip)
1069                         shield_offset_y = mySize_y;
1070                 else
1071                         strength_offset_y = mySize_y;
1072         }
1073
1074         float shield_baralign, strength_baralign;
1075         float shield_iconalign, strength_iconalign;
1076         if (autocvar_hud_panel_powerups_flip)
1077         {
1078                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1079                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1080                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1081                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1082         }
1083         else
1084         {
1085                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1086                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1087                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1088                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1089         }
1090
1091         if(shield_time)
1092         {
1093                 const float maxshield = 30;
1094                 float shield = ceil(shield_time);
1095                 if(autocvar_hud_panel_powerups_progressbar)
1096                 {
1097                         HUD_Panel_GetProgressBarColor(shield);
1098                         HUD_Panel_DrawProgressBar(pos + shield_offset, mySize, autocvar_hud_panel_powerups_progressbar_shield, shield/maxshield, is_vertical, shield_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1099                 }
1100                 if(autocvar_hud_panel_powerups_text)
1101                 {
1102                         if(shield > 1)
1103                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1104                         if(shield <= 5)
1105                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', bound(0, (shield - shield_time) / 0.5, 1));
1106                 }
1107         }
1108
1109         if(strength_time)
1110         {
1111                 const float maxstrength = 30;
1112                 float strength = ceil(strength_time);
1113                 if(autocvar_hud_panel_powerups_progressbar)
1114                 {
1115                         HUD_Panel_GetProgressBarColor(strength);
1116                         HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1117                 }
1118                 if(autocvar_hud_panel_powerups_text)
1119                 {
1120                         if(strength > 1)
1121                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1122                         if(strength <= 5)
1123                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', bound(0, (strength - strength_time) / 0.5, 1));
1124                 }
1125         }
1126 }
1127
1128 // Health/armor (#3)
1129 //
1130
1131 // prev_* vars contain the health/armor at the previous FRAME
1132 // set to -1 when player is dead or was not playing
1133 float prev_health, prev_armor;
1134 float health_damagetime, armor_damagetime;
1135 float health_beforedamage, armor_beforedamage;
1136 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1137 float old_p_health, old_p_armor;
1138 float old_p_healthtime, old_p_armortime;
1139 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1140 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1141 float prev_p_health, prev_p_armor;
1142
1143 void HUD_HealthArmor(void)
1144 {
1145         float armor, health, fuel;
1146         if(!autocvar__hud_configure)
1147         {
1148                 if(!autocvar_hud_panel_healtharmor) return;
1149                 if(hud != HUD_NORMAL) return;
1150                 if(spectatee_status == -1) return;
1151
1152                 health = getstati(STAT_HEALTH);
1153                 if(health <= 0)
1154                 {
1155                         prev_health = -1;
1156                         return;
1157                 }
1158                 armor = getstati(STAT_ARMOR);
1159
1160                 // code to check for spectatee_status changes is in Ent_ClientData()
1161                 // prev_p_health and prev_health can be set to -1 there
1162
1163                 if (prev_p_health == -1)
1164                 {
1165                         // no effect
1166                         health_beforedamage = 0;
1167                         armor_beforedamage = 0;
1168                         health_damagetime = 0;
1169                         armor_damagetime = 0;
1170                         prev_health = health;
1171                         prev_armor = armor;
1172                         old_p_health = health;
1173                         old_p_armor = armor;
1174                         prev_p_health = health;
1175                         prev_p_armor = armor;
1176                 }
1177                 else if (prev_health == -1)
1178                 {
1179                         //start the load effect
1180                         health_damagetime = 0;
1181                         armor_damagetime = 0;
1182                         prev_health = 0;
1183                         prev_armor = 0;
1184                 }
1185                 fuel = getstati(STAT_FUEL);
1186         }
1187         else
1188         {
1189                 hud_configure_active_panel = HUD_PANEL_HEALTHARMOR;
1190
1191                 health = 150;
1192                 armor = 75;
1193                 fuel = 20;
1194         }
1195
1196         HUD_Panel_UpdateCvars(healtharmor);
1197         HUD_Panel_ApplyFadeAlpha();
1198         vector pos, mySize;
1199         pos = panel_pos;
1200         mySize = panel_size;
1201
1202         HUD_Panel_DrawBg(1);
1203         if(panel_bg_padding)
1204         {
1205                 pos += '1 1 0' * panel_bg_padding;
1206                 mySize -= '2 2 0' * panel_bg_padding;
1207         }
1208
1209         float baralign = autocvar_hud_panel_healtharmor_baralign;
1210         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1211
1212     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1213     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1214         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1215         {
1216                 vector v;
1217                 v = healtharmor_maxdamage(health, armor, armorblockpercent);
1218
1219                 float x;
1220                 x = floor(v_x + 1);
1221
1222         float maxtotal = maxhealth + maxarmor;
1223                 string biggercount;
1224                 if(v_z) // NOT fully armored
1225                 {
1226                         biggercount = "health";
1227                         if(autocvar_hud_panel_healtharmor_progressbar)
1228                         {
1229                                 HUD_Panel_GetProgressBarColor(health);
1230                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1231                         }
1232                         if(armor)
1233             if(autocvar_hud_panel_healtharmor_text)
1234                                 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);
1235                 }
1236                 else
1237                 {
1238                         biggercount = "armor";
1239                         if(autocvar_hud_panel_healtharmor_progressbar)
1240                         {
1241                                 HUD_Panel_GetProgressBarColor(armor);
1242                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1243                         }
1244                         if(health)
1245             if(autocvar_hud_panel_healtharmor_text)
1246                                 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);
1247                 }
1248         if(autocvar_hud_panel_healtharmor_text)
1249                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1250
1251                 if(fuel)
1252                 {
1253                         HUD_Panel_GetProgressBarColor(fuel);
1254                         HUD_Panel_DrawProgressBar(pos, eX * mySize_x + eY * 0.2 * mySize_y, "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1255                 }
1256         }
1257         else
1258         {
1259                 float panel_ar = mySize_x/mySize_y;
1260                 float is_vertical = (panel_ar < 1);
1261                 vector health_offset, armor_offset;
1262                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1263                 {
1264                         mySize_x *= 0.5;
1265                         if (autocvar_hud_panel_healtharmor_flip)
1266                                 health_offset_x = mySize_x;
1267                         else
1268                                 armor_offset_x = mySize_x;
1269                 }
1270                 else
1271                 {
1272                         mySize_y *= 0.5;
1273                         if (autocvar_hud_panel_healtharmor_flip)
1274                                 health_offset_y = mySize_y;
1275                         else
1276                                 armor_offset_y = mySize_y;
1277                 }
1278
1279                 float health_baralign, armor_baralign, fuel_baralign;
1280                 float health_iconalign, armor_iconalign;
1281                 if (autocvar_hud_panel_healtharmor_flip)
1282                 {
1283                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1284                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1285                         fuel_baralign = health_baralign;
1286                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1287                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1288                 }
1289                 else
1290                 {
1291                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1292                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1293                         fuel_baralign = armor_baralign;
1294                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1295                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1296                 }
1297
1298                 //if(health)
1299                 {
1300                         if(autocvar_hud_panel_healtharmor_progressbar)
1301                         {
1302                                 HUD_Panel_GetProgressBarColor(health);
1303                                 float p_health, pain_health_alpha;
1304                                 p_health = health;
1305                                 pain_health_alpha = 1;
1306                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1307                                 {
1308                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1309                                         {
1310                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1311                                                 {
1312                                                         if (time - old_p_healthtime < 1)
1313                                                                 old_p_health = prev_p_health;
1314                                                         else
1315                                                                 old_p_health = prev_health;
1316                                                         old_p_healthtime = time;
1317                                                 }
1318                                                 if (time - old_p_healthtime < 1)
1319                                                 {
1320                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1321                                                         prev_p_health = p_health;
1322                                                 }
1323                                         }
1324                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1325                                         {
1326                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1327                                                 {
1328                                                         if (time - health_damagetime >= 1)
1329                                                                 health_beforedamage = prev_health;
1330                                                         health_damagetime = time;
1331                                                 }
1332                                                 if (time - health_damagetime < 1)
1333                                                 {
1334                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1335                                                         HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * health_damagealpha, DRAWFLAG_NORMAL);
1336                                                 }
1337                                         }
1338                                         prev_health = health;
1339
1340                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1341                                         {
1342                                                 float BLINK_FACTOR = 0.15;
1343                                                 float BLINK_BASE = 0.85;
1344                                                 float BLINK_FREQ = 9; 
1345                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1346                                         }
1347                                 }
1348                                 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, p_health/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * pain_health_alpha, DRAWFLAG_NORMAL);
1349                         }
1350                         if(autocvar_hud_panel_healtharmor_text)
1351                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1352                 }
1353
1354                 if(armor)
1355                 {
1356                         if(autocvar_hud_panel_healtharmor_progressbar)
1357                         {
1358                                 HUD_Panel_GetProgressBarColor(armor);
1359                                 float p_armor;
1360                                 p_armor = armor;
1361                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1362                                 {
1363                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1364                                         {
1365                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1366                                                 {
1367                                                         if (time - old_p_armortime < 1)
1368                                                                 old_p_armor = prev_p_armor;
1369                                                         else
1370                                                                 old_p_armor = prev_armor;
1371                                                         old_p_armortime = time;
1372                                                 }
1373                                                 if (time - old_p_armortime < 1)
1374                                                 {
1375                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1376                                                         prev_p_armor = p_armor;
1377                                                 }
1378                                         }
1379                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1380                                         {
1381                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1382                                                 {
1383                                                         if (time - armor_damagetime >= 1)
1384                                                                 armor_beforedamage = prev_armor;
1385                                                         armor_damagetime = time;
1386                                                 }
1387                                                 if (time - armor_damagetime < 1)
1388                                                 {
1389                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1390                                                         HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * armor_damagealpha, DRAWFLAG_NORMAL);
1391                                                 }
1392                                         }
1393                                         prev_armor = armor;
1394                                 }
1395                                 HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, p_armor/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1396                         }
1397                         if(autocvar_hud_panel_healtharmor_text)
1398                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1399                 }
1400
1401                 if(fuel)
1402                 {
1403                         if (is_vertical)
1404                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1405                         else
1406                                 mySize_y *= 0.2;
1407                         if (panel_ar >= 4)
1408                                 mySize_x *= 2; //restore full panel size
1409                         else if (panel_ar < 1/4)
1410                                 mySize_y *= 2; //restore full panel size
1411                         HUD_Panel_GetProgressBarColor(fuel);
1412                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1413                 }
1414         }
1415 }
1416
1417 // Notification area (#4)
1418 //
1419
1420 string Weapon_SuicideMessage(float deathtype)
1421 {
1422         w_deathtype = deathtype;
1423         get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_SUICIDEMESSAGE);
1424         return w_deathtypestring;
1425 }
1426
1427 string Weapon_KillMessage(float deathtype)
1428 {
1429         w_deathtype = deathtype;
1430         get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_KILLMESSAGE);
1431         return w_deathtypestring;
1432 }
1433
1434 #define KN_MAX_ENTRIES 10
1435 float kn_index;
1436 float killnotify_times[KN_MAX_ENTRIES];
1437 float killnotify_deathtype[KN_MAX_ENTRIES];
1438 float killnotify_actiontype[KN_MAX_ENTRIES]; // 0 = "Y [used by] X", 1 = "X [did action to] Y"
1439 string killnotify_attackers[KN_MAX_ENTRIES];
1440 string killnotify_victims[KN_MAX_ENTRIES];
1441 void HUD_KillNotify_Push(string attacker, string victim, float actiontype, float wpn)
1442 {
1443         --kn_index;
1444         if (kn_index == -1)
1445                 kn_index = KN_MAX_ENTRIES-1;
1446         killnotify_times[kn_index] = time;
1447         killnotify_deathtype[kn_index] = wpn;
1448         killnotify_actiontype[kn_index] = actiontype;
1449         if(killnotify_attackers[kn_index])
1450                 strunzone(killnotify_attackers[kn_index]);
1451         killnotify_attackers[kn_index] = strzone(attacker);
1452         if(killnotify_victims[kn_index])
1453                 strunzone(killnotify_victims[kn_index]);
1454         killnotify_victims[kn_index] = strzone(victim);
1455 }
1456
1457 void HUD_KillNotify(string s1, string s2, string s3, float type, float msg) // s1 = attacker, s2 = victim
1458 {
1459         float w;
1460         float alsoprint, gentle;
1461         alsoprint = (autocvar_hud_panel_notify_print || !panel_enabled); // print message to console if: notify panel disabled, or cvar to do so enabled
1462         gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
1463         
1464         if ((msg == MSG_SUICIDE || msg == MSG_KILL || msg == MSG_KILL_ACTION) && gametype == GAME_CTS) // selfkill isn't interesting in CTS and only spams up the notify panel
1465                 return;
1466
1467         if(msg == MSG_SUICIDE) {
1468                 w = DEATH_WEAPONOF(type);
1469                 if(WEP_VALID(w)) {
1470                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1471                         if (alsoprint)
1472                                 print("^1", sprintf(Weapon_SuicideMessage(type), strcat(s1, "^1")), "\n");
1473                 } else if (type == DEATH_KILL) {
1474                         HUD_KillNotify_Push(s1, "", 0, DEATH_KILL);
1475                         if (alsoprint)
1476                                 print (sprintf(_("^1%s^1 couldn't take it anymore\n"), s1));
1477                 } else if (type == DEATH_ROT) {
1478                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1479                         if (alsoprint)
1480                                 print (sprintf(_("^1%s^1 died\n"), s1));
1481                 } else if (type == DEATH_NOAMMO) {
1482                         HUD_KillNotify_Push(s1, "", 0, DEATH_NOAMMO);
1483                         if (alsoprint)
1484                                 print (sprintf(_("^7%s^7 committed suicide. What's the point of living without ammo?\n"), s1));
1485                 } else if (type == DEATH_CAMP) {
1486                         HUD_KillNotify_Push(s1, "", 0, DEATH_CAMP);
1487                         if (alsoprint)
1488                                 print (sprintf(_("^1%s^1 thought they found a nice camping ground\n"), s1));
1489                 } else if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1490                         HUD_KillNotify_Push(s1, "", 0, type);
1491                         if (alsoprint)
1492                                 print (sprintf(_("^1%s^1 didn't become friends with the Lord of Teamplay\n"), s1));
1493                 } else if (type == DEATH_CHEAT) {
1494                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1495                         if (alsoprint)
1496                                 print (sprintf(_("^1%s^1 unfairly eliminated themself\n"), s1));
1497                 } else if (type == DEATH_FIRE) {
1498                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1499                         if (alsoprint)
1500                                 print (sprintf(_("^1%s^1 burned to death\n"), s1));
1501                 } else if (type != DEATH_TEAMCHANGE && type != DEATH_QUIET) {
1502                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1503                         if (alsoprint)
1504                                 print (sprintf(_("^1%s^1 couldn't resist the urge to self-destruct\n"), s1));
1505                 } 
1506                 
1507                 if (stof(s2) > 2) // killcount > 2
1508                         print (sprintf(_("^1%s^1 ended it all after a %d kill spree\n"), s1, stof(s2)));
1509         } else if(msg == MSG_KILL) {
1510                 w = DEATH_WEAPONOF(type);
1511                 if(WEP_VALID(w)) {
1512                         if((w == WEP_RIFLE || w == WEP_MINSTANEX) && type & HITTYPE_HEADSHOT) // all headshot weapons go here
1513                                 HUD_KillNotify_Push(s1, s2, 1, DEATH_HEADSHOT);
1514                         else
1515                                 HUD_KillNotify_Push(s1, s2, 1, type);
1516
1517                         if (alsoprint)
1518                                 print("^1", sprintf(Weapon_KillMessage(type), strcat(s2, "^1"), strcat(s1, "^1")), "\n"); // default order: victim, killer
1519                 }
1520                 else if(type == KILL_TEAM_RED || type == KILL_TEAM_BLUE || type == KILL_TEAM_SPREE) {
1521                         HUD_KillNotify_Push(s1, s2, 1, type);
1522                         if(alsoprint)
1523                         {
1524                                 if(gentle) {
1525                                         print (sprintf(_("^1%s^1 took action against a team mate\n"), s1));
1526                                 } else {
1527                                         print (sprintf(_("^1%s^1 mows down a team mate\n"), s1));
1528                                 }
1529                         }
1530                         if (stof(s2) > 2 && type == KILL_TEAM_SPREE) {
1531                                 if(gentle)
1532                                         print (sprintf(_("^1%s^1 ended a %d scoring spree by going against a team mate\n"), s1, stof(s3)));
1533                                 else
1534                                         print (sprintf(_("^1%s^1 ended a %d kill spree by killing a team mate\n"), s1, stof(s3)));
1535                         }
1536                         else if (stof(s2) > 2) {
1537                                 if(gentle)
1538                                         print (sprintf(_("^1%s^1's %s scoring spree was ended by a team mate!\n"), s1, stof(s3)));
1539                                 else
1540                                         print (sprintf(_("^1%s^1's %s kill spree was ended by a team mate!\n"), s1, stof(s3)));
1541                         }
1542                 }
1543                 else if(type == KILL_FIRST_BLOOD)
1544                         print(sprintf(_("^1%s^1 drew first blood\n"), s1));
1545                 else if (type == DEATH_TELEFRAG) {
1546                         HUD_KillNotify_Push(s1, s2, 1, DEATH_TELEFRAG);
1547                         if(gentle)
1548                                 print (sprintf(_("^1%s^1 tried to occupy %s^1's teleport destination space\n"), s2, s1));
1549                         else
1550                                 print (sprintf(_("^1%s^1 was telefragged by %s\n"), s2, s1));
1551                 }
1552                 else if (type == DEATH_DROWN) {
1553                         HUD_KillNotify_Push(s1, s2, 1, DEATH_DROWN);
1554                         if(alsoprint)
1555                                 print (sprintf(_("^1%s^1 was drowned by %s\n"), s2, s1));
1556                 }
1557                 else if (type == DEATH_SLIME) {
1558                         HUD_KillNotify_Push(s1, s2, 1, DEATH_SLIME);
1559                         if(alsoprint)
1560                                 print (sprintf(_("^1%s^1 was slimed by %s\n"), s2, s1));
1561                 }
1562                 else if (type == DEATH_LAVA) {
1563                         HUD_KillNotify_Push(s1, s2, 1, DEATH_LAVA);
1564                         if(alsoprint)
1565                                 print (sprintf(_("^1%s^1 was cooked by %s\n"), s2, s1));
1566                 }
1567                 else if (type == DEATH_FALL) {
1568                         HUD_KillNotify_Push(s1, s2, 1, DEATH_FALL);
1569                         if(alsoprint)
1570                                 print (sprintf(_("^1%s^1 was grounded by %s\n"), s2, s1));
1571                 }
1572                 else if (type == DEATH_SHOOTING_STAR) {
1573                         HUD_KillNotify_Push(s1, s2, 1, DEATH_SHOOTING_STAR);
1574                         if(alsoprint)
1575                                 print (sprintf(_("^1%s^1 was shot into space by %s\n"), s2, s1));
1576                 }
1577                 else if (type == DEATH_SWAMP) {
1578                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1579                         if(alsoprint)
1580                                 print (sprintf(_("^1%s^1 was conserved by %s\n"), s2, s1));
1581                 }
1582                 else if (type == DEATH_HURTTRIGGER)
1583                 {
1584                         HUD_KillNotify_Push(s1, s2, 1, DEATH_HURTTRIGGER);
1585                         if(alsoprint)
1586                                 print(sprintf(_("^1%s^1 was thrown into a world of hurt by %s\n"), s2, s1));
1587                 } else if(type == DEATH_VHCRUSH) {
1588                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1589                         if(alsoprint)
1590                                 print (sprintf(_("^1%s^1 was crushed by %s\n"), s2, s1));
1591                 } else if(type == DEATH_SBMINIGUN) {
1592                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1593                         if(alsoprint)
1594                                 print (sprintf(_("^1%s^1 got shredded by %s\n"), s2, s1));
1595                 } else if(type == DEATH_SBROCKET) {
1596                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1597                         if(alsoprint)
1598                                 print (sprintf(_("^1%s^1 was blasted to bits by %s\n"), s2, s1));
1599                 } else if(type == DEATH_SBBLOWUP) {
1600                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1601                         if(alsoprint)
1602                                 print (sprintf(_("^1%s^1 got caught in the destruction of %s^1's vehicle\n"), s2, s1));
1603                 } else if(type == DEATH_WAKIGUN) {
1604                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1605                         if(alsoprint)
1606                                 print (sprintf(_("^1%s^1 was bolted down by %s\n"), s2, s1));
1607                 } else if(type == DEATH_WAKIROCKET) {
1608                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1609                         if(alsoprint)
1610                                 print (sprintf(_("^1%s^1 could find no shelter from %s^1's rockets\n"), s2, s1));
1611                 } else if(type == DEATH_WAKIBLOWUP) {
1612                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1613                         if(alsoprint)
1614                                 print (sprintf(_("^1%s^1 dies when %s^1's wakizashi dies.\n"), s2, s1));
1615                 } else if(type == DEATH_RAPTOR_CANNON) {
1616                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1617                         if(alsoprint)
1618                                 print (sprintf(_("^1%s^1 nailed to hell by %s\n"), s2, s1));
1619                 } else if(type == DEATH_RAPTOR_BOMB) {
1620                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1621                         if(alsoprint)
1622                                 print (sprintf(_("^1%s^1 cluster crushed by %s\n"), s2, s1));
1623                 } else if(type == DEATH_RAPTOR_DEATH) {
1624                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1625                         if(alsoprint)
1626                                 print (sprintf(_("^1%s^1 dies when %s^1's raptor dies.\n"), s2, s1));
1627                 } else if(type == DEATH_TURRET) {
1628                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1629                         if(alsoprint)
1630                                 print (sprintf(_("^1%s^1 was pushed into the line of fire by %s\n"), s2, s1));
1631                 } else if(type == DEATH_TOUCHEXPLODE) {
1632                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1633                         if(alsoprint)
1634                                 print (sprintf(_("^1%s^1 was pushed into an accident by %s\n"), s2, s1));
1635                 } else if(type == DEATH_CHEAT) {
1636                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1637                         if(alsoprint)
1638                                 print (sprintf(_("^1%s^1 was unfairly eliminated by %s\n"), s2, s1));
1639                 } else if (type == DEATH_FIRE) {
1640                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1641                         if(alsoprint)
1642                                 print (sprintf(_("^1%s^1 was burnt to death by %s\n"), s2, s1));
1643                 } else if (type == DEATH_CUSTOM) {
1644                         HUD_KillNotify_Push(s1, s2, 1, DEATH_CUSTOM);
1645                         if(alsoprint)
1646                                 print("^1", sprintf(s3, strcat(s2, "^1"), strcat(s1, "^1")), "\n");
1647                 } else if (type == DEATH_HURTTRIGGER) {
1648                         HUD_KillNotify_Push(s1, s2, 1, DEATH_HURTTRIGGER);
1649                         if(alsoprint)
1650                                 print("^1", sprintf(s3, strcat(s2, "^1"), strcat(s1, "^1")), "\n");
1651                 } else {
1652                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1653                         if(alsoprint)
1654                                 print (sprintf(_("^1%s^1 was fragged by %s\n"), s2, s1));
1655                 }
1656         } else if(msg == MSG_SPREE) {
1657                 if(type == KILL_END_SPREE) {
1658                         if(gentle)
1659                                 print (sprintf(_("^1%s^1's %s scoring spree was ended by %s\n"), s1, s2, s3));
1660                         else
1661                                 print (sprintf(_("^1%s^1's %s kill spree was ended by %s\n"), s1, s2, s3));
1662                 } else if(type == KILL_SPREE) {
1663                         if(gentle)
1664                                 print (sprintf(_("^1%s^1 made %s scores in a row\n"), s1, s2));
1665                         else
1666                                 print (sprintf(_("^1%s^1 has %s frags in a row\n"), s1, s2));
1667                 } else if(type == KILL_SPREE_3) {
1668                         if(gentle)
1669                                 print (sprintf(_("%s^7 made a ^1TRIPLE SCORE\n"), s1));
1670                         else
1671                                 print (sprintf(_("%s^7 made a ^1TRIPLE FRAG\n"), s1));
1672                 } else if(type == KILL_SPREE_5) {
1673                         if(gentle)
1674                                 print (sprintf(_("%s^7 unleashes ^1SCORING RAGE\n"), s1));
1675                         else
1676                                 print (sprintf(_("%s^7 unleashes ^1RAGE\n"), s1));
1677                 } else if(type == KILL_SPREE_10) {
1678                         if(gentle)
1679                                 print (sprintf(_("%s^7 made ^1TEN SCORES IN A ROW!\n"), s1));
1680                         else
1681                                 print (sprintf(_("%s^7 starts the ^1MASSACRE!\n"), s1));
1682                 } else if(type == KILL_SPREE_15) {
1683                         if(gentle)
1684                                 print (sprintf(_("%s^7 made ^1FIFTEEN SCORES IN A ROW!\n"), s1));
1685                         else
1686                                 print (sprintf(_("%s^7 executes ^1MAYHEM!\n"), s1));
1687                 } else if(type == KILL_SPREE_20) {
1688                         if(gentle)
1689                                 print (sprintf(_("%s^7 made ^1TWENTY SCORES IN A ROW!\n"), s1));
1690                         else
1691                                 print (sprintf(_("%s^7 is a ^1BERSERKER!\n"), s1));
1692                 } else if(type == KILL_SPREE_25) {
1693                         if(gentle)
1694                                 print (sprintf(_("%s^7 made ^1TWENTY FIVE SCORES IN A ROW!\n"), s1));
1695                         else
1696                                 print (sprintf(_("%s^7 inflicts ^1CARNAGE!\n"), s1));
1697                 } else if(type == KILL_SPREE_30) {
1698                         if(gentle)
1699                                 print (sprintf(_("%s^7 made ^1THIRTY SCORES IN A ROW!\n"), s1));
1700                         else
1701                                 print (sprintf(_("%s^7 unleashes ^1ARMAGEDDON!\n"), s1));
1702                 }
1703         } else if(msg == MSG_KILL_ACTION) { // wtf is this? isnt it basically the same as MSG_SUICIDE?
1704                 if (type == DEATH_DROWN) {
1705                         HUD_KillNotify_Push(s1, "", 0, DEATH_DROWN);
1706                         if(alsoprint)
1707                         {
1708                                 if(gentle)
1709                                         print (sprintf(_("^1%s^1 was in the water for too long\n"), s1));
1710                                 else
1711                                         print (sprintf(_("^1%s^1 drowned\n"), s1));
1712                         }
1713                 } else if (type == DEATH_SLIME) {
1714                         HUD_KillNotify_Push(s1, "", 0, DEATH_SLIME);
1715                         if(alsoprint)
1716                                 print (sprintf(_("^1%s^1 was slimed\n"), s1));
1717                 } else if (type == DEATH_LAVA) {
1718                         HUD_KillNotify_Push(s1, "", 0, DEATH_LAVA);
1719                         if(alsoprint)
1720                         {
1721                                 if(gentle)
1722                                         print (sprintf(_("^1%s^1 found a hot place\n"), s1));
1723                                 else
1724                                         print (sprintf(_("^1%s^1 turned into hot slag\n"), s1));
1725                         }
1726                 } else if (type == DEATH_FALL) {
1727                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1728                         if(alsoprint)
1729                         {
1730                                 if(gentle)
1731                                         print (sprintf(_("^1%s^1 tested gravity (and it worked)\n"), s1));
1732                                 else
1733                                         print (sprintf(_("^1%s^1 hit the ground with a crunch\n"), s1));
1734                         }
1735                 } else if (type == DEATH_SHOOTING_STAR) {
1736                         HUD_KillNotify_Push(s1, "", 0, DEATH_SHOOTING_STAR);
1737                         if(alsoprint)
1738                                 print (sprintf(_("^1%s^1 became a shooting star\n"), s1));
1739                 } else if (type == DEATH_SWAMP) {
1740                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1741                         if(alsoprint)
1742                         {
1743                                 if(gentle)
1744                                         print (sprintf(_("^1%s^1 discovered a swamp\n"), s1));
1745                                 else
1746                                         print (sprintf(_("^1%s^1 is now conserved for centuries to come\n"), s1));
1747                         }
1748                 } else if(type == DEATH_TURRET) {
1749                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1750                         if(alsoprint)
1751                                 print (sprintf(_("^1%s^1 was mowed down by a turret \n"), s1));
1752                 } else if (type == DEATH_CUSTOM) {
1753                         HUD_KillNotify_Push(s1, "", 0, DEATH_CUSTOM);
1754                         if(alsoprint)
1755                                 print("^1", sprintf(s2, strcat(s1, "^1")), "\n");
1756                 } else if (type == DEATH_HURTTRIGGER) {
1757                         HUD_KillNotify_Push(s1, "", 0, DEATH_HURTTRIGGER);
1758                         if(alsoprint)
1759                                 print("^1", sprintf(s2, strcat(s1, "^1")), "\n");
1760                 } else if(type == DEATH_TOUCHEXPLODE) {
1761                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1762                         if(alsoprint)
1763                                 print (sprintf(_("^1%s^1 died in an accident\n"), s1));
1764                 } else if(type == DEATH_CHEAT) {
1765                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1766                         if(alsoprint)
1767                                 print (sprintf(_("^1%s^1 was unfairly eliminated\n"), s1));
1768                 } else if(type == DEATH_FIRE) {
1769                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1770                         if(alsoprint)
1771                         {
1772                                 if(gentle)
1773                                         print (sprintf(_("^1%s^1 felt a little hot\n"), s1));
1774                                 else
1775                                         print (sprintf(_("^1%s^1 burnt to death\n"), s1));
1776                                 }
1777                 } else {
1778                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1779                         if(alsoprint)
1780                         {
1781                                 if(gentle)
1782                                         print (sprintf(_("^1%s^1 needs a restart\n"), s1));
1783                                 else
1784                                         print (sprintf(_("^1%s^1 died\n"), s1));
1785                         }
1786                 }
1787         } else if(msg == MSG_KILL_ACTION_SPREE) {
1788                 if(gentle)
1789                         print (sprintf(_("^1%s^1 needs a restart after a %d scoring spree\n"), s1, stof(s2)));
1790                 else
1791                         print (sprintf(_("^1%s^1 died with a %d kill spree\n"), s1, stof(s2)));
1792         } else if(msg == MSG_INFO) {
1793                 if(type == INFO_GOTFLAG) { // here, s2 is the flag name
1794                         HUD_KillNotify_Push(s1, s2, 0, INFO_GOTFLAG);
1795                         print(sprintf(_("%s^7 got the %s\n"), s1, s2));
1796                 } else if(type == INFO_LOSTFLAG) {
1797                         HUD_KillNotify_Push(s1, s2, 0, INFO_LOSTFLAG);
1798                         print(sprintf(_("%s^7 lost the %s\n"), s1, s2));
1799                 } else if(type == INFO_PICKUPFLAG) {
1800                         HUD_KillNotify_Push(s1, s2, 0, INFO_GOTFLAG);
1801                         print(sprintf(_("%s^7 picked up the %s\n"), s1, s2));
1802                 } else if(type == INFO_RETURNFLAG) {
1803                         HUD_KillNotify_Push(s1, s2, 0, INFO_RETURNFLAG);
1804                         print(sprintf(_("%s^7 returned the %s\n"), s1, s2));
1805                 } else if(type == INFO_CAPTUREFLAG) {
1806                         HUD_KillNotify_Push(s1, s2, 0, INFO_CAPTUREFLAG);
1807                         print(sprintf(_("%s^7 captured the %s%s\n"), s1, s2, s3));
1808                 }
1809         } else if(msg == MSG_RACE) {
1810                 if(type == RACE_SERVER_RECORD) {
1811                         HUD_KillNotify_Push(s1, s2, 1, RACE_SERVER_RECORD);
1812                 }
1813                 else if(type == RACE_NEW_RANK) {
1814                         HUD_KillNotify_Push(s1, s2, 1, RACE_NEW_RANK);
1815                 }
1816                 else if(type == RACE_NEW_TIME) {
1817                         HUD_KillNotify_Push(s1, s2, 1, RACE_NEW_TIME);
1818                 }
1819                 else if(type == RACE_FAIL) {
1820                         HUD_KillNotify_Push(s1, s2, 1, RACE_FAIL);
1821                 }
1822         } else if(msg == MSG_KA) {
1823                 if(type == KA_PICKUPBALL) {
1824                         HUD_KillNotify_Push(s1, s2, 0, KA_PICKUPBALL);
1825                         if(alsoprint)
1826                                 print (sprintf(_("%s^7 has picked up the ball!\n"), s1));
1827                 }
1828                 else if(type == KA_DROPBALL) {
1829                         HUD_KillNotify_Push(s1, s2, 0, KA_DROPBALL);
1830                         if(alsoprint)
1831                                 print(sprintf(_("%s^7 has dropped the ball!\n"), s1));
1832                 }
1833         }
1834 }
1835
1836 void HUD_Centerprint(string s1, string s2, float type, float msg)
1837 {
1838         float gentle;
1839         gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
1840         if(msg == MSG_SUICIDE) {
1841                 if (type == DEATH_TEAMCHANGE) {
1842                         centerprint(sprintf(_("You are now on: %s"), s1));
1843                 } else if (type == DEATH_AUTOTEAMCHANGE) {
1844                         centerprint(sprintf(_("You have been moved into a different team to improve team balance\nYou are now on: %s"), s1));
1845                 } else if (type == DEATH_CAMP) {
1846                         if(gentle)
1847                                 centerprint(_("^1Reconsider your tactics, camper!"));
1848                         else
1849                                 centerprint(_("^1Die camper!"));
1850                 } else if (type == DEATH_NOAMMO) {
1851                         if(gentle)
1852                                 centerprint(_("^1You are reinserted into the game for running out of ammo..."));
1853                         else
1854                                 centerprint(_("^1You were killed for running out of ammo..."));
1855                 } else if (type == DEATH_ROT) {
1856                         if(gentle)
1857                                 centerprint(_("^1You need to preserve your health"));
1858                         else
1859                                 centerprint(_("^1You grew too old without taking your medicine"));
1860                 } else if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1861                         if(gentle)
1862                                 centerprint(_("^1Don't go against team mates!"));
1863                         else
1864                                 centerprint(_("^1Don't shoot your team mates!"));
1865                 } else if (type == DEATH_QUIET) {
1866                         // do nothing
1867                 } else { // generic message
1868                         if(gentle)
1869                                 centerprint(_("^1You need to be more careful!"));
1870                         else
1871                                 centerprint(_("^1You killed your own dumb self!"));
1872                 }
1873         } else if(msg == MSG_KILL) {
1874                 if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1875                         if(gentle) {
1876                                 centerprint(sprintf(_("^1Moron! You went against ^7%s^1, a team mate!"), s1));
1877                         } else {
1878                                 centerprint(sprintf(_("^1Moron! You fragged ^7%s^1, a team mate!"), s1));
1879                         }
1880                 } else if (type == KILL_FIRST_BLOOD) {
1881                         if(gentle) {
1882                                 centerprint(_("^1First score"));
1883                         } else {
1884                                 centerprint(_("^1First blood"));
1885                         }
1886                 } else if (type == KILL_FIRST_VICTIM) {
1887                         if(gentle) {
1888                                 centerprint(_("^1First casualty"));
1889                         } else {
1890                                 centerprint(_("^1First victim"));
1891                         }
1892                 } else if (type == KILL_TYPEFRAG) { // s2 contains "advanced kill messages" such as ping, handicap...
1893                         if(gentle) {
1894                                 centerprint(strcat(sprintf(_("^1You scored against ^7%s^1 who was typing!"), s1), s2));
1895                         } else {
1896                                 centerprint(strcat(sprintf(_("^1You typefragged ^7%s"), s1), s2));
1897                         }
1898                 } else if (type == KILL_TYPEFRAGGED) {
1899                         if(gentle) {
1900                                 centerprint(strcat(sprintf(_("^1You were scored against by ^7%s^1 while you were typing!"), s1), s2));
1901                         } else {
1902                                 centerprint(strcat(sprintf(_("^1You were typefragged by ^7%s"), s1), s2));
1903                         }
1904                 } else if (type == KILL_FRAG) {
1905                         if(gentle) {
1906                                 centerprint(strcat(sprintf(_("^4You scored against ^7%s"), s1), s2));
1907                         } else {
1908                                 centerprint(strcat(sprintf(_("^4You fragged ^7%s"), s1), s2));
1909                         }
1910                 } else { // generic message
1911                         if(gentle) {
1912                                 centerprint(strcat(sprintf(_("^1You were scored against by ^7%s"), s1), s2));
1913                         } else {
1914                                 centerprint(strcat(sprintf(_("^1You were fragged by ^7%s"), s1), s2));
1915                         }
1916                 }
1917         } else if(msg == MSG_KILL_ACTION) {
1918                 // TODO: invent more centerprints here?
1919                 centerprint(_("^1Watch your step!"));
1920         }
1921 }
1922
1923 void HUD_Notify (void)
1924 {
1925         if(!autocvar__hud_configure)
1926         {
1927                 if(!autocvar_hud_panel_notify) return;
1928         }
1929         else
1930                 hud_configure_active_panel = HUD_PANEL_NOTIFY;
1931
1932         HUD_Panel_UpdateCvars(notify);
1933         HUD_Panel_ApplyFadeAlpha();
1934         vector pos, mySize;
1935         pos = panel_pos;
1936         mySize = panel_size;
1937
1938         HUD_Panel_DrawBg(1);
1939         if(panel_bg_padding)
1940         {
1941                 pos += '1 1 0' * panel_bg_padding;
1942                 mySize -= '2 2 0' * panel_bg_padding;
1943         }
1944
1945         float entries, height;
1946         entries = bound(1, floor(KN_MAX_ENTRIES * mySize_y/mySize_x), KN_MAX_ENTRIES);
1947         height = mySize_y/entries;
1948         
1949         vector fontsize;
1950         float fontheight = height * autocvar_hud_panel_notify_fontsize;
1951         fontsize = '0.5 0.5 0' * fontheight;
1952
1953         float a;
1954         float when;
1955         when = autocvar_hud_panel_notify_time;
1956         float fadetime;
1957         fadetime = autocvar_hud_panel_notify_fadetime;
1958
1959         string s;
1960
1961         vector pos_attacker, pos_victim;
1962         vector weap_pos;
1963         float width_attacker;
1964         string attacker, victim;
1965
1966         float i, j, w, step, limit;
1967         if(autocvar_hud_panel_notify_flip) //order items from the top down
1968         {
1969                 i = 0;
1970                 step = +1;
1971                 limit = entries;
1972         }
1973         else //order items from the bottom up
1974         {
1975                 i = entries - 1;
1976                 step = -1;
1977                 limit = -1;
1978         }
1979
1980         for(j = kn_index;  i != limit;  i += step, ++j)
1981         {
1982                 if(autocvar__hud_configure)
1983                 {
1984                         if (step == +1)
1985                                 a = i;
1986                         else // inverse order
1987                                 a = entries - 1 - i;
1988                         attacker = textShortenToWidth(sprintf(_("Player %d"), a+1), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1989                         victim = textShortenToWidth(sprintf(_("Player %d"), a+2), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1990                         s = strcat("weapon", get_weaponinfo(WEP_FIRST + mod(floor(a*2.4), WEP_LAST)).netname);
1991                         a = bound(0, (when - a) / 4, 1);
1992                         goto hud_config_notifyprint;
1993                 }
1994
1995                 if (j == KN_MAX_ENTRIES)
1996                         j = 0;
1997
1998                 if(killnotify_times[j] + when > time)
1999                         a = 1;
2000                 else if(fadetime)
2001                 {
2002                         a = bound(0, (killnotify_times[j] + when + fadetime - time) / fadetime, 1);
2003                         if(!a)
2004                         {
2005                                 break;
2006                         }
2007                 }
2008                 else
2009                 {
2010                         break;
2011                 }
2012
2013                 s = "";
2014
2015                 w = -1;
2016                 w = DEATH_WEAPONOF(killnotify_deathtype[j]);
2017
2018                 // TODO: maybe print in team colors?
2019                 //
2020                 // Y [used by] X
2021                 if(killnotify_actiontype[j] == 0) 
2022                 {
2023                         if(killnotify_deathtype[j] == DEATH_GENERIC)
2024                         {
2025                                 s = "notify_death";
2026                         }
2027                         else if(killnotify_deathtype[j] == DEATH_NOAMMO)
2028                         {
2029                                 s = "notify_outofammo";
2030                         }
2031                         else if(killnotify_deathtype[j] == DEATH_KILL)
2032                         {
2033                                 s = "notify_selfkill";
2034                         }
2035                         else if(killnotify_deathtype[j] == DEATH_CAMP)
2036                         {
2037                                 s = "notify_camping";
2038                         }
2039                         else if(killnotify_deathtype[j] == KILL_TEAM_RED)
2040                         {
2041                                 s = "notify_teamkill_red";
2042                         }
2043                         else if(killnotify_deathtype[j] == KILL_TEAM_BLUE)
2044                         {
2045                                 s = "notify_teamkill_blue";
2046                         }
2047                         else if(killnotify_deathtype[j] == DEATH_DROWN)
2048                         {
2049                                 s = "notify_water";
2050                         }
2051                         else if(killnotify_deathtype[j] == DEATH_SLIME)
2052                         {
2053                                 s = "notify_slime";
2054                         }
2055                         else if(killnotify_deathtype[j] == DEATH_LAVA)
2056                         {
2057                                 s = "notify_lava";
2058                         }
2059                         else if(killnotify_deathtype[j] == DEATH_FALL)
2060                         {
2061                                 s = "notify_fall";
2062                         }
2063                         else if(killnotify_deathtype[j] == DEATH_SHOOTING_STAR)
2064                         {
2065                                 s = "notify_shootingstar";
2066                         }
2067                         else if(killnotify_deathtype[j] == DEATH_HURTTRIGGER || killnotify_deathtype[j] == DEATH_CUSTOM)
2068                         {
2069                                 s = "notify_death";
2070                         }
2071                         else if(killnotify_deathtype[j] == INFO_GOTFLAG)
2072                         {
2073                                 if(killnotify_victims[j] == "^1RED^7 flag")
2074                                 {
2075                                         s = "notify_red_taken";
2076                                 }
2077                                 else
2078                                 {
2079                                         s = "notify_blue_taken";
2080                                 }
2081                         }
2082                         else if(killnotify_deathtype[j] == INFO_RETURNFLAG)
2083                         {
2084                                 if(killnotify_victims[j] == "^1RED^7 flag")
2085                                 {
2086                                         s = "notify_red_returned";
2087                                 }
2088                                 else
2089                                 {
2090                                         s = "notify_blue_returned";
2091                                 }
2092                         }
2093                         else if(killnotify_deathtype[j] == INFO_LOSTFLAG)
2094                         {
2095                                 if(killnotify_victims[j] == "^1RED^7 flag")
2096                                 {
2097                                         s = "notify_red_lost";
2098                                 }
2099                                 else
2100                                 {
2101                                         s = "notify_blue_lost";
2102                                 }
2103                         }
2104                         else if(killnotify_deathtype[j] == INFO_CAPTUREFLAG)
2105                         {
2106                                 if(killnotify_victims[j] == "^1RED^7 flag")
2107                                 {
2108                                         s = "notify_red_captured";
2109                                 }
2110                                 else
2111                                 {
2112                                         s = "notify_blue_captured";
2113                                 }
2114                         }
2115                         else if(killnotify_deathtype[j] == KA_DROPBALL)
2116                         {
2117                                 s = "notify_balldropped";
2118                         }
2119                         else if(killnotify_deathtype[j] == KA_PICKUPBALL)
2120                         {
2121                                 s = "notify_ballpickedup";
2122                         }
2123                         
2124                         attacker = textShortenToWidth(killnotify_attackers[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2125                         pos_attacker = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2126                         weap_pos = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
2127
2128                         if(s != "")
2129                         {
2130                                 drawpic_aspect_skin(weap_pos, s, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2131                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2132                         }
2133                 }
2134                 // X [did action to] Y
2135                 else
2136                 {
2137                         if(killnotify_deathtype[j] & HITTYPE_SECONDARY && w == WEP_LASER)
2138                         {
2139                                 s = "notify_melee_laser";
2140                         }
2141                         else if(killnotify_deathtype[j] & HITTYPE_SECONDARY && w == WEP_SHOTGUN)
2142                         {
2143                                 s = "notify_melee_shotgun";
2144                         }
2145                         else if(WEP_VALID(w))
2146                         {
2147                                 self = get_weaponinfo(w);
2148                                 s = strcat("weapon", self.netname);
2149                         }
2150                         else if(killnotify_deathtype[j] == KILL_TEAM_RED)
2151                         {
2152                                 s = "notify_teamkill_red";
2153                         }
2154                         else if(killnotify_deathtype[j] == KILL_TEAM_BLUE)
2155                         {
2156                                 s = "notify_teamkill_red";
2157                         }
2158                         else if(killnotify_deathtype[j] == DEATH_TELEFRAG)
2159                         {
2160                                 s = "notify_telefrag";
2161                         }
2162                         else if(killnotify_deathtype[j] == DEATH_DROWN)
2163                         {
2164                                 s = "notify_water";
2165                         }
2166                         else if(killnotify_deathtype[j] == DEATH_SLIME)
2167                         {
2168                                 s = "notify_slime";
2169                         }
2170                         else if(killnotify_deathtype[j] == DEATH_LAVA)
2171                         {
2172                                 s = "notify_lava";
2173                         }
2174                         else if(killnotify_deathtype[j] == DEATH_FALL)
2175                         {
2176                                 s = "notify_fall";
2177                         }
2178                         else if(killnotify_deathtype[j] == DEATH_SHOOTING_STAR)
2179                         {
2180                                 s = "notify_shootingstar";
2181                         }
2182                         else if(killnotify_deathtype[j] == DEATH_HURTTRIGGER || killnotify_deathtype[j] == DEATH_CUSTOM) // DEATH_CUSTOM is also void, right?
2183                         {
2184                                 s = "notify_void";
2185                         }
2186                         else if(killnotify_deathtype[j] == DEATH_HEADSHOT)
2187                         {
2188                                 s = "notify_headshot";
2189                         }
2190                         else if(killnotify_deathtype[j] == RACE_SERVER_RECORD)
2191                         {
2192                                 s = "race_newrecordserver";
2193                         }
2194                         else if(killnotify_deathtype[j] == RACE_NEW_RANK)
2195                         {
2196                                 s = "race_newrankyellow";
2197                         }
2198                         else if(killnotify_deathtype[j] == RACE_NEW_TIME)
2199                         {
2200                                 s = "race_newtime";
2201                         }
2202                         else if(killnotify_deathtype[j] == RACE_FAIL)
2203                         {
2204                                 s = "race_newfail";
2205                         }
2206
2207                         attacker = textShortenToWidth(killnotify_attackers[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2208                         victim = textShortenToWidth(killnotify_victims[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2209 :hud_config_notifyprint
2210                         width_attacker = stringwidth(attacker, TRUE, fontsize);
2211                         pos_attacker = pos + eX * (0.48 * mySize_x - height - width_attacker) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2212                         pos_victim = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2213                         weap_pos = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
2214
2215                         if(s != "")
2216                         {
2217                                 drawpic_aspect_skin(weap_pos, s, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2218                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2219                                 drawcolorcodedstring(pos_victim, victim, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2220                         }
2221                 }
2222         }
2223 }
2224
2225 // Timer (#5)
2226 //
2227 // TODO: macro
2228 string seconds_tostring(float sec)
2229 {
2230         float minutes;
2231         minutes = floor(sec / 60);
2232
2233         sec -= minutes * 60;
2234         return sprintf("%d:%02d", minutes, sec);
2235 }
2236
2237 void HUD_Timer(void)
2238 {
2239         if(!autocvar__hud_configure)
2240         {
2241                 if(!autocvar_hud_panel_timer) return;
2242         }
2243         else
2244                 hud_configure_active_panel = HUD_PANEL_TIMER;
2245
2246         HUD_Panel_UpdateCvars(timer);
2247         HUD_Panel_ApplyFadeAlpha();
2248         vector pos, mySize;
2249         pos = panel_pos;
2250         mySize = panel_size;
2251
2252         HUD_Panel_DrawBg(1);
2253         if(panel_bg_padding)
2254         {
2255                 pos += '1 1 0' * panel_bg_padding;
2256                 mySize -= '2 2 0' * panel_bg_padding;
2257         }
2258
2259         string timer;
2260         float timelimit, elapsedTime, timeleft, minutesLeft;
2261
2262         timelimit = getstatf(STAT_TIMELIMIT);
2263
2264         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
2265         timeleft = ceil(timeleft);
2266
2267         minutesLeft = floor(timeleft / 60);
2268
2269         vector timer_color;
2270         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
2271                 timer_color = '1 1 1'; //white
2272         else if(minutesLeft >= 1)
2273                 timer_color = '1 1 0'; //yellow
2274         else
2275                 timer_color = '1 0 0'; //red
2276
2277         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
2278                 if (time < getstatf(STAT_GAMESTARTTIME)) {
2279                         //while restart is still active, show 00:00
2280                         timer = seconds_tostring(0);
2281                 } else {
2282                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
2283                         timer = seconds_tostring(elapsedTime);
2284                 }
2285         } else {
2286                 timer = seconds_tostring(timeleft);
2287         }
2288
2289         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2290 }
2291
2292 // Radar (#6)
2293 //
2294 void HUD_Radar(void)
2295 {
2296         if (!autocvar__hud_configure)
2297         {
2298                 if (autocvar_hud_panel_radar == 0) return;
2299                 if (autocvar_hud_panel_radar != 2 && !teamplay) return;
2300         }
2301         else
2302                 hud_configure_active_panel = HUD_PANEL_RADAR;
2303
2304         HUD_Panel_UpdateCvars(radar);
2305         HUD_Panel_ApplyFadeAlpha();
2306         vector pos, mySize;
2307         pos = panel_pos;
2308         mySize = panel_size;
2309
2310         HUD_Panel_DrawBg(1);
2311         if(panel_bg_padding)
2312         {
2313                 pos += '1 1 0' * panel_bg_padding;
2314                 mySize -= '2 2 0' * panel_bg_padding;
2315         }
2316
2317         local float color2;
2318         local entity tm;
2319         float scale2d, normalsize, bigsize;
2320         float f;
2321
2322         teamradar_origin2d = pos + 0.5 * mySize;
2323         teamradar_size2d = mySize;
2324
2325         if(minimapname == "")
2326                 return;
2327
2328         teamradar_loadcvars();
2329
2330         switch(hud_panel_radar_zoommode)
2331         {
2332                 default:
2333                 case 0:
2334                         f = current_zoomfraction;
2335                         break;
2336                 case 1:
2337                         f = 1 - current_zoomfraction;
2338                         break;
2339                 case 2:
2340                         f = 0;
2341                         break;
2342                 case 3:
2343                         f = 1;
2344                         break;
2345         }
2346
2347         switch(hud_panel_radar_rotation)
2348         {
2349                 case 0:
2350                         teamradar_angle = view_angles_y - 90;
2351                         break;
2352                 default:
2353                         teamradar_angle = 90 * hud_panel_radar_rotation;
2354                         break;
2355         }
2356
2357         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
2358         teamradar_size2d = mySize;
2359
2360         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
2361
2362         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
2363         if(hud_panel_radar_rotation == 0)
2364         {
2365                 // max-min distance must fit the radar in any rotation
2366                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
2367         }
2368         else
2369         {
2370                 vector c0, c1, c2, c3, span;
2371                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
2372                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
2373                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
2374                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
2375                 span = '0 0 0';
2376                 span_x = max4(c0_x, c1_x, c2_x, c3_x) - min4(c0_x, c1_x, c2_x, c3_x);
2377                 span_y = max4(c0_y, c1_y, c2_y, c3_y) - min4(c0_y, c1_y, c2_y, c3_y);
2378
2379                 // max-min distance must fit the radar in x=x, y=y
2380                 bigsize = min(
2381                         teamradar_size2d_x * scale2d / (1.05 * span_x),
2382                         teamradar_size2d_y * scale2d / (1.05 * span_y)
2383                 );
2384         }
2385
2386         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
2387         if(bigsize > normalsize)
2388                 normalsize = bigsize;
2389
2390         teamradar_size =
2391                   f * bigsize
2392                 + (1 - f) * normalsize;
2393         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2394                   f * mi_center
2395                 + (1 - f) * view_origin);
2396
2397         drawsetcliparea(
2398                 pos_x,
2399                 pos_y,
2400                 mySize_x,
2401                 mySize_y
2402         );
2403
2404         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2405
2406         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2407                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2408         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2409                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2410         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2411         {
2412                 color2 = GetPlayerColor(tm.sv_entnum);
2413                 //if(color == COLOR_SPECTATOR || color == color2)
2414                         draw_teamradar_player(tm.origin, tm.angles, GetTeamRGB(color2));
2415         }
2416         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2417
2418         drawresetcliparea();
2419 };
2420
2421 // Score (#7)
2422 //
2423 void HUD_UpdatePlayerTeams();
2424 void HUD_Score_Rankings(vector pos, vector mySize, entity me, float team_count)
2425 {
2426         float score;
2427         entity tm, pl;
2428 #define SCOREPANEL_MAX_ENTRIES 6
2429 #define SCOREPANEL_ASPECTRATIO 2
2430         const float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2431         const vector fontsize = '1 1 0' * (mySize_y/entries);
2432
2433         vector rgb, score_color;
2434         rgb = '1 1 1';
2435         score_color = '1 1 1';
2436
2437         const float name_size = mySize_x*0.75;
2438         const float spacing_size = mySize_x*0.04;
2439         const float highlight_alpha = 0.2;
2440         float i, me_printed, first_pl;
2441         string s;
2442         i, first_pl = 0;
2443         if (autocvar__hud_configure)
2444         {
2445                 float players_per_team;
2446                 if (team_count)
2447                 {
2448                         // show team scores in the first line
2449                         float score_size = mySize_x / team_count;
2450                         players_per_team = max(2, ceil((entries - 1) / team_count));
2451                         for(i=0; i<team_count; ++i) {
2452                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2453                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2454                                 drawstring_aspect(pos + eX * score_size * i, ftos(175 - 23*i), eX * score_size + eY * fontsize_y, GetTeamRGB(ColorByTeam(i)) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2455                         }
2456                         first_pl = 1;
2457                         pos_y += fontsize_y;
2458                 }
2459                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2460                 for (i=first_pl; i<entries; ++i)
2461                 {
2462                         //simulate my score is lower than all displayed players,
2463                         //so that I don't appear at all showing pure rankings.
2464                         //This is to better show the difference between the 2 ranking views
2465                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2466                         {
2467                                 rgb = '1 1 0';
2468                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2469                                 s = GetPlayerName(pl.sv_entnum);
2470                                 score = 7;
2471                         }
2472                         else
2473                         {
2474                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2475                                 score -= 3;
2476                         }
2477
2478                         if (team_count)
2479                                 score_color = GetTeamRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2480                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2481                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2482                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2483                         pos_y += fontsize_y;
2484                 }
2485                 return;
2486         }
2487
2488         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2489                 HUD_UpdatePlayerTeams();
2490         if (team_count)
2491         {
2492                 // show team scores in the first line
2493                 float score_size = mySize_x / team_count;
2494                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2495                         if(tm.team == COLOR_SPECTATOR)
2496                                 continue;
2497                         if (tm.team == myteam)
2498                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2499                         drawstring_aspect(pos + eX * score_size * i, ftos(tm.(teamscores[ts_primary])), eX * score_size + eY * fontsize_y, GetTeamRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2500                         ++i;
2501                 }
2502                 first_pl = 1;
2503                 pos_y += fontsize_y;
2504                 tm = teams.sort_next;
2505         }
2506         i = first_pl;
2507
2508         do
2509         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2510         {
2511                 if ((team_count && pl.team != tm.team) || pl.team == COLOR_SPECTATOR)
2512                         continue;
2513
2514                 if (i == entries-1 && !me_printed && pl != me)
2515                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2516                 {
2517                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2518                                 if (pl.team != COLOR_SPECTATOR)
2519                                         break;
2520
2521                         if (pl)
2522                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2523                         else
2524                                 rgb = '1 0 0'; //last: red
2525                         pl = me;
2526                 }
2527
2528                 if (pl == me)
2529                 {
2530                         if (i == first_pl)
2531                                 rgb = '0 1 0'; //first: green
2532                         me_printed = 1;
2533                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2534                 }
2535                 if (team_count)
2536                         score_color = GetTeamRGB(pl.team) * 0.8;
2537                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2538                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2539                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2540                 pos_y += fontsize_y;
2541                 ++i;
2542         }
2543         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != COLOR_SPECTATOR || (tm = tm.sort_next)));
2544 }
2545
2546 void HUD_Score(void)
2547 {
2548         if(!autocvar__hud_configure)
2549         {
2550                 if(!autocvar_hud_panel_score) return;
2551                 if(spectatee_status == -1 && (gametype == GAME_RACE || gametype == GAME_CTS)) return;
2552         }
2553         else
2554                 hud_configure_active_panel = HUD_PANEL_SCORE;
2555
2556         HUD_Panel_UpdateCvars(score);
2557         HUD_Panel_ApplyFadeAlpha();
2558         vector pos, mySize;
2559         pos = panel_pos;
2560         mySize = panel_size;
2561
2562         HUD_Panel_DrawBg(1);
2563         if(panel_bg_padding)
2564         {
2565                 pos += '1 1 0' * panel_bg_padding;
2566                 mySize -= '2 2 0' * panel_bg_padding;
2567         }
2568
2569         float score, distribution;
2570         string sign;
2571         vector distribution_color;
2572         entity tm, pl, me;
2573         me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2574
2575         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2576                 string timer, distrtimer;
2577
2578                 pl = players.sort_next;
2579                 if(pl == me)
2580                         pl = pl.sort_next;
2581                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2582                         if(pl.scores[ps_primary] == 0)
2583                                 pl = world;
2584
2585                 score = me.(scores[ps_primary]);
2586                 timer = TIME_ENCODED_TOSTRING(score);
2587
2588                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2589                         // distribution display
2590                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2591
2592                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2593
2594                         if (distribution <= 0) {
2595                                 distribution_color = '0 1 0';
2596                                 sign = "-";
2597                         }
2598                         else {
2599                                 distribution_color = '1 0 0';
2600                                 sign = "+";
2601                         }
2602                         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);
2603                 }
2604                 // race record display
2605                 if (distribution <= 0)
2606                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2607                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2608         } else if (!teamplay) { // non-teamgames
2609                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2610                 {
2611                         HUD_Score_Rankings(pos, mySize, me, 0);
2612                         return;
2613                 }
2614                 // me vector := [team/connected frags id]
2615                 pl = players.sort_next;
2616                 if(pl == me)
2617                         pl = pl.sort_next;
2618
2619                 if(autocvar__hud_configure)
2620                         distribution = 42;
2621                 else if(pl)
2622                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2623                 else
2624                         distribution = 0;
2625
2626                 score = me.(scores[ps_primary]);
2627                 if(autocvar__hud_configure)
2628                         score = 123;
2629
2630                 if(distribution >= 5)
2631                         distribution_color = eY;
2632                 else if(distribution >= 0)
2633                         distribution_color = '1 1 1';
2634                 else if(distribution >= -5)
2635                         distribution_color = '1 1 0';
2636                 else
2637                         distribution_color = eX;
2638
2639                 string distribution_str;
2640                 distribution_str = ftos(distribution);
2641                 if (distribution >= 0)
2642                 {
2643                         if (distribution > 0)
2644                                 distribution_str = strcat("+", distribution_str);
2645                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2646                 }
2647                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2648                 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);
2649         } else { // teamgames
2650                 float scores_count, row, column, rows, columns;
2651                 vector offset;
2652                 vector score_pos, score_size; //for scores other than myteam
2653                 if (spectatee_status == -1 || autocvar_hud_panel_score_rankings)
2654                 {
2655                         for(tm = teams.sort_next; tm, tm.team != COLOR_SPECTATOR; tm = tm.sort_next)
2656                                 ++scores_count;
2657                         if (autocvar_hud_panel_score_rankings)
2658                         {
2659                                 HUD_Score_Rankings(pos, mySize, me, scores_count);
2660                                 return;
2661                         }
2662                         rows = mySize_y/mySize_x;
2663                         rows = bound(1, floor((sqrt(4 * (3/1) * rows * scores_count + rows * rows) + rows + 0.5) / 2), scores_count);
2664                         //                               ^^^ ammo item aspect goes here
2665
2666                         columns = ceil(scores_count/rows);
2667
2668                         score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2669
2670                         float newSize;
2671                         if(score_size_x/score_size_y > 3)
2672                         {
2673                                 newSize = 3 * score_size_y;
2674                                 offset_x = score_size_x - newSize;
2675                                 pos_x += offset_x/2;
2676                                 score_size_x = newSize;
2677                         }
2678                         else
2679                         {
2680                                 newSize = 1/3 * score_size_x;
2681                                 offset_y = score_size_y - newSize;
2682                                 pos_y += offset_y/2;
2683                                 score_size_y = newSize;
2684                         }
2685                 }
2686                 else
2687                         score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2688
2689                 float max_fragcount;
2690                 max_fragcount = -99;
2691                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2692                         if(tm.team == COLOR_SPECTATOR)
2693                                 continue;
2694                         score = tm.(teamscores[ts_primary]);
2695                         if(autocvar__hud_configure)
2696                                 score = 123;
2697                         
2698                         if (score > max_fragcount)
2699                                 max_fragcount = score;
2700
2701                         if (spectatee_status == -1)
2702                         {
2703                                 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);
2704                                 if (max_fragcount == score)
2705                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2706                                 drawstring_aspect(score_pos, ftos(score), score_size, GetTeamRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2707                                 ++row;
2708                                 if(row >= rows)
2709                                 {
2710                                         row = 0;
2711                                         ++column;
2712                                 }
2713                         }
2714                         else if(tm.team == myteam) {
2715                                 if (max_fragcount == score)
2716                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2717                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, GetTeamRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2718                         } else {
2719                                 if (max_fragcount == score)
2720                                         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);
2721                                 drawstring_aspect(pos + eX * 0.75 * mySize_x + eY * (1/3) * rows * mySize_y, ftos(score), score_size, GetTeamRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2722                                 ++rows;
2723                         }
2724                 }
2725         }
2726 }
2727
2728 // Race timer (#8)
2729 //
2730 void HUD_RaceTimer (void)
2731 {
2732         if(!autocvar__hud_configure)
2733         {
2734                 if(!autocvar_hud_panel_racetimer) return;
2735                 if(!(gametype == GAME_RACE || gametype == GAME_CTS)) return;
2736                 if(spectatee_status == -1) return;
2737         }
2738         else
2739                 hud_configure_active_panel = HUD_PANEL_RACETIMER;
2740
2741         HUD_Panel_UpdateCvars(racetimer);
2742         HUD_Panel_ApplyFadeAlpha();
2743         vector pos, mySize;
2744         pos = panel_pos;
2745         mySize = panel_size;
2746
2747         HUD_Panel_DrawBg(1);
2748         if(panel_bg_padding)
2749         {
2750                 pos += '1 1 0' * panel_bg_padding;
2751                 mySize -= '2 2 0' * panel_bg_padding;
2752         }
2753
2754         // always force 4:1 aspect
2755         vector newSize;
2756         if(mySize_x/mySize_y > 4)
2757         {
2758                 newSize_x = 4 * mySize_y;
2759                 newSize_y = mySize_y;
2760
2761                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2762         }
2763         else
2764         {
2765                 newSize_y = 1/4 * mySize_x;
2766                 newSize_x = mySize_x;
2767
2768                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2769         }
2770         mySize = newSize;
2771
2772         float a, t;
2773         string s, forcetime;
2774
2775         if(autocvar__hud_configure)
2776         {
2777                 s = "0:13:37";
2778                 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);
2779                 s = _("