Merge remote-tracking branch 'origin/terencehill/HUD_config_string_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
1 /*
2 ==================
3 Misc HUD functions
4 ==================
5 */
6
7 // a border picture is a texture containing nine parts:
8 //   1/4 width: left part
9 //   1/2 width: middle part (stretched)
10 //   1/4 width: right part
11 // divided into
12 //   1/4 height: top part
13 //   1/2 height: middle part (stretched)
14 //   1/4 height: bottom part
15 void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
16 {
17     if (theBorderSize_x < 0 && theBorderSize_y < 0) // draw whole image as it is
18     {
19                 drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
20                 return;
21     }
22         if (theBorderSize_x == 0 && theBorderSize_y == 0) // no border
23         {
24                 // draw only the central part
25                 drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
26                 return;
27         }
28
29         vector dX, dY;
30         vector width, height;
31         vector bW, bH;
32         //pic = draw_UseSkinFor(pic);
33         width = eX * theSize_x;
34         height = eY * theSize_y;
35         if(theSize_x <= theBorderSize_x * 2)
36         {
37                 // not wide enough... draw just left and right then
38                 bW = eX * (0.25 * theSize_x / (theBorderSize_x * 2));
39                 if(theSize_y <= theBorderSize_y * 2)
40                 {
41                         // not high enough... draw just corners
42                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
43                         drawsubpic(theOrigin,                 width * 0.5 + height * 0.5, pic, '0 0 0',           bW + bH, theColor, theAlpha, 0);
44                         drawsubpic(theOrigin + width   * 0.5, width * 0.5 + height * 0.5, pic, eX - bW,           bW + bH, theColor, theAlpha, 0);
45                         drawsubpic(theOrigin + height  * 0.5, width * 0.5 + height * 0.5, pic, eY - bH,           bW + bH, theColor, theAlpha, 0);
46                         drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
47                 }
48                 else
49                 {
50                         dY = theBorderSize_x * eY;
51                         drawsubpic(theOrigin,                             width * 0.5          +     dY, pic, '0 0    0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
52                         drawsubpic(theOrigin + width * 0.5,               width * 0.5          +     dY, pic, '0 0    0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
53                         drawsubpic(theOrigin                        + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0',           '0 0.5  0' + bW, theColor, theAlpha, 0);
54                         drawsubpic(theOrigin + width * 0.5          + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0' + eX - bW, '0 0.5  0' + bW, theColor, theAlpha, 0);
55                         drawsubpic(theOrigin               + height - dY, width * 0.5          +     dY, pic, '0 0.75 0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
56                         drawsubpic(theOrigin + width * 0.5 + height - dY, width * 0.5          +     dY, pic, '0 0.75 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
57                 }
58         }
59         else
60         {
61                 if(theSize_y <= theBorderSize_y * 2)
62                 {
63                         // not high enough... draw just top and bottom then
64                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
65                         dX = theBorderSize_x * eX;
66                         drawsubpic(theOrigin,                                         dX + height * 0.5, pic, '0    0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
67                         drawsubpic(theOrigin + dX,                        width - 2 * dX + height * 0.5, pic, '0.25 0 0',           '0.5  0 0' + bH, theColor, theAlpha, 0);
68                         drawsubpic(theOrigin + width - dX,                            dX + height * 0.5, pic, '0.75 0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
69                         drawsubpic(theOrigin              + height * 0.5,             dX + height * 0.5, pic, '0    0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
70                         drawsubpic(theOrigin + dX         + height * 0.5, width - 2 * dX + height * 0.5, pic, '0.25 0 0' + eY - bH, '0.5  0 0' + bH, theColor, theAlpha, 0);
71                         drawsubpic(theOrigin + width - dX + height * 0.5,             dX + height * 0.5, pic, '0.75 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
72                 }
73                 else
74                 {
75                         dX = theBorderSize_x * eX;
76                         dY = theBorderSize_x * eY;
77                         drawsubpic(theOrigin,                                        dX          +     dY, pic, '0    0    0', '0.25 0.25 0', theColor, theAlpha, 0);
78                         drawsubpic(theOrigin                  + dX,      width - 2 * dX          +     dY, pic, '0.25 0    0', '0.5  0.25 0', theColor, theAlpha, 0);
79                         drawsubpic(theOrigin          + width - dX,                  dX          +     dY, pic, '0.75 0    0', '0.25 0.25 0', theColor, theAlpha, 0);
80                         drawsubpic(theOrigin          + dY,                          dX + height - 2 * dY, pic, '0    0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
81                         drawsubpic(theOrigin          + dY         + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5  0.5  0', theColor, theAlpha, 0);
82                         drawsubpic(theOrigin          + dY + width - dX,             dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
83                         drawsubpic(theOrigin + height - dY,                          dX          +     dY, pic, '0    0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
84                         drawsubpic(theOrigin + height - dY         + dX, width - 2 * dX          +     dY, pic, '0.25 0.75 0', '0.5  0.25 0', theColor, theAlpha, 0);
85                         drawsubpic(theOrigin + height - dY + width - dX,             dX          +     dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
86                 }
87         }
88 }
89
90 vector HUD_Get_Num_Color (float x, float maxvalue)
91 {
92         float blinkingamt;
93         vector color;
94         if(x >= maxvalue) {
95                 color_x = sin(2*M_PI*time);
96                 color_y = 1;
97                 color_z = sin(2*M_PI*time);
98         }
99         else if(x > maxvalue * 0.75) {
100                 color_x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
101                 color_y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
102                 color_z = 0;
103         }
104         else if(x > maxvalue * 0.5) {
105                 color_x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
106                 color_y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
107                 color_z = 1 - (x-100)*0.02; // blue value between 1 -> 0
108         }
109         else if(x > maxvalue * 0.25) {
110                 color_x = 1;
111                 color_y = 1;
112                 color_z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
113         }
114         else if(x > maxvalue * 0.1) {
115                 color_x = 1;
116                 color_y = (x-20)*90/27/100; // green value between 0 -> 1
117                 color_z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
118         }
119         else {
120                 color_x = 1;
121                 color_y = 0;
122                 color_z = 0;
123         }
124
125         blinkingamt = (1 - x/maxvalue/0.25);
126         if(blinkingamt > 0)
127         {
128                 color_x = color_x - color_x * blinkingamt * sin(2*M_PI*time);
129                 color_y = color_y - color_y * blinkingamt * sin(2*M_PI*time);
130                 color_z = color_z - color_z * blinkingamt * sin(2*M_PI*time);
131         }
132         return color;
133 }
134
135 float stringwidth_colors(string s, vector theSize)
136 {
137         return stringwidth(s, TRUE, theSize);
138 }
139
140 float stringwidth_nocolors(string s, vector theSize)
141 {
142         return stringwidth(s, FALSE, theSize);
143 }
144
145 void drawstringright(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
146 {
147         position_x -= 2 / 3 * strlen(text) * scale_x;
148         drawstring(position, text, scale, rgb, theAlpha, flag);
149 }
150
151 void drawstringcenter(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
152 {
153         position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * scale_x);
154         drawstring(position, text, scale, rgb, theAlpha, flag);
155 }
156
157 // return the string of the onscreen race timer
158 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
159 {
160         string col;
161         string timestr;
162         string cpname;
163         string lapstr;
164         lapstr = "";
165
166         if(histime == 0) // goal hit
167         {
168                 if(mytime > 0)
169                 {
170                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
171                         col = "^1";
172                 }
173                 else if(mytime == 0)
174                 {
175                         timestr = "+0.0";
176                         col = "^3";
177                 }
178                 else
179                 {
180                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
181                         col = "^2";
182                 }
183
184                 if(lapdelta > 0)
185                 {
186                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
187                         col = "^2";
188                 }
189                 else if(lapdelta < 0)
190                 {
191                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
192                         col = "^1";
193                 }
194         }
195         else if(histime > 0) // anticipation
196         {
197                 if(mytime >= histime)
198                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
199                 else
200                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
201                 col = "^3";
202         }
203         else
204         {
205                 col = "^7";
206                 timestr = "";
207         }
208
209         if(cp == 254)
210                 cpname = _("Start line");
211         else if(cp == 255)
212                 cpname = _("Finish line");
213         else if(cp)
214                 cpname = sprintf(_("Intermediate %d"), cp);
215         else
216                 cpname = _("Finish line");
217
218         if(histime < 0)
219                 return strcat(col, cpname);
220         else if(hisname == "")
221                 return strcat(col, sprintf(_("%s (%s)"), cpname, timestr));
222         else
223                 return strcat(col, sprintf(_("%s (%s %s)"), cpname, timestr, strcat(hisname, col, lapstr)));
224 }
225
226 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
227 float race_CheckName(string net_name) {
228         float i;
229         for (i=RANKINGS_CNT-1;i>=0;--i)
230                 if(grecordholder[i] == net_name)
231                         return i+1;
232         return 0;
233 }
234
235 float GetPlayerColorForce(float i)
236 {
237         if(!teamplay)
238                 return 0;
239         else
240                 return stof(getplayerkeyvalue(i, "colors")) & 15;
241 }
242
243 float GetPlayerColor(float i)
244 {
245         if not(playerslots[i].gotscores) // unconnected
246                 return NUM_SPECTATOR;
247         else if(stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR)
248                 return NUM_SPECTATOR;
249         else
250                 return GetPlayerColorForce(i);
251 }
252
253 string GetPlayerName(float i)
254 {
255         return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
256 }
257
258
259 /*
260 ==================
261 HUD panels
262 ==================
263 */
264
265 // draw the background/borders
266 #define HUD_Panel_DrawBg(theAlpha)\
267 if(panel_bg != "0" && panel_bg != "")\
268         draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * theAlpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER))
269
270 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
271 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
272 {
273         if(!length_ratio || !theAlpha)
274                 return;
275         if(length_ratio > 1)
276                 length_ratio = 1;
277         if (baralign == 3)
278         {
279                 if(length_ratio < -1)
280                         length_ratio = -1;
281         }
282         else if(length_ratio < 0)
283                 return;
284
285         vector square;
286         vector width, height;
287         if(vertical) {
288                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
289                 if(precache_pic(pic) == "") {
290                         pic = "gfx/hud/default/progressbar_vertical";
291                 }
292
293         if (baralign == 1) // bottom align
294                         theOrigin_y += (1 - length_ratio) * theSize_y;
295         else if (baralign == 2) // center align
296             theOrigin_y += 0.5 * (1 - length_ratio) * theSize_y;
297         else if (baralign == 3) // center align, positive values down, negative up
298                 {
299                         theSize_y *= 0.5;
300                         if (length_ratio > 0)
301                                 theOrigin_y += theSize_y;
302                         else
303                         {
304                                 theOrigin_y += (1 + length_ratio) * theSize_y;
305                                 length_ratio = -length_ratio;
306                         }
307                 }
308                 theSize_y *= length_ratio;
309
310                 vector bH;
311                 width = eX * theSize_x;
312                 height = eY * theSize_y;
313                 if(theSize_y <= theSize_x * 2)
314                 {
315                         // button not high enough
316                         // draw just upper and lower part then
317                         square = eY * theSize_y * 0.5;
318                         bH = eY * (0.25 * theSize_y / (theSize_x * 2));
319                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
320                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
321                 }
322                 else
323                 {
324                         square = eY * theSize_x;
325                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
326                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
327                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
328                 }
329         } else {
330                 pic = strcat(hud_skin_path, "/", pic);
331                 if(precache_pic(pic) == "") {
332                         pic = "gfx/hud/default/progressbar";
333                 }
334
335                 if (baralign == 1) // right align
336                         theOrigin_x += (1 - length_ratio) * theSize_x;
337         else if (baralign == 2) // center align
338             theOrigin_x += 0.5 * (1 - length_ratio) * theSize_x;
339         else if (baralign == 3) // center align, positive values on the right, negative on the left
340                 {
341                         theSize_x *= 0.5;
342                         if (length_ratio > 0)
343                                 theOrigin_x += theSize_x;
344                         else
345                         {
346                                 theOrigin_x += (1 + length_ratio) * theSize_x;
347                                 length_ratio = -length_ratio;
348                         }
349                 }
350                 theSize_x *= length_ratio;
351
352                 vector bW;
353                 width = eX * theSize_x;
354                 height = eY * theSize_y;
355                 if(theSize_x <= theSize_y * 2)
356                 {
357                         // button not wide enough
358                         // draw just left and right part then
359                         square = eX * theSize_x * 0.5;
360                         bW = eX * (0.25 * theSize_x / (theSize_y * 2));
361                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
362                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
363                 }
364                 else
365                 {
366                         square = eX * theSize_y;
367                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
368                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
369                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
370                 }
371         }
372 }
373
374 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, float drawflag)
375 {
376         if(!theAlpha)
377                 return;
378
379         string pic;
380         pic = strcat(hud_skin_path, "/num_leading");
381         if(precache_pic(pic) == "") {
382                 pic = "gfx/hud/default/num_leading";
383         }
384
385         drawsubpic(pos, eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
386         if(mySize_x/mySize_y > 2)
387                 drawsubpic(pos + eX * mySize_y, eX * (mySize_x - 2 * mySize_y) + eY * mySize_y, pic, '0.25 0 0', '0.5 1 0', color, theAlpha, drawflag);
388         drawsubpic(pos + eX * mySize_x - eX * min(mySize_x * 0.5, mySize_y), eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0.75 0 0', '0.25 1 0', color, theAlpha, drawflag);
389 }
390
391 // Weapon icons (#0)
392 //
393 entity weaponorder[WEP_MAXCOUNT];
394 void weaponorder_swap(float i, float j, entity pass)
395 {
396         entity h;
397         h = weaponorder[i];
398         weaponorder[i] = weaponorder[j];
399         weaponorder[j] = h;
400 }
401
402 string weaponorder_cmp_str;
403 float weaponorder_cmp(float i, float j, entity pass)
404 {
405         float ai, aj;
406         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
407         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
408         return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
409 }
410
411 float GetAmmoStat(float i)
412 {
413         switch(i)
414         {
415                 case 0: return STAT_SHELLS;
416                 case 1: return STAT_NAILS;
417                 case 2: return STAT_ROCKETS;
418                 case 3: return STAT_CELLS;
419                 case 4: return STAT_FUEL;
420                 default: return -1;
421         }
422 }
423
424 float GetAmmoTypeForWep(float i)
425 {
426         switch(i)
427         {
428                 case WEP_SHOTGUN: return 0;
429                 case WEP_UZI: return 1;
430                 case WEP_GRENADE_LAUNCHER: return 2;
431                 case WEP_MINE_LAYER: return 2;
432                 case WEP_ELECTRO: return 3;
433                 case WEP_CRYLINK: return 3;
434                 case WEP_HLAC: return 3;
435                 case WEP_MINSTANEX: return 3;
436                 case WEP_NEX: return 3;
437                 case WEP_RIFLE: return 1;
438                 case WEP_HAGAR: return 2;
439                 case WEP_ROCKET_LAUNCHER: return 2;
440                 case WEP_SEEKER: return 2;
441                 case WEP_FIREBALL: return 4;
442                 case WEP_HOOK: return 3;
443                 default: return -1;
444         }
445 }
446
447 void HUD_Weapons(void)
448 {
449         // declarations
450         WEPSET_DECLARE_A(weapons_stat);
451         WEPSET_COPY_AS(weapons_stat);
452         float i, f, a;
453         float screen_ar, center_x = 0, center_y;
454         float weapon_count, weapon_id;
455         float row, column, rows = 0, columns;
456         float aspect = autocvar_hud_panel_weapons_aspect;
457
458         float panel_weapon_accuracy;
459
460         float timeout = autocvar_hud_panel_weapons_timeout;
461         float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
462         float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
463
464         float ammo_type, ammo_full;
465         float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
466         vector ammo_color = '1 0 1';
467         float ammo_alpha = 1;
468
469         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
470         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
471
472         vector weapon_pos, weapon_size = '0 0 0';
473         local noref vector old_panel_size; // fteqcc sucks
474         vector color;
475
476         // check to see if we want to continue
477         if(hud != HUD_NORMAL) { return; }
478
479         if(!autocvar__hud_configure)
480         {
481                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
482                         return;
483                 if(timeout && time >= weapontime + timeout + timeout_effect_length)
484                 if(autocvar_hud_panel_weapons_timeout_effect == 3 || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
485                 {
486                         weaponprevtime = time;
487                         return;
488                 }
489         }
490
491         // update generic hud functions
492         HUD_Panel_UpdateCvars();
493         HUD_Panel_ApplyFadeAlpha();
494
495         draw_beginBoldFont();
496
497         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
498         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
499         {
500                 float weapon_cnt;
501                 if(weaponorder_bypriority)
502                         strunzone(weaponorder_bypriority);
503                 if(weaponorder_byimpulse)
504                         strunzone(weaponorder_byimpulse);
505
506                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
507                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
508                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
509
510                 weapon_cnt = 0;
511                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
512                 {
513                         self = get_weaponinfo(i);
514                         if(self.impulse >= 0)
515                         {
516                                 weaponorder[weapon_cnt] = self;
517                                 ++weapon_cnt;
518                         }
519                 }
520                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
521                         weaponorder[i] = world;
522                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
523
524                 weaponorder_cmp_str = string_null;
525         }
526
527         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
528                 complain_weapon = 0;
529
530         // determine which weapons are going to be shown
531         if (autocvar_hud_panel_weapons_onlyowned)
532         {
533                 if(autocvar__hud_configure)
534                 {
535                         if (WEPSET_EMPTY_A(weapons_stat))
536                                 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
537                                         WEPSET_OR_AW(weapons_stat, i);
538
539                         if(menu_enabled != 2)
540                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
541                 }
542
543                 // do we own this weapon?
544                 weapon_count = 0;
545                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
546                         if(WEPSET_CONTAINS_AW(weapons_stat, weaponorder[i].weapon))
547                                 ++weapon_count;
548
549                 // add it anyway if weaponcomplain is shown
550                 if(complain_weapon)
551                         ++weapon_count;
552
553                 // might as well commit suicide now, no reason to live ;)
554                 if (weapon_count == 0)
555                 {
556                         draw_endBoldFont();
557                         return;
558                 }
559
560                 old_panel_size = panel_size;
561                 if(panel_bg_padding)
562                         old_panel_size -= '2 2 0' * panel_bg_padding;
563
564                 // first find values for the standard table (with all the weapons)
565                 rows = old_panel_size_y/old_panel_size_x;
566                 rows = bound(1, floor((sqrt(4 * aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
567                 columns = ceil(WEP_COUNT/rows);
568                 weapon_size_x = old_panel_size_x / columns;
569                 weapon_size_y = old_panel_size_y / rows;
570
571                 // change table values to include only the owned weapons
572                 // weapon_size won't be changed
573                 if(weapon_count <= rows)
574                 {
575                         rows = weapon_count;
576                         columns = 1;
577                 }
578                 else
579                         columns = ceil(weapon_count / rows);
580
581                 // reduce size of the panel
582                 panel_size_x = columns * weapon_size_x;
583                 panel_size_y = rows * weapon_size_y;
584                 panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
585                 panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
586                 if(panel_bg_padding)
587                         panel_size += '2 2 0' * panel_bg_padding;
588         }
589         else
590                 weapon_count = WEP_COUNT;
591
592         // animation for fading in/out the panel respectively when not in use
593         if(!autocvar__hud_configure)
594         {
595                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
596                 {
597                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
598
599                         // fade the panel alpha
600                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
601                         {
602                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
603                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
604                         }
605                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
606                         {
607                                 panel_bg_alpha *= (1 - f);
608                                 panel_fg_alpha *= (1 - f);
609                         }
610
611                         // move the panel off the screen
612                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
613                         {
614                                 f *= f; // for a cooler movement
615                                 center_x = panel_pos_x + panel_size_x/2;
616                                 center_y = panel_pos_y + panel_size_y/2;
617                                 screen_ar = vid_conwidth/vid_conheight;
618                                 if (center_x/center_y < screen_ar) //bottom left
619                                 {
620                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
621                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
622                                         else //left
623                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
624                                 }
625                                 else //top right
626                                 {
627                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
628                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
629                                         else //top
630                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
631                                 }
632                                 if(f == 1)
633                                         center_x = -1; // mark the panel as off screen
634                         }
635                         weaponprevtime = time - (1 - f) * timein_effect_length;
636                 }
637                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
638                 {
639                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
640
641                         // fade the panel alpha
642                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
643                         {
644                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
645                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
646                         }
647                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
648                         {
649                                 panel_bg_alpha *= (f);
650                                 panel_fg_alpha *= (f);
651                         }
652
653                         // move the panel back on screen
654                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
655                         {
656                                 f *= f; // for a cooler movement
657                                 f = 1 - f;
658                                 center_x = panel_pos_x + panel_size_x/2;
659                                 center_y = panel_pos_y + panel_size_y/2;
660                                 screen_ar = vid_conwidth/vid_conheight;
661                                 if (center_x/center_y < screen_ar) //bottom left
662                                 {
663                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
664                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
665                                         else //left
666                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
667                                 }
668                                 else //top right
669                                 {
670                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
671                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
672                                         else //top
673                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
674                                 }
675                         }
676                 }
677         }
678
679         // draw the background, then change the virtual size of it to better fit other items inside
680         HUD_Panel_DrawBg(1);
681
682         if(center_x == -1)
683         {
684                 draw_endBoldFont();
685                 return;
686         }
687
688         if(panel_bg_padding)
689         {
690                 panel_pos += '1 1 0' * panel_bg_padding;
691                 panel_size -= '2 2 0' * panel_bg_padding;
692         }
693
694         // after the sizing and animations are done, update the other values
695
696         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
697         {
698                 rows = panel_size_y/panel_size_x;
699                 rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
700                 columns = ceil(weapon_count/rows);
701                 weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
702         }
703
704         // calculate position/size for visual bar displaying ammount of ammo status
705         if (autocvar_hud_panel_weapons_ammo)
706         {
707                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
708                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
709
710                 if(weapon_size_x/weapon_size_y > aspect)
711                 {
712                         barsize_x = aspect * weapon_size_y;
713                         barsize_y = weapon_size_y;
714                         baroffset_x = (weapon_size_x - barsize_x) / 2;
715                 }
716                 else
717                 {
718                         barsize_y = 1/aspect * weapon_size_x;
719                         barsize_x = weapon_size_x;
720                         baroffset_y = (weapon_size_y - barsize_y) / 2;
721                 }
722         }
723         if(autocvar_hud_panel_weapons_accuracy)
724                 Accuracy_LoadColors();
725
726         row = column = 0;
727         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
728         {
729                 // retrieve information about the current weapon to be drawn
730                 self = weaponorder[i];
731                 weapon_id = self.impulse;
732
733                 // skip if this weapon doesn't exist
734                 if(!self || weapon_id < 0) { continue; }
735
736                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
737                 if(autocvar_hud_panel_weapons_onlyowned)
738                 if not(WEPSET_CONTAINS_AW(weapons_stat, self.weapon) || (self.weapon == complain_weapon))
739                         continue;
740
741                 // figure out the drawing position of weapon
742                 weapon_pos = (panel_pos 
743                         + eX * column * weapon_size_x 
744                         + eY * row * weapon_size_y);
745
746                 // draw background behind currently selected weapon
747                 if(self.weapon == switchweapon)
748                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
749
750                 // draw the weapon accuracy
751                 if(autocvar_hud_panel_weapons_accuracy)
752                 {
753                         panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
754                         if(panel_weapon_accuracy >= 0)
755                         {
756                                 color = Accuracy_GetColor(panel_weapon_accuracy);
757                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
758                         }
759                 }
760
761                 // drawing all the weapon items
762                 if(WEPSET_CONTAINS_AW(weapons_stat, self.weapon))
763                 {
764                         // draw the weapon image
765                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
766
767                         // draw weapon label string
768                         switch(autocvar_hud_panel_weapons_label)
769                         {
770                                 case 1: // weapon number
771                                         drawstring(weapon_pos, ftos(weapon_id), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
772                                         break;
773
774                                 case 2: // bind
775                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
776                                         break;
777
778                                 case 3: // weapon name
779                                         drawstring(weapon_pos, self.netname, '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
780                                         break;
781
782                                 default: // nothing
783                                         break;
784                         }
785
786                         // draw ammo status bar
787                         if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
788                         {
789                                 a = 0;
790                                 ammo_type = GetAmmoTypeForWep(self.weapon);
791                                 if(ammo_type != -1)
792                                         a = getstati(GetAmmoStat(ammo_type)); // how much ammo do we have?
793
794                                 if(a > 0)
795                                 {
796                                         switch(ammo_type) {
797                                                 case 0: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
798                                                 case 1: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
799                                                 case 2: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
800                                                 case 3: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
801                                                 case 4: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
802                                                 default: ammo_full = 60;
803                                         }
804
805                                         drawsetcliparea(
806                                                 weapon_pos_x + baroffset_x,
807                                                 weapon_pos_y + baroffset_y,
808                                                 barsize_x * bound(0, a/ammo_full, 1),
809                                                 barsize_y);
810                                         drawpic_aspect_skin(weapon_pos, "weapon_ammo", weapon_size, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
811                                         drawresetcliparea();
812                                 }
813                         }
814                 }
815                 else // draw a "ghost weapon icon" if you don't have the weapon
816                 {
817                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
818                 }
819
820                 // draw the complain message
821                 if(self.weapon == complain_weapon)
822                 {
823                         if(fadetime)
824                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
825                         else
826                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
827
828                         string s;
829                         if(complain_weapon_type == 0) {
830                                 s = _("Out of ammo");
831                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
832                         }
833                         else if(complain_weapon_type == 1) {
834                                 s = _("Don't have");
835                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
836                         }
837                         else {
838                                 s = _("Unavailable");
839                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
840                         }
841                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
842                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
843                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
844                 }
845
846                 // continue with new position for the next weapon
847                 ++row;
848                 if(row >= rows)
849                 {
850                         row = 0;
851                         ++column;
852                 }
853         }
854
855         draw_endBoldFont();
856 }
857
858 // Ammo (#1)
859 //
860 // TODO: macro
861 float GetAmmoItemCode(float i)
862 {
863         switch(i)
864         {
865                 case 0: return IT_SHELLS;
866                 case 1: return IT_NAILS;
867                 case 2: return IT_ROCKETS;
868                 case 3: return IT_CELLS;
869                 case 4: return IT_FUEL;
870                 default: return -1;
871         }
872 }
873
874 string GetAmmoPicture(float i)
875 {
876         switch(i)
877         {
878                 case 0: return "ammo_shells";
879                 case 1: return "ammo_bullets";
880                 case 2: return "ammo_rockets";
881                 case 3: return "ammo_cells";
882                 case 4: return "ammo_fuel";
883                 default: return "";
884         }
885 }
886
887 void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected, float infinite_ammo)
888 {
889         float a;
890         if(autocvar__hud_configure)
891         {
892                 currently_selected = (itemcode == 2); //rockets always selected
893                 a = 31 + mod(itemcode*93, 128);
894         }
895         else
896                 a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
897
898         vector color;
899         if(infinite_ammo)
900                 color = '0 0.5 0.75';
901         else if(a < 10)
902                 color = '0.7 0 0';
903         else
904                 color = '1 1 1';
905
906         float theAlpha;
907         if(currently_selected)
908                 theAlpha = 1;
909         else
910                 theAlpha = 0.7;
911
912         vector picpos, numpos;
913         if(autocvar_hud_panel_ammo_iconalign)
914         {
915                 numpos = myPos;
916                 picpos = myPos + eX * 2 * mySize_y;
917         }
918         else
919         {
920                 numpos = myPos + eX * mySize_y;
921                 picpos = myPos;
922         }
923
924         if (currently_selected)
925                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
926
927     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
928         HUD_Panel_DrawProgressBar(myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, autocvar_hud_panel_ammo_progressbar_name, a/autocvar_hud_panel_ammo_maxammo, 0, 0, color, autocvar_hud_progressbar_alpha * panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
929
930     if(autocvar_hud_panel_ammo_text)
931     {
932         if(a > 0 || infinite_ammo)
933             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
934         else // "ghost" ammo count
935             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
936     }
937         if(a > 0 || infinite_ammo)
938                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
939         else // "ghost" ammo icon
940                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
941 }
942
943 void HUD_Ammo(void)
944 {
945     if(hud != HUD_NORMAL) return;
946         if(!autocvar__hud_configure)
947         {
948                 if(!autocvar_hud_panel_ammo) return;
949                 if(spectatee_status == -1) return;
950         }
951
952         HUD_Panel_UpdateCvars();
953         HUD_Panel_ApplyFadeAlpha();
954
955         draw_beginBoldFont();
956
957         vector pos, mySize;
958         pos = panel_pos;
959         mySize = panel_size;
960
961         HUD_Panel_DrawBg(1);
962         if(panel_bg_padding)
963         {
964                 pos += '1 1 0' * panel_bg_padding;
965                 mySize -= '2 2 0' * panel_bg_padding;
966         }
967
968         float rows = 0, columns, row, column;
969         vector ammo_size;
970         if (autocvar_hud_panel_ammo_onlycurrent)
971                 ammo_size = mySize;
972         else
973         {
974                 rows = mySize_y/mySize_x;
975                 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
976                 //                               ^^^ ammo item aspect goes here
977
978                 columns = ceil(AMMO_COUNT/rows);
979
980                 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
981         }
982
983         local vector offset = '0 0 0'; // fteqcc sucks
984         float newSize;
985         if(ammo_size_x/ammo_size_y > 3)
986         {
987                 newSize = 3 * ammo_size_y;
988                 offset_x = ammo_size_x - newSize;
989                 pos_x += offset_x/2;
990                 ammo_size_x = newSize;
991         }
992         else
993         {
994                 newSize = 1/3 * ammo_size_x;
995                 offset_y = ammo_size_y - newSize;
996                 pos_y += offset_y/2;
997                 ammo_size_y = newSize;
998         }
999
1000         float i, stat_items, currently_selected, infinite_ammo;
1001         infinite_ammo = FALSE;
1002         if (autocvar_hud_panel_ammo_onlycurrent)
1003         {
1004                 if(autocvar__hud_configure)
1005                 {
1006                         DrawAmmoItem(pos, ammo_size, 2, true, FALSE); //show rockets
1007                 }
1008                 else
1009                 {
1010                         stat_items = getstati(STAT_ITEMS, 0, 24);
1011                         if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
1012                                 infinite_ammo = TRUE;
1013                         for (i = 0; i < AMMO_COUNT; ++i) {
1014                                 currently_selected = stat_items & GetAmmoItemCode(i);
1015                                 if (currently_selected)
1016                                 {
1017                                         DrawAmmoItem(pos, ammo_size, i, true, infinite_ammo);
1018                                         break;
1019                                 }
1020                         }
1021                 }
1022         }
1023         else
1024         {
1025                 stat_items = getstati(STAT_ITEMS, 0, 24);
1026                 if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
1027                         infinite_ammo = TRUE;
1028                 row = column = 0;
1029                 for (i = 0; i < AMMO_COUNT; ++i) {
1030                         currently_selected = stat_items & GetAmmoItemCode(i);
1031                         DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
1032                         ++row;
1033                         if(row >= rows)
1034                         {
1035                                 row = 0;
1036                                 column = column + 1;
1037                         }
1038                 }
1039         }
1040
1041         draw_endBoldFont();
1042 }
1043
1044 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1045 {
1046         vector newPos = '0 0 0', newSize = '0 0 0';
1047         vector picpos, numpos;
1048
1049         if (vertical)
1050         {
1051                 if(mySize_y/mySize_x > 2)
1052                 {
1053                         newSize_y = 2 * mySize_x;
1054                         newSize_x = mySize_x;
1055
1056                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1057                         newPos_x = myPos_x;
1058                 }
1059                 else
1060                 {
1061                         newSize_x = 1/2 * mySize_y;
1062                         newSize_y = mySize_y;
1063
1064                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1065                         newPos_y = myPos_y;
1066                 }
1067
1068                 if(icon_right_align)
1069                 {
1070                         numpos = newPos;
1071                         picpos = newPos + eY * newSize_x;
1072                 }
1073                 else
1074                 {
1075                         picpos = newPos;
1076                         numpos = newPos + eY * newSize_x;
1077                 }
1078
1079                 newSize_y /= 2;
1080                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1081                 // make number smaller than icon, it looks better
1082                 // reduce only y to draw numbers with different number of digits with the same y size
1083                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1084                 newSize_y *= 0.7;
1085                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1086                 return;
1087         }
1088
1089         if(mySize_x/mySize_y > 3)
1090         {
1091                 newSize_x = 3 * mySize_y;
1092                 newSize_y = mySize_y;
1093
1094                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1095                 newPos_y = myPos_y;
1096         }
1097         else
1098         {
1099                 newSize_y = 1/3 * mySize_x;
1100                 newSize_x = mySize_x;
1101
1102                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1103                 newPos_x = myPos_x;
1104         }
1105
1106         if(icon_right_align) // right align
1107         {
1108                 numpos = newPos;
1109                 picpos = newPos + eX * 2 * newSize_y;
1110         }
1111         else // left align
1112         {
1113                 numpos = newPos + eX * newSize_y;
1114                 picpos = newPos;
1115         }
1116
1117         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1118         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1119         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1120         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1121 }
1122
1123 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1124 {
1125         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1126 }
1127
1128 // Powerups (#2)
1129 //
1130 void HUD_Powerups(void)
1131 {
1132         float strength_time, shield_time, superweapons_time;
1133         if(!autocvar__hud_configure)
1134         {
1135                 if(!autocvar_hud_panel_powerups) return;
1136                 if(spectatee_status == -1) return;
1137                 if not(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON)) return;
1138                 if (getstati(STAT_HEALTH) <= 0) return;
1139
1140                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1141                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1142                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1143
1144                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1145                         superweapons_time = 99; // force max
1146
1147                 // prevent stuff to show up on mismatch that will be fixed next frame
1148                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1149                         superweapons_time = 0;
1150         }
1151         else
1152         {
1153                 strength_time = 15;
1154                 shield_time = 27;
1155                 superweapons_time = 13;
1156         }
1157
1158         HUD_Panel_UpdateCvars();
1159         HUD_Panel_ApplyFadeAlpha();
1160
1161         draw_beginBoldFont();
1162
1163         vector pos, mySize;
1164         pos = panel_pos;
1165         mySize = panel_size;
1166
1167         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1168         if(panel_bg_padding)
1169         {
1170                 pos += '1 1 0' * panel_bg_padding;
1171                 mySize -= '2 2 0' * panel_bg_padding;
1172         }
1173
1174         float panel_ar = mySize_x/mySize_y;
1175         float is_vertical = (panel_ar < 1);
1176         vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1177
1178         float superweapons_is = -1;
1179
1180         if(superweapons_time)
1181         {
1182                 if(strength_time)
1183                 {
1184                         if(shield_time)
1185                                 superweapons_is = 0;
1186                         else
1187                                 superweapons_is = 2;
1188                 }
1189                 else
1190                 {
1191                         if(shield_time)
1192                                 superweapons_is = 1;
1193                         else
1194                                 superweapons_is = 2;
1195                 }
1196         }
1197
1198         // FIXME handle superweapons here
1199         if(superweapons_is == 0)
1200         {
1201                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1202                 {
1203                         mySize_x *= (1.0 / 3.0);
1204                         superweapons_offset_x = mySize_x;
1205                         if (autocvar_hud_panel_powerups_flip)
1206                                 shield_offset_x = 2*mySize_x;
1207                         else
1208                                 strength_offset_x = 2*mySize_x;
1209                 }
1210                 else
1211                 {
1212                         mySize_y *= (1.0 / 3.0);
1213                         superweapons_offset_y = mySize_y;
1214                         if (autocvar_hud_panel_powerups_flip)
1215                                 shield_offset_y = 2*mySize_y;
1216                         else
1217                                 strength_offset_y = 2*mySize_y;
1218                 }
1219         }
1220         else
1221         {
1222                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1223                 {
1224                         mySize_x *= 0.5;
1225                         if (autocvar_hud_panel_powerups_flip)
1226                                 shield_offset_x = mySize_x;
1227                         else
1228                                 strength_offset_x = mySize_x;
1229                 }
1230                 else
1231                 {
1232                         mySize_y *= 0.5;
1233                         if (autocvar_hud_panel_powerups_flip)
1234                                 shield_offset_y = mySize_y;
1235                         else
1236                                 strength_offset_y = mySize_y;
1237                 }
1238         }
1239
1240         float shield_baralign, strength_baralign, superweapons_baralign;
1241         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1242
1243         if (autocvar_hud_panel_powerups_flip)
1244         {
1245                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1246                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1247                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1248                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1249         }
1250         else
1251         {
1252                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1253                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1254                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1255                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1256         }
1257
1258         if(superweapons_is == 0)
1259         {
1260                 superweapons_iconalign = strength_iconalign;
1261                 superweapons_baralign = 2;
1262         }
1263         else if(superweapons_is == 1)
1264         {
1265                 superweapons_offset = strength_offset;
1266                 superweapons_iconalign = strength_iconalign;
1267                 superweapons_baralign = strength_baralign;
1268         }
1269         else // if(superweapons_is == 2)
1270         {
1271                 superweapons_offset = shield_offset;
1272                 superweapons_iconalign = shield_iconalign;
1273                 superweapons_baralign = shield_baralign;
1274         }
1275
1276         if(shield_time)
1277         {
1278                 const float maxshield = 30;
1279                 float shield = ceil(shield_time);
1280                 if(autocvar_hud_panel_powerups_progressbar)
1281                 {
1282                         HUD_Panel_GetProgressBarColor(shield);
1283                         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);
1284                 }
1285                 if(autocvar_hud_panel_powerups_text)
1286                 {
1287                         if(shield > 1)
1288                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1289                         if(shield <= 5)
1290                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1291                 }
1292         }
1293
1294         if(strength_time)
1295         {
1296                 const float maxstrength = 30;
1297                 float strength = ceil(strength_time);
1298                 if(autocvar_hud_panel_powerups_progressbar)
1299                 {
1300                         HUD_Panel_GetProgressBarColor(strength);
1301                         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);
1302                 }
1303                 if(autocvar_hud_panel_powerups_text)
1304                 {
1305                         if(strength > 1)
1306                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1307                         if(strength <= 5)
1308                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1309                 }
1310         }
1311
1312         if(superweapons_time)
1313         {
1314                 const float maxsuperweapons = 30;
1315                 float superweapons = ceil(superweapons_time);
1316                 if(autocvar_hud_panel_powerups_progressbar)
1317                 {
1318                         HUD_Panel_GetProgressBarColor(superweapons);
1319                         HUD_Panel_DrawProgressBar(pos + superweapons_offset, mySize, autocvar_hud_panel_powerups_progressbar_superweapons, superweapons/maxsuperweapons, is_vertical, superweapons_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1320                 }
1321                 if(autocvar_hud_panel_powerups_text)
1322                 {
1323                         if(superweapons > 1)
1324                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1325                         if(superweapons <= 5)
1326                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1327                 }
1328         }
1329
1330         draw_endBoldFont();
1331 }
1332
1333 // Health/armor (#3)
1334 //
1335
1336 // prev_* vars contain the health/armor at the previous FRAME
1337 // set to -1 when player is dead or was not playing
1338 float prev_health, prev_armor;
1339 float health_damagetime, armor_damagetime;
1340 float health_beforedamage, armor_beforedamage;
1341 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1342 float old_p_health, old_p_armor;
1343 float old_p_healthtime, old_p_armortime;
1344 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1345 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1346 float prev_p_health, prev_p_armor;
1347
1348 void HUD_HealthArmor(void)
1349 {
1350         float armor, health, fuel;
1351         if(!autocvar__hud_configure)
1352         {
1353                 if(!autocvar_hud_panel_healtharmor) return;
1354                 if(hud != HUD_NORMAL) return;
1355                 if(spectatee_status == -1) return;
1356
1357                 health = getstati(STAT_HEALTH);
1358                 if(health <= 0)
1359                 {
1360                         prev_health = -1;
1361                         return;
1362                 }
1363                 armor = getstati(STAT_ARMOR);
1364
1365                 // code to check for spectatee_status changes is in Ent_ClientData()
1366                 // prev_p_health and prev_health can be set to -1 there
1367
1368                 if (prev_p_health == -1)
1369                 {
1370                         // no effect
1371                         health_beforedamage = 0;
1372                         armor_beforedamage = 0;
1373                         health_damagetime = 0;
1374                         armor_damagetime = 0;
1375                         prev_health = health;
1376                         prev_armor = armor;
1377                         old_p_health = health;
1378                         old_p_armor = armor;
1379                         prev_p_health = health;
1380                         prev_p_armor = armor;
1381                 }
1382                 else if (prev_health == -1)
1383                 {
1384                         //start the load effect
1385                         health_damagetime = 0;
1386                         armor_damagetime = 0;
1387                         prev_health = 0;
1388                         prev_armor = 0;
1389                 }
1390                 fuel = getstati(STAT_FUEL);
1391         }
1392         else
1393         {
1394                 health = 150;
1395                 armor = 75;
1396                 fuel = 20;
1397         }
1398
1399         HUD_Panel_UpdateCvars();
1400         HUD_Panel_ApplyFadeAlpha();
1401         vector pos, mySize;
1402         pos = panel_pos;
1403         mySize = panel_size;
1404
1405         HUD_Panel_DrawBg(1);
1406         if(panel_bg_padding)
1407         {
1408                 pos += '1 1 0' * panel_bg_padding;
1409                 mySize -= '2 2 0' * panel_bg_padding;
1410         }
1411
1412         float baralign = autocvar_hud_panel_healtharmor_baralign;
1413         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1414
1415     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1416     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1417         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1418         {
1419                 vector v;
1420                 v = healtharmor_maxdamage(health, armor, armorblockpercent);
1421
1422                 float x;
1423                 x = floor(v_x + 1);
1424
1425         float maxtotal = maxhealth + maxarmor;
1426                 string biggercount;
1427                 if(v_z) // NOT fully armored
1428                 {
1429                         biggercount = "health";
1430                         if(autocvar_hud_panel_healtharmor_progressbar)
1431                         {
1432                                 HUD_Panel_GetProgressBarColor(health);
1433                                 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);
1434                         }
1435                         if(armor)
1436             if(autocvar_hud_panel_healtharmor_text)
1437                                 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);
1438                 }
1439                 else
1440                 {
1441                         biggercount = "armor";
1442                         if(autocvar_hud_panel_healtharmor_progressbar)
1443                         {
1444                                 HUD_Panel_GetProgressBarColor(armor);
1445                                 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);
1446                         }
1447                         if(health)
1448             if(autocvar_hud_panel_healtharmor_text)
1449                                 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);
1450                 }
1451         if(autocvar_hud_panel_healtharmor_text)
1452                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1453
1454                 if(fuel)
1455                 {
1456                         HUD_Panel_GetProgressBarColor(fuel);
1457                         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);
1458                 }
1459         }
1460         else
1461         {
1462                 float panel_ar = mySize_x/mySize_y;
1463                 float is_vertical = (panel_ar < 1);
1464                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1465                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1466                 {
1467                         mySize_x *= 0.5;
1468                         if (autocvar_hud_panel_healtharmor_flip)
1469                                 health_offset_x = mySize_x;
1470                         else
1471                                 armor_offset_x = mySize_x;
1472                 }
1473                 else
1474                 {
1475                         mySize_y *= 0.5;
1476                         if (autocvar_hud_panel_healtharmor_flip)
1477                                 health_offset_y = mySize_y;
1478                         else
1479                                 armor_offset_y = mySize_y;
1480                 }
1481
1482                 float health_baralign, armor_baralign, fuel_baralign;
1483                 float health_iconalign, armor_iconalign;
1484                 if (autocvar_hud_panel_healtharmor_flip)
1485                 {
1486                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1487                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1488                         fuel_baralign = health_baralign;
1489                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1490                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1491                 }
1492                 else
1493                 {
1494                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1495                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1496                         fuel_baralign = armor_baralign;
1497                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1498                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1499                 }
1500
1501                 //if(health)
1502                 {
1503                         if(autocvar_hud_panel_healtharmor_progressbar)
1504                         {
1505                                 HUD_Panel_GetProgressBarColor(health);
1506                                 float p_health, pain_health_alpha;
1507                                 p_health = health;
1508                                 pain_health_alpha = 1;
1509                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1510                                 {
1511                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1512                                         {
1513                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1514                                                 {
1515                                                         if (time - old_p_healthtime < 1)
1516                                                                 old_p_health = prev_p_health;
1517                                                         else
1518                                                                 old_p_health = prev_health;
1519                                                         old_p_healthtime = time;
1520                                                 }
1521                                                 if (time - old_p_healthtime < 1)
1522                                                 {
1523                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1524                                                         prev_p_health = p_health;
1525                                                 }
1526                                         }
1527                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1528                                         {
1529                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1530                                                 {
1531                                                         if (time - health_damagetime >= 1)
1532                                                                 health_beforedamage = prev_health;
1533                                                         health_damagetime = time;
1534                                                 }
1535                                                 if (time - health_damagetime < 1)
1536                                                 {
1537                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1538                                                         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);
1539                                                 }
1540                                         }
1541                                         prev_health = health;
1542
1543                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1544                                         {
1545                                                 float BLINK_FACTOR = 0.15;
1546                                                 float BLINK_BASE = 0.85;
1547                                                 float BLINK_FREQ = 9; 
1548                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1549                                         }
1550                                 }
1551                                 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);
1552                         }
1553                         if(autocvar_hud_panel_healtharmor_text)
1554                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1555                 }
1556
1557                 if(armor)
1558                 {
1559                         if(autocvar_hud_panel_healtharmor_progressbar)
1560                         {
1561                                 HUD_Panel_GetProgressBarColor(armor);
1562                                 float p_armor;
1563                                 p_armor = armor;
1564                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1565                                 {
1566                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1567                                         {
1568                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1569                                                 {
1570                                                         if (time - old_p_armortime < 1)
1571                                                                 old_p_armor = prev_p_armor;
1572                                                         else
1573                                                                 old_p_armor = prev_armor;
1574                                                         old_p_armortime = time;
1575                                                 }
1576                                                 if (time - old_p_armortime < 1)
1577                                                 {
1578                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1579                                                         prev_p_armor = p_armor;
1580                                                 }
1581                                         }
1582                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1583                                         {
1584                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1585                                                 {
1586                                                         if (time - armor_damagetime >= 1)
1587                                                                 armor_beforedamage = prev_armor;
1588                                                         armor_damagetime = time;
1589                                                 }
1590                                                 if (time - armor_damagetime < 1)
1591                                                 {
1592                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1593                                                         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);
1594                                                 }
1595                                         }
1596                                         prev_armor = armor;
1597                                 }
1598                                 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);
1599                         }
1600                         if(autocvar_hud_panel_healtharmor_text)
1601                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1602                 }
1603
1604                 if(fuel)
1605                 {
1606                         if (is_vertical)
1607                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1608                         else
1609                                 mySize_y *= 0.2;
1610                         if (panel_ar >= 4)
1611                                 mySize_x *= 2; //restore full panel size
1612                         else if (panel_ar < 1/4)
1613                                 mySize_y *= 2; //restore full panel size
1614                         HUD_Panel_GetProgressBarColor(fuel);
1615                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1616                 }
1617         }
1618 }
1619
1620 // Notification area (#4)
1621 //
1622
1623 void HUD_Notify_Push(string icon, string attacker, string victim)
1624 {
1625         if(icon != "")
1626         {
1627                 --kn_index;
1628                 if (kn_index == -1) { kn_index = KN_MAX_ENTRIES-1; }
1629                 notify_times[kn_index] = time;
1630
1631                 // icon
1632                 if(notify_icon[kn_index]) { strunzone(notify_icon[kn_index]); }
1633                 notify_icon[kn_index] = strzone(icon);
1634
1635                 // attacker
1636                 if(notify_attackers[kn_index]) { strunzone(notify_attackers[kn_index]); }
1637                 notify_attackers[kn_index] = strzone(attacker);
1638
1639                 // victim
1640                 if(notify_victims[kn_index]) { strunzone(notify_victims[kn_index]); }
1641                 notify_victims[kn_index] = strzone(victim);
1642         }
1643 }
1644
1645 void HUD_Notify(void)
1646 {
1647         if(!autocvar__hud_configure)
1648         {
1649                 if(!autocvar_hud_panel_notify) return;
1650         }
1651
1652         HUD_Panel_UpdateCvars();
1653         HUD_Panel_ApplyFadeAlpha();
1654         vector pos, mySize;
1655         pos = panel_pos;
1656         mySize = panel_size;
1657
1658         HUD_Panel_DrawBg(1);
1659         if(panel_bg_padding)
1660         {
1661                 pos += '1 1 0' * panel_bg_padding;
1662                 mySize -= '2 2 0' * panel_bg_padding;
1663         }
1664
1665         float entries, height;
1666         entries = bound(1, floor(KN_MAX_ENTRIES * mySize_y/mySize_x), KN_MAX_ENTRIES);
1667         height = mySize_y/entries;
1668         
1669         vector fontsize;
1670         float fontheight = height * autocvar_hud_panel_notify_fontsize;
1671         fontsize = '0.5 0.5 0' * fontheight;
1672
1673         float a;
1674         float when;
1675         when = autocvar_hud_panel_notify_time;
1676         float fadetime;
1677         fadetime = autocvar_hud_panel_notify_fadetime;
1678
1679         vector pos_attacker, pos_victim, pos_icon;
1680         float width_attacker;
1681         string attacker, victim, icon;
1682
1683         float i, j, step, limit;
1684         if(autocvar_hud_panel_notify_flip) //order items from the top down
1685         {
1686                 i = 0;
1687                 step = +1;
1688                 limit = entries;
1689         }
1690         else //order items from the bottom up
1691         {
1692                 i = entries - 1;
1693                 step = -1;
1694                 limit = -1;
1695         }
1696
1697         for(j = kn_index;  i != limit;  i += step, ++j)
1698         {
1699                 if(autocvar__hud_configure)
1700                 {
1701                         if (step == +1)
1702                                 a = i;
1703                         else // inverse order
1704                                 a = entries - 1 - i;
1705                         attacker = textShortenToWidth(sprintf(_("Player %d"), a+1), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1706                         victim = textShortenToWidth(sprintf(_("Player %d"), a+2), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1707                         icon = strcat("weapon", get_weaponinfo(WEP_FIRST + mod(floor(a*2.4), WEP_LAST)).netname);
1708                         a = bound(0, (when - a) / 4, 1);
1709                         goto hud_config_notifyprint;
1710                 }
1711                 else
1712                 {
1713                         if (j == KN_MAX_ENTRIES)
1714                                 j = 0;
1715
1716                         if(notify_times[j] + when > time)
1717                                 a = 1;
1718                         else if(fadetime)
1719                         {
1720                                 a = bound(0, (notify_times[j] + when + fadetime - time) / fadetime, 1);
1721                                 if(!a)
1722                                 {
1723                                         break;
1724                                 }
1725                         }
1726                         else
1727                         {
1728                                 break;
1729                         }
1730                         
1731                         attacker = notify_attackers[j];
1732                         victim = notify_victims[j];
1733                         icon = notify_icon[j];
1734                 }
1735
1736                 //type = notify_deathtype[j];
1737                 //w = DEATH_WEAPONOF(type);
1738
1739                 if(icon != "")
1740                 {
1741                         if((attacker != "") && (victim == ""))
1742                         {
1743                                 // Y [used by] X
1744                                 attacker = textShortenToWidth(attacker, 0.73 * mySize_x - height, fontsize, stringwidth_colors);
1745                                 pos_attacker = pos + eX * (0.27 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1746                                 pos_icon = pos + eX * 0.25 * mySize_x - eX * height + eY * i * height;
1747
1748                                 drawpic_aspect_skin(pos_icon, icon, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
1749                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1750                         }
1751                         else if((attacker != "") && (victim != ""))
1752                         {
1753                                 // X [did action to] Y
1754                                 attacker = textShortenToWidth(attacker, 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1755                                 victim = textShortenToWidth(victim, 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1756 :hud_config_notifyprint
1757                                 width_attacker = stringwidth(attacker, TRUE, fontsize);
1758                                 pos_attacker = pos + eX * (0.48 * mySize_x - height - width_attacker) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1759                                 pos_victim = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1760                                 pos_icon = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
1761
1762                                 drawpic_aspect_skin(pos_icon, icon, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
1763                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1764                                 drawcolorcodedstring(pos_victim, victim, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1765                         }
1766                 }
1767         }
1768 }
1769
1770 // Timer (#5)
1771 //
1772 // TODO: macro
1773 string seconds_tostring(float sec)
1774 {
1775         float minutes;
1776         minutes = floor(sec / 60);
1777
1778         sec -= minutes * 60;
1779         return sprintf("%d:%02d", minutes, sec);
1780 }
1781
1782 void HUD_Timer(void)
1783 {
1784         if(!autocvar__hud_configure)
1785         {
1786                 if(!autocvar_hud_panel_timer) return;
1787         }
1788
1789         HUD_Panel_UpdateCvars();
1790         HUD_Panel_ApplyFadeAlpha();
1791
1792         draw_beginBoldFont();
1793
1794         vector pos, mySize;
1795         pos = panel_pos;
1796         mySize = panel_size;
1797
1798         HUD_Panel_DrawBg(1);
1799         if(panel_bg_padding)
1800         {
1801                 pos += '1 1 0' * panel_bg_padding;
1802                 mySize -= '2 2 0' * panel_bg_padding;
1803         }
1804
1805         string timer;
1806         float timelimit, elapsedTime, timeleft, minutesLeft;
1807
1808         timelimit = getstatf(STAT_TIMELIMIT);
1809
1810         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1811         timeleft = ceil(timeleft);
1812
1813         minutesLeft = floor(timeleft / 60);
1814
1815         vector timer_color;
1816         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1817                 timer_color = '1 1 1'; //white
1818         else if(minutesLeft >= 1)
1819                 timer_color = '1 1 0'; //yellow
1820         else
1821                 timer_color = '1 0 0'; //red
1822
1823         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1824                 if (time < getstatf(STAT_GAMESTARTTIME)) {
1825                         //while restart is still active, show 00:00
1826                         timer = seconds_tostring(0);
1827                 } else {
1828                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1829                         timer = seconds_tostring(elapsedTime);
1830                 }
1831         } else {
1832                 timer = seconds_tostring(timeleft);
1833         }
1834
1835         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1836
1837         draw_endBoldFont();
1838 }
1839
1840 // Radar (#6)
1841 //
1842 void HUD_Radar(void)
1843 {
1844         if (!autocvar__hud_configure)
1845         {
1846                 if (hud_panel_radar_maximized)
1847                 {
1848                         if (!hud_draw_maximized) return;
1849                 }
1850                 else
1851                 {
1852                         if (autocvar_hud_panel_radar == 0) return;
1853                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1854                 }
1855         }
1856
1857         HUD_Panel_UpdateCvars();
1858         HUD_Panel_ApplyFadeAlpha();
1859
1860         float f = 0;
1861
1862         if (hud_panel_radar_maximized && !autocvar__hud_configure)
1863         {
1864                 panel_size = autocvar_hud_panel_radar_maximized_size;
1865                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
1866                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
1867                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
1868                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
1869                 
1870                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
1871                 if(precache_pic(panel_bg) == "") { panel_bg = "gfx/hud/default/border_default"; } // fallback
1872                 
1873                 switch(hud_panel_radar_maximized_zoommode)
1874                 {
1875                         default:
1876                         case 0:
1877                                 f = current_zoomfraction;
1878                                 break;
1879                         case 1:
1880                                 f = 1 - current_zoomfraction;
1881                                 break;
1882                         case 2:
1883                                 f = 0;
1884                                 break;
1885                         case 3:
1886                                 f = 1;
1887                                 break;
1888                 }
1889                 
1890                 switch(hud_panel_radar_maximized_rotation)
1891                 {
1892                         case 0:
1893                                 teamradar_angle = view_angles_y - 90;
1894                                 break;
1895                         default:
1896                                 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
1897                                 break;
1898                 }
1899         }
1900         if (!hud_panel_radar_maximized && !autocvar__hud_configure)
1901         {
1902                 switch(hud_panel_radar_zoommode)
1903                 {
1904                         default:
1905                         case 0:
1906                                 f = current_zoomfraction;
1907                                 break;
1908                         case 1:
1909                                 f = 1 - current_zoomfraction;
1910                                 break;
1911                         case 2:
1912                                 f = 0;
1913                                 break;
1914                         case 3:
1915                                 f = 1;
1916                                 break;
1917                 }
1918                 
1919                 switch(hud_panel_radar_rotation)
1920                 {
1921                         case 0:
1922                                 teamradar_angle = view_angles_y - 90;
1923                                 break;
1924                         default:
1925                                 teamradar_angle = 90 * hud_panel_radar_rotation;
1926                                 break;
1927                 }
1928         }
1929
1930         vector pos, mySize;
1931         pos = panel_pos;
1932         mySize = panel_size;
1933
1934         HUD_Panel_DrawBg(1);
1935         if(panel_bg_padding)
1936         {
1937                 pos += '1 1 0' * panel_bg_padding;
1938                 mySize -= '2 2 0' * panel_bg_padding;
1939         }
1940
1941         float color2;
1942         entity tm;
1943         float scale2d, normalsize, bigsize;
1944
1945         teamradar_origin2d = pos + 0.5 * mySize;
1946         teamradar_size2d = mySize;
1947
1948         if(minimapname == "")
1949                 return;
1950
1951         teamradar_loadcvars();
1952
1953         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
1954         teamradar_size2d = mySize;
1955
1956         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
1957
1958         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
1959         if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
1960         {
1961                 // max-min distance must fit the radar in any rotation
1962                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
1963         }
1964         else
1965         {
1966                 vector c0, c1, c2, c3, span;
1967                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
1968                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
1969                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
1970                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
1971                 span = '0 0 0';
1972                 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
1973                 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
1974
1975                 // max-min distance must fit the radar in x=x, y=y
1976                 bigsize = min(
1977                         teamradar_size2d_x * scale2d / (1.05 * span_x),
1978                         teamradar_size2d_y * scale2d / (1.05 * span_y)
1979                 );
1980         }
1981
1982         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
1983         if(bigsize > normalsize)
1984                 normalsize = bigsize;
1985
1986         teamradar_size =
1987                   f * bigsize
1988                 + (1 - f) * normalsize;
1989         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
1990                   f * mi_center
1991                 + (1 - f) * view_origin);
1992
1993         drawsetcliparea(
1994                 pos_x,
1995                 pos_y,
1996                 mySize_x,
1997                 mySize_y
1998         );
1999
2000         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2001
2002         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2003                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2004         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2005                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2006         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2007         {
2008                 color2 = GetPlayerColor(tm.sv_entnum);
2009                 //if(color == NUM_SPECTATOR || color == color2)
2010                         draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
2011         }
2012         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2013
2014         drawresetcliparea();
2015 }
2016
2017 // Score (#7)
2018 //
2019 void HUD_UpdatePlayerTeams();
2020 void HUD_Score_Rankings(vector pos, vector mySize, entity me, float team_count)
2021 {
2022         float score;
2023         entity tm = world, pl;
2024 #define SCOREPANEL_MAX_ENTRIES 6
2025 #define SCOREPANEL_ASPECTRATIO 2
2026         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2027         vector fontsize = '1 1 0' * (mySize_y/entries);
2028
2029         vector rgb, score_color;
2030         rgb = '1 1 1';
2031         score_color = '1 1 1';
2032
2033         float name_size = mySize_x*0.75;
2034         float spacing_size = mySize_x*0.04;
2035         const float highlight_alpha = 0.2;
2036         float i = 0, me_printed = 0, first_pl = 0;
2037         string s;
2038         if (autocvar__hud_configure)
2039         {
2040                 float players_per_team = 0;
2041                 if (team_count)
2042                 {
2043                         // show team scores in the first line
2044                         float score_size = mySize_x / team_count;
2045                         players_per_team = max(2, ceil((entries - 1) / team_count));
2046                         for(i=0; i<team_count; ++i) {
2047                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2048                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2049                                 drawstring_aspect(pos + eX * score_size * i, ftos(175 - 23*i), eX * score_size + eY * fontsize_y, Team_ColorRGB(ColorByTeam(i)) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2050                         }
2051                         first_pl = 1;
2052                         pos_y += fontsize_y;
2053                 }
2054                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2055                 for (i=first_pl; i<entries; ++i)
2056                 {
2057                         //simulate my score is lower than all displayed players,
2058                         //so that I don't appear at all showing pure rankings.
2059                         //This is to better show the difference between the 2 ranking views
2060                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2061                         {
2062                                 rgb = '1 1 0';
2063                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2064                                 s = GetPlayerName(player_localnum);
2065                                 score = 7;
2066                         }
2067                         else
2068                         {
2069                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2070                                 score -= 3;
2071                         }
2072
2073                         if (team_count)
2074                                 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2075                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2076                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2077                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2078                         pos_y += fontsize_y;
2079                 }
2080                 return;
2081         }
2082
2083         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2084                 HUD_UpdatePlayerTeams();
2085         if (team_count)
2086         {
2087                 // show team scores in the first line
2088                 float score_size = mySize_x / team_count;
2089                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2090                         if(tm.team == NUM_SPECTATOR)
2091                                 continue;
2092                         if (tm.team == myteam)
2093                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2094                         drawstring_aspect(pos + eX * score_size * i, ftos(tm.(teamscores[ts_primary])), eX * score_size + eY * fontsize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2095                         ++i;
2096                 }
2097                 first_pl = 1;
2098                 pos_y += fontsize_y;
2099                 tm = teams.sort_next;
2100         }
2101         i = first_pl;
2102
2103         do
2104         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2105         {
2106                 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2107                         continue;
2108
2109                 if (i == entries-1 && !me_printed && pl != me)
2110                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2111                 {
2112                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2113                                 if (pl.team != NUM_SPECTATOR)
2114                                         break;
2115
2116                         if (pl)
2117                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2118                         else
2119                                 rgb = '1 0 0'; //last: red
2120                         pl = me;
2121                 }
2122
2123                 if (pl == me)
2124                 {
2125                         if (i == first_pl)
2126                                 rgb = '0 1 0'; //first: green
2127                         me_printed = 1;
2128                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2129                 }
2130                 if (team_count)
2131                         score_color = Team_ColorRGB(pl.team) * 0.8;
2132                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2133                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2134                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2135                 pos_y += fontsize_y;
2136                 ++i;
2137         }
2138         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2139 }
2140
2141 void HUD_Score(void)
2142 {
2143         if(!autocvar__hud_configure)
2144         {
2145                 if(!autocvar_hud_panel_score) return;
2146                 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2147         }
2148
2149         HUD_Panel_UpdateCvars();
2150         HUD_Panel_ApplyFadeAlpha();
2151         vector pos, mySize;
2152         pos = panel_pos;
2153         mySize = panel_size;
2154
2155         HUD_Panel_DrawBg(1);
2156         if(panel_bg_padding)
2157         {
2158                 pos += '1 1 0' * panel_bg_padding;
2159                 mySize -= '2 2 0' * panel_bg_padding;
2160         }
2161
2162         float score, distribution = 0;
2163         string sign;
2164         vector distribution_color;
2165         entity tm, pl, me;
2166
2167 #ifdef COMPAT_XON050_ENGINE
2168         me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2169 #else
2170         me = playerslots[player_localentnum - 1];
2171 #endif
2172
2173         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2174                 string timer, distrtimer;
2175
2176                 pl = players.sort_next;
2177                 if(pl == me)
2178                         pl = pl.sort_next;
2179                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2180                         if(pl.scores[ps_primary] == 0)
2181                                 pl = world;
2182
2183                 score = me.(scores[ps_primary]);
2184                 timer = TIME_ENCODED_TOSTRING(score);
2185
2186                 draw_beginBoldFont();
2187                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2188                         // distribution display
2189                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2190
2191                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2192
2193                         if (distribution <= 0) {
2194                                 distribution_color = '0 1 0';
2195                                 sign = "-";
2196                         }
2197                         else {
2198                                 distribution_color = '1 0 0';
2199                                 sign = "+";
2200                         }
2201                         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);
2202                 }
2203                 // race record display
2204                 if (distribution <= 0)
2205                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2206                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2207                 draw_endBoldFont();
2208         } else if (!teamplay) { // non-teamgames
2209                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2210                 {
2211                         HUD_Score_Rankings(pos, mySize, me, 0);
2212                         return;
2213                 }
2214                 // me vector := [team/connected frags id]
2215                 pl = players.sort_next;
2216                 if(pl == me)
2217                         pl = pl.sort_next;
2218
2219                 if(autocvar__hud_configure)
2220                         distribution = 42;
2221                 else if(pl)
2222                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2223                 else
2224                         distribution = 0;
2225
2226                 score = me.(scores[ps_primary]);
2227                 if(autocvar__hud_configure)
2228                         score = 123;
2229
2230                 if(distribution >= 5)
2231                         distribution_color = eY;
2232                 else if(distribution >= 0)
2233                         distribution_color = '1 1 1';
2234                 else if(distribution >= -5)
2235                         distribution_color = '1 1 0';
2236                 else
2237                         distribution_color = eX;
2238
2239                 string distribution_str;
2240                 distribution_str = ftos(distribution);
2241                 draw_beginBoldFont();
2242                 if (distribution >= 0)
2243                 {
2244                         if (distribution > 0)
2245                                 distribution_str = strcat("+", distribution_str);
2246                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2247                 }
2248                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2249                 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);
2250                 draw_endBoldFont();
2251         } else { // teamgames
2252                 float scores_count = 0, row, column, rows = 0, columns = 0;
2253                 local noref vector offset = '0 0 0';
2254                 vector score_pos, score_size; //for scores other than myteam
2255                 if (spectatee_status == -1 || autocvar_hud_panel_score_rankings)
2256                 {
2257                         for(tm = teams.sort_next; tm, tm.team != NUM_SPECTATOR; tm = tm.sort_next)
2258                                 ++scores_count;
2259                         if (autocvar_hud_panel_score_rankings)
2260                         {
2261                                 HUD_Score_Rankings(pos, mySize, me, scores_count);
2262                                 return;
2263                         }
2264                         rows = mySize_y/mySize_x;
2265                         rows = bound(1, floor((sqrt(4 * (3/1) * rows * scores_count + rows * rows) + rows + 0.5) / 2), scores_count);
2266                         //                               ^^^ ammo item aspect goes here
2267
2268                         columns = ceil(scores_count/rows);
2269
2270                         score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2271
2272                         float newSize;
2273                         if(score_size_x/score_size_y > 3)
2274                         {
2275                                 newSize = 3 * score_size_y;
2276                                 offset_x = score_size_x - newSize;
2277                                 pos_x += offset_x/2;
2278                                 score_size_x = newSize;
2279                         }
2280                         else
2281                         {
2282                                 newSize = 1/3 * score_size_x;
2283                                 offset_y = score_size_y - newSize;
2284                                 pos_y += offset_y/2;
2285                                 score_size_y = newSize;
2286                         }
2287                 }
2288                 else
2289                         score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2290
2291                 float max_fragcount;
2292                 max_fragcount = -99;
2293                 draw_beginBoldFont();
2294                 row = column = 0;
2295                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2296                         if(tm.team == NUM_SPECTATOR)
2297                                 continue;
2298                         score = tm.(teamscores[ts_primary]);
2299                         if(autocvar__hud_configure)
2300                                 score = 123;
2301                         
2302                         if (score > max_fragcount)
2303                                 max_fragcount = score;
2304
2305                         if (spectatee_status == -1)
2306                         {
2307                                 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);
2308                                 if (max_fragcount == score)
2309                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2310                                 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2311                                 ++row;
2312                                 if(row >= rows)
2313                                 {
2314                                         row = 0;
2315                                         ++column;
2316                                 }
2317                         }
2318                         else if(tm.team == myteam) {
2319                                 if (max_fragcount == score)
2320                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2321                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2322                         } else {
2323                                 if (max_fragcount == score)
2324                                         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);
2325                                 drawstring_aspect(pos + eX * 0.75 * mySize_x + eY * (1/3) * rows * mySize_y, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2326                                 ++rows;
2327                         }
2328                 }
2329                 draw_endBoldFont();
2330         }
2331 }
2332
2333 // Race timer (#8)
2334 //
2335 void HUD_RaceTimer (void)
2336 {
2337         if(!autocvar__hud_configure)
2338         {
2339                 if(!autocvar_hud_panel_racetimer) return;
2340                 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2341                 if(spectatee_status == -1) return;
2342         }
2343
2344         HUD_Panel_UpdateCvars();
2345         HUD_Panel_ApplyFadeAlpha();
2346
2347         draw_beginBoldFont();
2348
2349         vector pos, mySize;
2350         pos = panel_pos;
2351         mySize = panel_size;
2352
2353         HUD_Panel_DrawBg(1);
2354         if(panel_bg_padding)
2355         {
2356                 pos += '1 1 0' * panel_bg_padding;
2357                 mySize -= '2 2 0' * panel_bg_padding;
2358         }
2359
2360         // always force 4:1 aspect
2361         vector newSize = '0 0 0';
2362         if(mySize_x/mySize_y > 4)
2363         {
2364                 newSize_x = 4 * mySize_y;
2365                 newSize_y = mySize_y;
2366
2367                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2368         }
2369         else
2370         {
2371                 newSize_y = 1/4 * mySize_x;
2372                 newSize_x = mySize_x;
2373
2374                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2375         }
2376         mySize = newSize;
2377
2378         float a, t;
2379         string s, forcetime;
2380
2381         if(autocvar__hud_configure)
2382         {
2383                 s = "0:13:37";
2384                 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);
2385                 s = _("^1Intermediate 1 (+15.42)");
2386                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.20 * mySize_y) + eY * 0.60 * mySize_y, s, '1 1 0' * 0.20 * mySize_y, panel_fg_alpha, DRAWFLAG_NORMAL);
2387                 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2388                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.20 * mySize_y) + eY * 0.80 * mySize_y, s, '1 1 0' * 0.20 * mySize_y, panel_fg_alpha, DRAWFLAG_NORMAL);
2389         }
2390         else if(race_checkpointtime)
2391         {
2392                 a = bound(0, 2 - (time - race_checkpointtime), 1);
2393                 s = "";
2394                 forcetime = "";
2395                 if(a > 0) // just hit a checkpoint?
2396                 {
2397                         if(race_checkpoint != 254)
2398                         {
2399                                 if(race_time && race_previousbesttime)
2400                                         s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2401                                 else
2402                                         s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2403                                 if(race_time)
2404                                         forcetime = TIME_ENCODED_TOSTRING(race_time);
2405                         }
2406                 }
2407                 else
2408                 {
2409                         if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2410                         {
2411                                 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2412                                 if(a > 0) // next one?
2413                                 {
2414                                         s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2415                                 }
2416                         }
2417                 }
2418
2419                 if(s != "" && a > 0)
2420                 {
2421                         drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2422                 }
2423
2424                 if(race_penaltytime)
2425                 {
2426                         a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2427                         if(a > 0)
2428                         {
2429                                 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2430                                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.8 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2431                         }
2432                 }
2433
2434                 if(forcetime != "")
2435                 {
2436                         a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2437                         drawstring_expanding(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(forcetime, FALSE, '1 1 0' * 0.6 * mySize_y), forcetime, '1 1 0' * 0.6 * mySize_y, '1 1 1', panel_fg_alpha, 0, a);
2438                 }
2439                 else
2440                         a = 1;
2441
2442                 if(race_laptime && race_checkpoint != 255)
2443                 {
2444                         s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2445                         drawstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, FALSE, '0.6 0.6 0' * mySize_y), s, '0.6 0.6 0' * mySize_y, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2446                 }
2447         }
2448         else
2449         {
2450                 if(race_mycheckpointtime)
2451                 {
2452                         a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2453                         s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2454                         drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2455                 }
2456                 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2457                 {
2458                         a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2459                         s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2460                         drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2461                 }
2462
2463                 if(race_penaltytime && !race_penaltyaccumulator)
2464                 {
2465                         t = race_penaltytime * 0.1 + race_penaltyeventtime;
2466                         a = bound(0, (1 + t - time), 1);
2467                         if(a > 0)
2468                         {
2469                                 if(time < t)
2470                                         s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2471                                 else
2472                                         s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2473                                 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2474                         }
2475                 }
2476         }
2477
2478         draw_endBoldFont();
2479 }
2480
2481 // Vote window (#9)
2482 //
2483 float vote_yescount;
2484 float vote_nocount;
2485 float vote_needed;
2486 float vote_highlighted; // currently selected vote
2487
2488 float vote_active; // is there an active vote?
2489 float vote_prev; // previous state of vote_active to check for a change
2490 float vote_alpha;
2491 float vote_change; // "time" when vote_active changed
2492
2493 void HUD_Vote(void)
2494 {
2495         if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2496         {
2497                 vote_active = 1;
2498                 if (autocvar__hud_configure)
2499                 {
2500                         vote_yescount = 0;
2501                         vote_nocount = 0;
2502                         print(_("^1You must answer before entering hud configure mode\n"));
2503                         cvar_set("_hud_configure", "0");
2504                 }
2505                 if(vote_called_vote)
2506                         strunzone(vote_called_vote);
2507                 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2508                 uid2name_dialog = 1;
2509         }
2510
2511         if(!autocvar__hud_configure)
2512         {
2513                 if(!autocvar_hud_panel_vote) return;
2514
2515                 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2516                 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2517
2518                 if(panel_bg_alpha_str == "") {
2519                         panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2520                 }
2521                 panel_bg_alpha = stof(panel_bg_alpha_str);
2522         }
2523         else
2524         {
2525                 vote_yescount = 3;
2526                 vote_nocount = 2;
2527                 vote_needed = 4;
2528         }
2529
2530         string s;
2531         float a;
2532         if(vote_active != vote_prev) {
2533                 vote_change = time;
2534                 vote_prev = vote_active;
2535         }
2536
2537         if(vote_active || autocvar__hud_configure)
2538                 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2539         else
2540                 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2541
2542         if(!vote_alpha)
2543                 return;
2544
2545         HUD_Panel_UpdateCvars();
2546         HUD_Panel_ApplyFadeAlpha();
2547
2548         if(uid2name_dialog)
2549         {
2550                 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2551                 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2552         }
2553
2554     // these must be below above block
2555         vector pos, mySize;
2556         pos = panel_pos;
2557         mySize = panel_size;
2558
2559         a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2560         HUD_Panel_DrawBg(a);
2561         a = panel_fg_alpha * a;
2562
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         // always force 3:1 aspect
2570         vector newSize = '0 0 0';
2571         if(mySize_x/mySize_y > 3)
2572         {
2573                 newSize_x = 3 * mySize_y;
2574                 newSize_y = mySize_y;
2575
2576                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2577         }
2578         else
2579         {
2580                 newSize_y = 1/3 * mySize_x;
2581                 newSize_x = mySize_x;
2582
2583                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2584         }
2585         mySize = newSize;
2586
2587         s = _("A vote has been called for:");
2588         if(uid2name_dialog)
2589                 s = _("Allow servers to store and display your name?");
2590         drawstring_aspect(pos, s, eX * mySize_x + eY * (2/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2591         s = textShortenToWidth(vote_called_vote, mySize_x, '1 1 0' * mySize_y * (1/8), stringwidth_colors);
2592         if(autocvar__hud_configure)
2593                 s = _("^1Configure the HUD");
2594         drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize_y, s, eX * mySize_x + eY * (1.75/8) * mySize_y, a, DRAWFLAG_NORMAL);
2595
2596         // print the yes/no counts
2597     s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2598         drawstring_aspect(pos + eY * (4/8) * mySize_y, s, eX * 0.5 * mySize_x + eY * (1.5/8) * mySize_y, '0 1 0', a, DRAWFLAG_NORMAL);
2599     s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2600         drawstring_aspect(pos + eX * 0.5 * mySize_x + eY * (4/8) * mySize_y, s, eX * 0.5 * mySize_x + eY * (1.5/8) * mySize_y, '1 0 0', a, DRAWFLAG_NORMAL);
2601
2602         // draw the progress bar backgrounds
2603         drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_back", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2604
2605         // draw the highlights
2606         if(vote_highlighted == 1) {
2607                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5, mySize_y);
2608                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2609         }
2610         else if(vote_highlighted == -1) {
2611                 drawsetcliparea(pos_x + 0.5 * mySize_x, pos_y, mySize_x * 0.5, mySize_y);
2612                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2613         }
2614
2615         // draw the progress bars
2616         if(vote_yescount && vote_needed)
2617         {
2618                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5 * (vote_yescount/vote_needed), mySize_y);
2619                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2620         }
2621
2622         if(vote_nocount && vote_needed)
2623         {
2624                 drawsetcliparea(pos_x + mySize_x - mySize_x * 0.5 * (vote_nocount/vote_needed), pos_y, mySize_x * 0.5, mySize_y);
2625                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2626         }
2627
2628         drawresetcliparea();
2629 }
2630
2631 // Mod icons panel (#10)
2632 //
2633
2634 float mod_active; // is there any active mod icon?
2635
2636 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, float layout, float i)
2637 {
2638         float stat;
2639         string pic;
2640         vector color;
2641 #ifdef GMQCC
2642         stat = -1;
2643         pic = "";
2644         color = '0 0 0';
2645 #endif
2646         switch(i)
2647         {
2648                 case 0:
2649                         stat = getstati(STAT_REDALIVE);
2650                         pic = "player_red.tga";
2651                         color = '1 0 0';
2652                         break;
2653                 case 1:
2654                         stat = getstati(STAT_BLUEALIVE);
2655                         pic = "player_blue.tga";
2656                         color = '0 0 1';
2657                         break;
2658                 case 2:
2659                         stat = getstati(STAT_YELLOWALIVE);
2660                         pic = "player_yellow.tga";
2661                         color = '1 1 0';
2662                         break;
2663                 default:
2664                 case 3:
2665                         stat = getstati(STAT_PINKALIVE);
2666                         pic = "player_pink.tga";
2667                         color = '1 0 1';
2668                         break;
2669         }
2670
2671         if(mySize_x/mySize_y > aspect_ratio)
2672         {
2673                 i = aspect_ratio * mySize_y;
2674                 myPos_x = myPos_x + (mySize_x - i) / 2;
2675                 mySize_x = i;
2676         }
2677         else
2678         {
2679                 i = 1/aspect_ratio * mySize_x;
2680                 myPos_y = myPos_y + (mySize_y - i) / 2;
2681                 mySize_y = i;
2682         }
2683
2684         if(layout)
2685         {
2686                 drawpic_aspect_skin(myPos, pic, eX * 0.7 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2687                 drawstring_aspect(myPos + eX * 0.7 * mySize_x, ftos(stat), eX * 0.3 * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2688         }
2689         else
2690                 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2691 }
2692
2693 // Clan Arena and Freeze Tag HUD modicons
2694 void HUD_Mod_CA(vector myPos, vector mySize)
2695 {
2696         mod_active = 1; // required in each mod function that always shows something
2697         entity tm;
2698         float teams_count = 0;
2699         for(tm = teams.sort_next; tm; tm = tm.sort_next)
2700                 if(tm.team != NUM_SPECTATOR)
2701                         ++teams_count;
2702
2703         float layout;
2704         if(gametype == MAPINFO_TYPE_CA)
2705                 layout = autocvar_hud_panel_modicons_ca_layout;
2706         else //if(gametype == MAPINFO_TYPE_FREEZETAG)
2707                 layout = autocvar_hud_panel_modicons_freezetag_layout;
2708         float rows, columns, aspect_ratio;
2709         rows = mySize_y/mySize_x;
2710         aspect_ratio = (layout) ? 2 : 1;
2711         rows = bound(1, floor((sqrt((4 * aspect_ratio * teams_count + rows) * rows) + rows + 0.5) / 2), teams_count);
2712         columns = ceil(teams_count/rows);
2713
2714         int i;
2715         float row = 0, column = 0;
2716         vector pos, itemSize;
2717         itemSize = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2718         for(i=0; i<teams_count; ++i)
2719         {
2720                 pos = myPos + eX * column * itemSize_x + eY * row * itemSize_y;
2721
2722                 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
2723
2724                 ++row;
2725                 if(row >= rows)
2726                 {
2727                         row = 0;
2728                         ++column;
2729                 }
2730         }
2731 }
2732
2733 // CTF HUD modicon section
2734 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2735 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2736 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2737
2738 void HUD_Mod_CTF_Reset(void)
2739 {
2740         redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2741 }
2742
2743 void HUD_Mod_CTF(vector pos, vector mySize)
2744 {
2745         vector redflag_pos, blueflag_pos;
2746         vector flag_size;
2747         float f; // every function should have that
2748
2749         float redflag, blueflag; // current status
2750         float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2751         float stat_items;
2752
2753         stat_items = getstati(STAT_ITEMS, 0, 24);
2754         redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
2755         blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
2756         
2757         if(redflag || blueflag)
2758                 mod_active = 1;
2759         else
2760                 mod_active = 0;
2761
2762         if(autocvar__hud_configure)
2763         {
2764                 redflag = 1;
2765                 blueflag = 2;
2766         }
2767
2768         // when status CHANGES, set old status into prevstatus and current status into status
2769         if (redflag != redflag_prevframe)
2770         {
2771                 redflag_statuschange_time = time;
2772                 redflag_prevstatus = redflag_prevframe;
2773                 redflag_prevframe = redflag;
2774         }
2775
2776         if (blueflag != blueflag_prevframe)
2777         {
2778                 blueflag_statuschange_time = time;
2779                 blueflag_prevstatus = blueflag_prevframe;
2780                 blueflag_prevframe = blueflag;
2781         }
2782
2783         redflag_statuschange_elapsedtime = time - redflag_statuschange_time;
2784         blueflag_statuschange_elapsedtime = time - blueflag_statuschange_time;
2785
2786         float BLINK_FACTOR = 0.15;
2787         float BLINK_BASE = 0.85;
2788         // note:
2789         //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
2790         // thus
2791         //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
2792         // ensure RMS == 1
2793         float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
2794
2795         string red_icon, red_icon_prevstatus;
2796         float red_alpha, red_alpha_prevstatus;
2797         red_alpha = red_alpha_prevstatus = 1;
2798         switch(redflag) {
2799                 case 1: red_icon = "flag_red_taken"; break;
2800                 case 2: red_icon = "flag_red_lost"; break;
2801                 case 3: red_icon = "flag_red_carrying"; red_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2802                 default:
2803                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2804                                 red_icon = "flag_red_shielded";
2805                         else
2806                                 red_icon = string_null;
2807                         break;
2808         }
2809         switch(redflag_prevstatus) {
2810                 case 1: red_icon_prevstatus = "flag_red_taken"; break;
2811                 case 2: red_icon_prevstatus = "flag_red_lost"; break;
2812                 case 3: red_icon_prevstatus = "flag_red_carrying"; red_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2813                 default:
2814                         if(redflag == 3)
2815                                 red_icon_prevstatus = "flag_red_carrying"; // make it more visible
2816                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2817                                 red_icon_prevstatus = "flag_red_shielded";
2818                         else
2819                                 red_icon_prevstatus = string_null;
2820                         break;
2821         }
2822
2823         string blue_icon, blue_icon_prevstatus;
2824         float blue_alpha, blue_alpha_prevstatus;
2825         blue_alpha = blue_alpha_prevstatus = 1;
2826         switch(blueflag) {
2827                 case 1: blue_icon = "flag_blue_taken"; break;
2828                 case 2: blue_icon = "flag_blue_lost"; break;
2829                 case 3: blue_icon = "flag_blue_carrying"; blue_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2830                 default:
2831                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2832                                 blue_icon = "flag_blue_shielded";
2833                         else
2834                                 blue_icon = string_null;
2835                         break;
2836         }
2837         switch(blueflag_prevstatus) {
2838                 case 1: blue_icon_prevstatus = "flag_blue_taken"; break;
2839                 case 2: blue_icon_prevstatus = "flag_blue_lost"; break;
2840                 case 3: blue_icon_prevstatus = "flag_blue_carrying"; blue_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2841                 default:
2842                         if(blueflag == 3)
2843                                 blue_icon_prevstatus = "flag_blue_carrying"; // make it more visible
2844                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2845                                 blue_icon_prevstatus = "flag_blue_shielded";
2846                         else
2847                                 blue_icon_prevstatus = string_null;
2848                         break;
2849         }
2850
2851         if(mySize_x > mySize_y) {
2852                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2853                         redflag_pos = pos;
2854                         blueflag_pos = pos + eX * 0.5 * mySize_x;
2855                 } else {
2856                         blueflag_pos = pos;
2857                         redflag_pos = pos + eX * 0.5 * mySize_x;
2858                 }
2859                 flag_size = eX * 0.5 * mySize_x + eY * mySize_y;
2860         } else {
2861                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2862                         redflag_pos = pos;
2863                         blueflag_pos = pos + eY * 0.5 * mySize_y;
2864                 } else {
2865                         blueflag_pos = pos;
2866                         redflag_pos = pos + eY * 0.5 * mySize_y;