Onlyowned layout: instead of keeping original table proportions as much as possible...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
1 #include "scoreboard.qh"
2 #include "teamradar.qh"
3 #include "../common/buffs.qh"
4 #include "../common/counting.qh"
5 #include "../common/mapinfo.qh"
6 #include "../common/nades.qh"
7 #include "../server/t_items.qh"
8
9 /*
10 ==================
11 Misc HUD functions
12 ==================
13 */
14
15 // a border picture is a texture containing nine parts:
16 //   1/4 width: left part
17 //   1/2 width: middle part (stretched)
18 //   1/4 width: right part
19 // divided into
20 //   1/4 height: top part
21 //   1/2 height: middle part (stretched)
22 //   1/4 height: bottom part
23 void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
24 {
25     if (theBorderSize.x < 0 && theBorderSize.y < 0) // draw whole image as it is
26     {
27                 drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
28                 return;
29     }
30         if (theBorderSize.x == 0 && theBorderSize.y == 0) // no border
31         {
32                 // draw only the central part
33                 drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
34                 return;
35         }
36
37         vector dX, dY;
38         vector width, height;
39         vector bW, bH;
40         //pic = draw_UseSkinFor(pic);
41         width = eX * theSize.x;
42         height = eY * theSize.y;
43         if(theSize.x <= theBorderSize.x * 2)
44         {
45                 // not wide enough... draw just left and right then
46                 bW = eX * (0.25 * theSize.x / (theBorderSize.x * 2));
47                 if(theSize.y <= theBorderSize.y * 2)
48                 {
49                         // not high enough... draw just corners
50                         bH = eY * (0.25 * theSize.y / (theBorderSize.y * 2));
51                         drawsubpic(theOrigin,                 width * 0.5 + height * 0.5, pic, '0 0 0',           bW + bH, theColor, theAlpha, 0);
52                         drawsubpic(theOrigin + width   * 0.5, width * 0.5 + height * 0.5, pic, eX - bW,           bW + bH, theColor, theAlpha, 0);
53                         drawsubpic(theOrigin + height  * 0.5, width * 0.5 + height * 0.5, pic, eY - bH,           bW + bH, theColor, theAlpha, 0);
54                         drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
55                 }
56                 else
57                 {
58                         dY = theBorderSize.x * eY;
59                         drawsubpic(theOrigin,                             width * 0.5          +     dY, pic, '0 0    0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
60                         drawsubpic(theOrigin + width * 0.5,               width * 0.5          +     dY, pic, '0 0    0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
61                         drawsubpic(theOrigin                        + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0',           '0 0.5  0' + bW, theColor, theAlpha, 0);
62                         drawsubpic(theOrigin + width * 0.5          + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0' + eX - bW, '0 0.5  0' + bW, theColor, theAlpha, 0);
63                         drawsubpic(theOrigin               + height - dY, width * 0.5          +     dY, pic, '0 0.75 0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
64                         drawsubpic(theOrigin + width * 0.5 + height - dY, width * 0.5          +     dY, pic, '0 0.75 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
65                 }
66         }
67         else
68         {
69                 if(theSize.y <= theBorderSize.y * 2)
70                 {
71                         // not high enough... draw just top and bottom then
72                         bH = eY * (0.25 * theSize.y / (theBorderSize.y * 2));
73                         dX = theBorderSize.x * eX;
74                         drawsubpic(theOrigin,                                         dX + height * 0.5, pic, '0    0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
75                         drawsubpic(theOrigin + dX,                        width - 2 * dX + height * 0.5, pic, '0.25 0 0',           '0.5  0 0' + bH, theColor, theAlpha, 0);
76                         drawsubpic(theOrigin + width - dX,                            dX + height * 0.5, pic, '0.75 0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
77                         drawsubpic(theOrigin              + height * 0.5,             dX + height * 0.5, pic, '0    0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
78                         drawsubpic(theOrigin + dX         + height * 0.5, width - 2 * dX + height * 0.5, pic, '0.25 0 0' + eY - bH, '0.5  0 0' + bH, theColor, theAlpha, 0);
79                         drawsubpic(theOrigin + width - dX + height * 0.5,             dX + height * 0.5, pic, '0.75 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
80                 }
81                 else
82                 {
83                         dX = theBorderSize.x * eX;
84                         dY = theBorderSize.x * eY;
85                         drawsubpic(theOrigin,                                        dX          +     dY, pic, '0    0    0', '0.25 0.25 0', theColor, theAlpha, 0);
86                         drawsubpic(theOrigin                  + dX,      width - 2 * dX          +     dY, pic, '0.25 0    0', '0.5  0.25 0', theColor, theAlpha, 0);
87                         drawsubpic(theOrigin          + width - dX,                  dX          +     dY, pic, '0.75 0    0', '0.25 0.25 0', theColor, theAlpha, 0);
88                         drawsubpic(theOrigin          + dY,                          dX + height - 2 * dY, pic, '0    0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
89                         drawsubpic(theOrigin          + dY         + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5  0.5  0', theColor, theAlpha, 0);
90                         drawsubpic(theOrigin          + dY + width - dX,             dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
91                         drawsubpic(theOrigin + height - dY,                          dX          +     dY, pic, '0    0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
92                         drawsubpic(theOrigin + height - dY         + dX, width - 2 * dX          +     dY, pic, '0.25 0.75 0', '0.5  0.25 0', theColor, theAlpha, 0);
93                         drawsubpic(theOrigin + height - dY + width - dX,             dX          +     dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
94                 }
95         }
96 }
97
98 vector HUD_Get_Num_Color (float x, float maxvalue)
99 {
100         float blinkingamt;
101         vector color;
102         if(x >= maxvalue) {
103                 color.x = sin(2*M_PI*time);
104                 color.y = 1;
105                 color.z = sin(2*M_PI*time);
106         }
107         else if(x > maxvalue * 0.75) {
108                 color.x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
109                 color.y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
110                 color.z = 0;
111         }
112         else if(x > maxvalue * 0.5) {
113                 color.x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
114                 color.y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
115                 color.z = 1 - (x-100)*0.02; // blue value between 1 -> 0
116         }
117         else if(x > maxvalue * 0.25) {
118                 color.x = 1;
119                 color.y = 1;
120                 color.z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
121         }
122         else if(x > maxvalue * 0.1) {
123                 color.x = 1;
124                 color.y = (x-20)*90/27/100; // green value between 0 -> 1
125                 color.z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
126         }
127         else {
128                 color.x = 1;
129                 color.y = 0;
130                 color.z = 0;
131         }
132
133         blinkingamt = (1 - x/maxvalue/0.25);
134         if(blinkingamt > 0)
135         {
136                 color.x = color.x - color.x * blinkingamt * sin(2*M_PI*time);
137                 color.y = color.y - color.y * blinkingamt * sin(2*M_PI*time);
138                 color.z = color.z - color.z * blinkingamt * sin(2*M_PI*time);
139         }
140         return color;
141 }
142
143 float HUD_GetRowCount(float item_count, vector size, float item_aspect)
144 {
145         float aspect = size_y / size_x;
146         return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
147 }
148
149 vector HUD_GetTableSize(float item_count, vector psize, float item_aspect)
150 {
151         float columns, rows;
152         float ratio, best_ratio = 0;
153         float best_columns = 1, best_rows = 1;
154         bool vertical = (psize.x / psize.y >= item_aspect);
155         if(vertical)
156         {
157                 psize = eX * psize.y + eY * psize.x;
158                 item_aspect = 1 / item_aspect;
159         }
160
161         rows = ceil(sqrt(item_count));
162         columns = ceil(item_count/rows);
163         while(columns >= 1)
164         {
165                 ratio = (psize.x/columns) / (psize.y/rows);
166                 if(ratio > item_aspect)
167                         ratio = item_aspect * item_aspect / ratio;
168
169                 if(ratio <= best_ratio)
170                         break; // ratio starts decreasing by now, skip next configurations
171
172                 best_columns = columns;
173                 best_rows = rows;
174                 best_ratio = ratio;
175
176                 if(columns == 1)
177                         break;
178
179                 --columns;
180                 rows = ceil(item_count/columns);
181         }
182
183         if(vertical)
184                 return eX * best_rows + eY * best_columns;
185         else
186                 return eX * best_columns + eY * best_rows;
187 }
188
189 float stringwidth_colors(string s, vector theSize)
190 {
191         return stringwidth(s, true, theSize);
192 }
193
194 float stringwidth_nocolors(string s, vector theSize)
195 {
196         return stringwidth(s, false, theSize);
197 }
198
199 void drawstringright(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
200 {
201         position.x -= 2 / 3 * strlen(text) * theScale.x;
202         drawstring(position, text, theScale, rgb, theAlpha, flag);
203 }
204
205 void drawstringcenter(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
206 {
207         position.x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * theScale.x);
208         drawstring(position, text, theScale, rgb, theAlpha, flag);
209 }
210
211 // return the string of the onscreen race timer
212 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
213 {
214         string col;
215         string timestr;
216         string cpname;
217         string lapstr;
218         lapstr = "";
219
220         if(histime == 0) // goal hit
221         {
222                 if(mytime > 0)
223                 {
224                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
225                         col = "^1";
226                 }
227                 else if(mytime == 0)
228                 {
229                         timestr = "+0.0";
230                         col = "^3";
231                 }
232                 else
233                 {
234                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
235                         col = "^2";
236                 }
237
238                 if(lapdelta > 0)
239                 {
240                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
241                         col = "^2";
242                 }
243                 else if(lapdelta < 0)
244                 {
245                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
246                         col = "^1";
247                 }
248         }
249         else if(histime > 0) // anticipation
250         {
251                 if(mytime >= histime)
252                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
253                 else
254                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
255                 col = "^3";
256         }
257         else
258         {
259                 col = "^7";
260                 timestr = "";
261         }
262
263         if(cp == 254)
264                 cpname = _("Start line");
265         else if(cp == 255)
266                 cpname = _("Finish line");
267         else if(cp)
268                 cpname = sprintf(_("Intermediate %d"), cp);
269         else
270                 cpname = _("Finish line");
271
272         if(histime < 0)
273                 return strcat(col, cpname);
274         else if(hisname == "")
275                 return strcat(col, sprintf("%s (%s)", cpname, timestr));
276         else
277                 return strcat(col, sprintf("%s (%s %s)", cpname, timestr, strcat(hisname, col, lapstr)));
278 }
279
280 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
281 float race_CheckName(string net_name) {
282         float i;
283         for (i=RANKINGS_CNT-1;i>=0;--i)
284                 if(grecordholder[i] == net_name)
285                         return i+1;
286         return 0;
287 }
288
289 float GetPlayerColorForce(int i)
290 {
291         if(!teamplay)
292                 return 0;
293         else
294                 return stof(getplayerkeyvalue(i, "colors")) & 15;
295 }
296
297 float GetPlayerColor(int i)
298 {
299         if(!playerslots[i].gotscores) // unconnected
300                 return NUM_SPECTATOR;
301         else if(stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR)
302                 return NUM_SPECTATOR;
303         else
304                 return GetPlayerColorForce(i);
305 }
306
307 string GetPlayerName(int i)
308 {
309         return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
310 }
311
312
313 /*
314 ==================
315 HUD panels
316 ==================
317 */
318
319 // draw the background/borders
320 #define HUD_Panel_DrawBg(theAlpha) do {                                                                                                                                                         \
321         if(panel.current_panel_bg != "0" && panel.current_panel_bg != "")                                                                                               \
322                 draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel.current_panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * theAlpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER));\
323 } while(0)
324
325 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
326 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
327 {
328         if(!length_ratio || !theAlpha)
329                 return;
330         if(length_ratio > 1)
331                 length_ratio = 1;
332         if (baralign == 3)
333         {
334                 if(length_ratio < -1)
335                         length_ratio = -1;
336         }
337         else if(length_ratio < 0)
338                 return;
339
340         vector square;
341         vector width, height;
342         if(vertical) {
343                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
344                 if(precache_pic(pic) == "") {
345                         pic = "gfx/hud/default/progressbar_vertical";
346                 }
347
348         if (baralign == 1) // bottom align
349                         theOrigin.y += (1 - length_ratio) * theSize.y;
350         else if (baralign == 2) // center align
351             theOrigin.y += 0.5 * (1 - length_ratio) * theSize.y;
352         else if (baralign == 3) // center align, positive values down, negative up
353                 {
354                         theSize.y *= 0.5;
355                         if (length_ratio > 0)
356                                 theOrigin.y += theSize.y;
357                         else
358                         {
359                                 theOrigin.y += (1 + length_ratio) * theSize.y;
360                                 length_ratio = -length_ratio;
361                         }
362                 }
363                 theSize.y *= length_ratio;
364
365                 vector bH;
366                 width = eX * theSize.x;
367                 height = eY * theSize.y;
368                 if(theSize.y <= theSize.x * 2)
369                 {
370                         // button not high enough
371                         // draw just upper and lower part then
372                         square = eY * theSize.y * 0.5;
373                         bH = eY * (0.25 * theSize.y / (theSize.x * 2));
374                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
375                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
376                 }
377                 else
378                 {
379                         square = eY * theSize.x;
380                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
381                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
382                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
383                 }
384         } else {
385                 pic = strcat(hud_skin_path, "/", pic);
386                 if(precache_pic(pic) == "") {
387                         pic = "gfx/hud/default/progressbar";
388                 }
389
390                 if (baralign == 1) // right align
391                         theOrigin.x += (1 - length_ratio) * theSize.x;
392         else if (baralign == 2) // center align
393             theOrigin.x += 0.5 * (1 - length_ratio) * theSize.x;
394         else if (baralign == 3) // center align, positive values on the right, negative on the left
395                 {
396                         theSize.x *= 0.5;
397                         if (length_ratio > 0)
398                                 theOrigin.x += theSize.x;
399                         else
400                         {
401                                 theOrigin.x += (1 + length_ratio) * theSize.x;
402                                 length_ratio = -length_ratio;
403                         }
404                 }
405                 theSize.x *= length_ratio;
406
407                 vector bW;
408                 width = eX * theSize.x;
409                 height = eY * theSize.y;
410                 if(theSize.x <= theSize.y * 2)
411                 {
412                         // button not wide enough
413                         // draw just left and right part then
414                         square = eX * theSize.x * 0.5;
415                         bW = eX * (0.25 * theSize.x / (theSize.y * 2));
416                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
417                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
418                 }
419                 else
420                 {
421                         square = eX * theSize.y;
422                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
423                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
424                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
425                 }
426         }
427 }
428
429 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, float drawflag)
430 {
431         if(!theAlpha)
432                 return;
433
434         string pic;
435         pic = strcat(hud_skin_path, "/num_leading");
436         if(precache_pic(pic) == "") {
437                 pic = "gfx/hud/default/num_leading";
438         }
439
440         drawsubpic(pos, eX * min(mySize.x * 0.5, mySize.y) + eY * mySize.y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
441         if(mySize.x/mySize.y > 2)
442                 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);
443         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);
444 }
445
446 // Weapon icons (#0)
447 //
448 entity weaponorder[WEP_MAXCOUNT];
449 void weaponorder_swap(int i, int j, entity pass)
450 {
451         entity h = weaponorder[i];
452         weaponorder[i] = weaponorder[j];
453         weaponorder[j] = h;
454 }
455
456 string weaponorder_cmp_str;
457 float weaponorder_cmp(float i, float j, entity pass)
458 {
459         float ai, aj;
460         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
461         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
462         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)
463 }
464
465 void HUD_Weapons(void)
466 {
467         // declarations
468         WepSet weapons_stat = WepSet_GetFromStat();
469         float i, f, a;
470         float screen_ar;
471         vector center = '0 0 0';
472         float weapon_count, weapon_id;
473         float row, column, rows = 0, columns = 0;
474         bool vertical_order = true;
475         float aspect = autocvar_hud_panel_weapons_aspect;
476
477         float timeout = autocvar_hud_panel_weapons_timeout;
478         float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
479         float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
480
481         vector barsize = '0 0 0', baroffset = '0 0 0';
482         vector ammo_color = '1 0 1';
483         float ammo_alpha = 1;
484
485         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
486         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
487
488         vector weapon_pos, weapon_size = '0 0 0';
489         vector color;
490
491         // check to see if we want to continue
492         if(hud != HUD_NORMAL) { return; }
493
494         if(!autocvar__hud_configure)
495         {
496                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
497                         return;
498                 if(timeout && time >= weapontime + timeout + timeout_effect_length)
499                 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)))
500                 {
501                         weaponprevtime = time;
502                         return;
503                 }
504         }
505
506         // update generic hud functions
507         HUD_Panel_UpdateCvars();
508
509         draw_beginBoldFont();
510
511         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
512         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
513         {
514                 int weapon_cnt;
515                 if(weaponorder_bypriority)
516                         strunzone(weaponorder_bypriority);
517                 if(weaponorder_byimpulse)
518                         strunzone(weaponorder_byimpulse);
519
520                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
521                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
522                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
523
524                 weapon_cnt = 0;
525                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
526                 {
527                         self = get_weaponinfo(i);
528                         if(self.impulse >= 0)
529                         {
530                                 weaponorder[weapon_cnt] = self;
531                                 ++weapon_cnt;
532                         }
533                 }
534                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
535                         weaponorder[i] = world;
536                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
537
538                 weaponorder_cmp_str = string_null;
539         }
540
541         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
542                 complain_weapon = 0;
543
544         if(autocvar__hud_configure)
545         {
546                 if(!weapons_stat)
547                         for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
548                                 weapons_stat |= WepSet_FromWeapon(i);
549
550                 #if 0
551                 /// debug code
552                 if(cvar("wep_add"))
553                 {
554                         weapons_stat = '0 0 0';
555                         float countw = 1 + floor((floor(time * cvar("wep_add"))) % WEP_COUNT);
556                         for(i = WEP_FIRST; i <= countw; ++i)
557                                 weapons_stat |= WepSet_FromWeapon(i);
558                 }
559                 #endif
560         }
561
562         // determine which weapons are going to be shown
563         if (autocvar_hud_panel_weapons_onlyowned)
564         {
565                 if(autocvar__hud_configure)
566                 {
567                         if(menu_enabled != 2)
568                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
569                 }
570
571                 // do we own this weapon?
572                 weapon_count = 0;
573                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
574                         if((weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon)) || (weaponorder[i].weapon == complain_weapon))
575                                 ++weapon_count;
576
577
578                 // might as well commit suicide now, no reason to live ;)
579                 if (weapon_count == 0)
580                 {
581                         draw_endBoldFont();
582                         return;
583                 }
584
585                 vector old_panel_size = panel_size;
586                 vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
587
588                 // get the all-weapons layout
589                 vector table_size = HUD_GetTableSize(WEP_COUNT, padded_panel_size, aspect);
590                 columns = table_size.x;
591                 rows = table_size.y;
592                 weapon_size.x = padded_panel_size.x / columns;
593                 weapon_size.y = padded_panel_size.y / rows;
594                 vertical_order = (columns >= rows);
595
596                 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
597                 // we enlarge them a bit when possible to better match the desired aspect ratio
598                 if(padded_panel_size.x / padded_panel_size.y < aspect)
599                 {
600                         // maximum number of rows that allows to display items with the desired aspect ratio
601                         float max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
602                         columns = min(columns, ceil(weapon_count / max_rows));
603                         rows = ceil(weapon_count / columns);
604                         weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
605                         weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
606                 }
607                 else
608                 {
609                         float max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
610                         rows = min(rows, ceil(weapon_count / max_columns));
611                         columns = ceil(weapon_count / rows);
612                         weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
613                         weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
614                 }
615
616                 // reduce size of the panel
617                 panel_size.x = columns * weapon_size.x;
618                 panel_size.y = rows * weapon_size.y;
619                 panel_size += '2 2 0' * panel_bg_padding;
620
621                 // center the resized panel, or snap it to the screen edge when close enough
622                 if(panel_pos.x > vid_conwidth * 0.001)
623                 {
624                         if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
625                                 panel_pos.x += old_panel_size.x - panel_size.x;
626                         else
627                                 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
628                 }
629                 else if(old_panel_size.x > vid_conwidth * 0.999)
630                         panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
631
632                 if(panel_pos.y > vid_conheight * 0.001)
633                 {
634                         if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
635                                 panel_pos.y += old_panel_size.y - panel_size.y;
636                         else
637                                 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
638                 }
639                 else if(old_panel_size.y > vid_conheight * 0.999)
640                         panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
641         }
642         else
643                 weapon_count = WEP_COUNT;
644
645         // animation for fading in/out the panel respectively when not in use
646         if(!autocvar__hud_configure)
647         {
648                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
649                 {
650                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
651
652                         // fade the panel alpha
653                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
654                         {
655                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
656                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
657                         }
658                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
659                         {
660                                 panel_bg_alpha *= (1 - f);
661                                 panel_fg_alpha *= (1 - f);
662                         }
663
664                         // move the panel off the screen
665                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
666                         {
667                                 f *= f; // for a cooler movement
668                                 center.x = panel_pos.x + panel_size.x/2;
669                                 center.y = panel_pos.y + panel_size.y/2;
670                                 screen_ar = vid_conwidth/vid_conheight;
671                                 if (center.x/center.y < screen_ar) //bottom left
672                                 {
673                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
674                                                 panel_pos.y += f * (vid_conheight - panel_pos.y);
675                                         else //left
676                                                 panel_pos.x -= f * (panel_pos.x + panel_size.x);
677                                 }
678                                 else //top right
679                                 {
680                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //right
681                                                 panel_pos.x += f * (vid_conwidth - panel_pos.x);
682                                         else //top
683                                                 panel_pos.y -= f * (panel_pos.y + panel_size.y);
684                                 }
685                                 if(f == 1)
686                                         center.x = -1; // mark the panel as off screen
687                         }
688                         weaponprevtime = time - (1 - f) * timein_effect_length;
689                 }
690                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
691                 {
692                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
693
694                         // fade the panel alpha
695                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
696                         {
697                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
698                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
699                         }
700                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
701                         {
702                                 panel_bg_alpha *= (f);
703                                 panel_fg_alpha *= (f);
704                         }
705
706                         // move the panel back on screen
707                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
708                         {
709                                 f *= f; // for a cooler movement
710                                 f = 1 - f;
711                                 center.x = panel_pos.x + panel_size.x/2;
712                                 center.y = panel_pos.y + panel_size.y/2;
713                                 screen_ar = vid_conwidth/vid_conheight;
714                                 if (center.x/center.y < screen_ar) //bottom left
715                                 {
716                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
717                                                 panel_pos.y += f * (vid_conheight - panel_pos.y);
718                                         else //left
719                                                 panel_pos.x -= f * (panel_pos.x + panel_size.x);
720                                 }
721                                 else //top right
722                                 {
723                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //right
724                                                 panel_pos.x += f * (vid_conwidth - panel_pos.x);
725                                         else //top
726                                                 panel_pos.y -= f * (panel_pos.y + panel_size.y);
727                                 }
728                         }
729                 }
730         }
731
732         // draw the background, then change the virtual size of it to better fit other items inside
733         HUD_Panel_DrawBg(1);
734
735         if(center.x == -1)
736         {
737                 draw_endBoldFont();
738                 return;
739         }
740
741         if(panel_bg_padding)
742         {
743                 panel_pos += '1 1 0' * panel_bg_padding;
744                 panel_size -= '2 2 0' * panel_bg_padding;
745         }
746
747         // after the sizing and animations are done, update the other values
748
749         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
750         {
751                 vector table_size = HUD_GetTableSize(WEP_COUNT, panel_size, aspect);
752                 columns = table_size.x;
753                 rows = table_size.y;
754                 weapon_size.x = panel_size.x / columns;
755                 weapon_size.y = panel_size.y / rows;
756                 vertical_order = (columns >= rows);
757         }
758
759         // calculate position/size for visual bar displaying ammount of ammo status
760         if (autocvar_hud_panel_weapons_ammo)
761         {
762                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
763                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
764
765                 if(weapon_size.x/weapon_size.y > aspect)
766                 {
767                         barsize.x = aspect * weapon_size.y;
768                         barsize.y = weapon_size.y;
769                         baroffset.x = (weapon_size.x - barsize.x) / 2;
770                 }
771                 else
772                 {
773                         barsize.y = 1/aspect * weapon_size.x;
774                         barsize.x = weapon_size.x;
775                         baroffset.y = (weapon_size.y - barsize.y) / 2;
776                 }
777         }
778         if(autocvar_hud_panel_weapons_accuracy)
779                 Accuracy_LoadColors();
780
781         // draw items
782         row = column = 0;
783         vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
784         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
785         {
786                 // retrieve information about the current weapon to be drawn
787                 self = weaponorder[i];
788                 weapon_id = self.impulse;
789
790                 // skip if this weapon doesn't exist
791                 if(!self || weapon_id < 0) { continue; }
792
793                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
794                 if(autocvar_hud_panel_weapons_onlyowned)
795                 if (!((weapons_stat & WepSet_FromWeapon(self.weapon)) || (self.weapon == complain_weapon)))
796                         continue;
797
798                 // figure out the drawing position of weapon
799                 weapon_pos = (panel_pos
800                         + eX * column * weapon_size.x
801                         + eY * row * weapon_size.y);
802
803                 // draw background behind currently selected weapon
804                 if(self.weapon == switchweapon)
805                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
806
807                 // draw the weapon accuracy
808                 if(autocvar_hud_panel_weapons_accuracy)
809                 {
810                         float panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
811                         if(panel_weapon_accuracy >= 0)
812                         {
813                                 color = Accuracy_GetColor(panel_weapon_accuracy);
814                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
815                         }
816                 }
817
818                 // drawing all the weapon items
819                 if(weapons_stat & WepSet_FromWeapon(self.weapon))
820                 {
821                         // draw the weapon image
822                         drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
823
824                         // draw weapon label string
825                         switch(autocvar_hud_panel_weapons_label)
826                         {
827                                 case 1: // weapon number
828                                         drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
829                                         break;
830
831                                 case 2: // bind
832                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
833                                         break;
834
835                                 case 3: // weapon name
836                                         drawstring(weapon_pos, strtolower(self.message), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
837                                         break;
838
839                                 default: // nothing
840                                         break;
841                         }
842
843                         // draw ammo status bar
844                         if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
845                         {
846                                 float ammo_full;
847                                 a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
848
849                                 if(a > 0)
850                                 {
851                                         switch(self.ammo_field)
852                                         {
853                                                 case ammo_shells:  ammo_full = autocvar_hud_panel_weapons_ammo_full_shells;  break;
854                                                 case ammo_nails:   ammo_full = autocvar_hud_panel_weapons_ammo_full_nails;   break;
855                                                 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
856                                                 case ammo_cells:   ammo_full = autocvar_hud_panel_weapons_ammo_full_cells;   break;
857                                                 case ammo_plasma:  ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma;  break;
858                                                 case ammo_fuel:    ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel;    break;
859                                                 default: ammo_full = 60;
860                                         }
861
862                                         drawsetcliparea(
863                                                 weapon_pos.x + baroffset.x,
864                                                 weapon_pos.y + baroffset.y,
865                                                 barsize.x * bound(0, a/ammo_full, 1),
866                                                 barsize.y
867                                         );
868
869                                         drawpic_aspect_skin(
870                                                 weapon_pos,
871                                                 "weapon_ammo",
872                                                 weapon_size,
873                                                 ammo_color,
874                                                 ammo_alpha,
875                                                 DRAWFLAG_NORMAL
876                                         );
877
878                                         drawresetcliparea();
879                                 }
880                         }
881                 }
882                 else // draw a "ghost weapon icon" if you don't have the weapon
883                 {
884                         drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
885                 }
886
887                 // draw the complain message
888                 if(self.weapon == complain_weapon)
889                 {
890                         if(fadetime)
891                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
892                         else
893                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
894
895                         string s;
896                         if(complain_weapon_type == 0) {
897                                 s = _("Out of ammo");
898                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
899                         }
900                         else if(complain_weapon_type == 1) {
901                                 s = _("Don't have");
902                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
903                         }
904                         else {
905                                 s = _("Unavailable");
906                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
907                         }
908                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
909                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
910                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
911                 }
912
913                 #if 0
914                 /// debug code
915                 if(!autocvar_hud_panel_weapons_onlyowned)
916                 {
917                         drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
918                         drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
919                 }
920                 #endif
921
922                 // continue with new position for the next weapon
923                 if(vertical_order)
924                 {
925                         ++column;
926                         if(column >= columns)
927                         {
928                                 column = 0;
929                                 ++row;
930                         }
931                 }
932                 else
933                 {
934                         ++row;
935                         if(row >= rows)
936                         {
937                                 row = 0;
938                                 ++column;
939                         }
940                 }
941         }
942
943         draw_endBoldFont();
944 }
945
946 // Ammo (#1)
947 void DrawNadeScoreBar(vector myPos, vector mySize, vector color)
948 {
949
950         HUD_Panel_DrawProgressBar(
951                 myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize.x,
952                 mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize.x,
953                 autocvar_hud_panel_ammo_progressbar_name,
954                 getstatf(STAT_NADE_BONUS_SCORE), 0, 0, color,
955                 autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
956
957 }
958
959 void DrawAmmoNades(vector myPos, vector mySize, float draw_expanding, float expand_time)
960 {
961         float theAlpha = 1, a, b;
962         vector nade_color, picpos, numpos;
963
964         nade_color = Nade_Color(getstati(STAT_NADE_BONUS_TYPE));
965
966         a = getstatf(STAT_NADE_BONUS);
967         b = getstatf(STAT_NADE_BONUS_SCORE);
968
969         if(autocvar_hud_panel_ammo_iconalign)
970         {
971                 numpos = myPos;
972                 picpos = myPos + eX * 2 * mySize.y;
973         }
974         else
975         {
976                 numpos = myPos + eX * mySize.y;
977                 picpos = myPos;
978         }
979
980         DrawNadeScoreBar(myPos, mySize, nade_color);
981
982         if(b > 0 || a > 0)
983         {
984                 if(autocvar_hud_panel_ammo_text)
985                         drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
986
987                 if(draw_expanding)
988                         drawpic_aspect_skin_expanding(picpos, "nade_nbg", '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, expand_time);
989
990                 drawpic_aspect_skin(picpos, "nade_bg" , '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
991                 drawpic_aspect_skin(picpos, "nade_nbg" , '1 1 0' * mySize.y, nade_color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
992         }
993 }
994
995 void DrawAmmoItem(vector myPos, vector mySize, .float ammoType, float isCurrent, float isInfinite)
996 {
997         if(ammoType == ammo_none)
998                 return;
999
1000         // Initialize variables
1001
1002         float ammo;
1003         if(autocvar__hud_configure)
1004         {
1005                 isCurrent = (ammoType == ammo_rockets); // Rockets always current
1006                 ammo = 60;
1007         }
1008         else
1009                 ammo = getstati(GetAmmoStat(ammoType));
1010
1011         if(!isCurrent)
1012         {
1013                 float scale = bound(0, autocvar_hud_panel_ammo_noncurrent_scale, 1);
1014                 myPos = myPos + (mySize - mySize * scale) * 0.5;
1015                 mySize = mySize * scale;
1016         }
1017
1018         vector iconPos, textPos;
1019         if(autocvar_hud_panel_ammo_iconalign)
1020         {
1021                 iconPos = myPos + eX * 2 * mySize.y;
1022                 textPos = myPos;
1023         }
1024         else
1025         {
1026                 iconPos = myPos;
1027                 textPos = myPos + eX * mySize.y;
1028         }
1029
1030         float isShadowed = (ammo <= 0 && !isCurrent && !isInfinite);
1031
1032         vector iconColor = isShadowed ? '0 0 0' : '1 1 1';
1033         vector textColor;
1034         if(isInfinite)
1035                 textColor = '0.2 0.95 0';
1036         else if(isShadowed)
1037                 textColor = '0 0 0';
1038         else if(ammo < 10)
1039                 textColor = '0.8 0.04 0';
1040         else
1041                 textColor = '1 1 1';
1042
1043         float alpha;
1044         if(isCurrent)
1045                 alpha = panel_fg_alpha;
1046         else if(isShadowed)
1047                 alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_ammo_noncurrent_alpha, 1) * 0.5;
1048         else
1049                 alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_ammo_noncurrent_alpha, 1);
1050
1051         string text = isInfinite ? "\xE2\x88\x9E" : ftos(ammo); // Use infinity symbol (U+221E)
1052
1053         // Draw item
1054
1055         if(isCurrent)
1056                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
1057
1058         if(ammo > 0 && autocvar_hud_panel_ammo_progressbar)
1059                 HUD_Panel_DrawProgressBar(myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize.x, mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize.x, autocvar_hud_panel_ammo_progressbar_name, ammo/autocvar_hud_panel_ammo_maxammo, 0, 0, textColor, autocvar_hud_progressbar_alpha * alpha, DRAWFLAG_NORMAL);
1060
1061         if(autocvar_hud_panel_ammo_text)
1062                 drawstring_aspect(textPos, text, eX * (2/3) * mySize.x + eY * mySize.y, textColor, alpha, DRAWFLAG_NORMAL);
1063
1064         drawpic_aspect_skin(iconPos, GetAmmoPicture(ammoType), '1 1 0' * mySize.y, iconColor, alpha, DRAWFLAG_NORMAL);
1065 }
1066
1067 float nade_prevstatus;
1068 float nade_prevframe;
1069 float nade_statuschange_time;
1070 void HUD_Ammo(void)
1071 {
1072         if(hud != HUD_NORMAL) return;
1073         if(!autocvar__hud_configure)
1074         {
1075                 if(!autocvar_hud_panel_ammo) return;
1076                 if(spectatee_status == -1) return;
1077         }
1078
1079         HUD_Panel_UpdateCvars();
1080
1081         draw_beginBoldFont();
1082
1083         vector pos, mySize;
1084         pos = panel_pos;
1085         mySize = panel_size;
1086
1087         HUD_Panel_DrawBg(1);
1088         if(panel_bg_padding)
1089         {
1090                 pos += '1 1 0' * panel_bg_padding;
1091                 mySize -= '2 2 0' * panel_bg_padding;
1092         }
1093
1094         float rows = 0, columns, row, column;
1095         float nade_cnt = getstatf(STAT_NADE_BONUS), nade_score = getstatf(STAT_NADE_BONUS_SCORE);
1096         float draw_nades = (nade_cnt > 0 || nade_score > 0), nade_statuschange_elapsedtime;
1097         float total_ammo_count;
1098
1099         vector ammo_size;
1100         if (autocvar_hud_panel_ammo_onlycurrent)
1101                 total_ammo_count = 1;
1102         else
1103                 total_ammo_count = AMMO_COUNT;
1104
1105         if(draw_nades)
1106         {
1107                 ++total_ammo_count;
1108                 if (nade_cnt != nade_prevframe)
1109                 {
1110                         nade_statuschange_time = time;
1111                         nade_prevstatus = nade_prevframe;
1112                         nade_prevframe = nade_cnt;
1113                 }
1114         }
1115         else
1116                 nade_prevstatus = nade_prevframe = nade_statuschange_time = 0;
1117
1118         rows = HUD_GetRowCount(total_ammo_count, mySize, 3);
1119         columns = ceil((total_ammo_count)/rows);
1120         ammo_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
1121
1122         vector offset = '0 0 0'; // fteqcc sucks
1123         float newSize;
1124         if(ammo_size.x/ammo_size.y > 3)
1125         {
1126                 newSize = 3 * ammo_size.y;
1127                 offset.x = ammo_size.x - newSize;
1128                 pos.x += offset.x/2;
1129                 ammo_size.x = newSize;
1130         }
1131         else
1132         {
1133                 newSize = 1/3 * ammo_size.x;
1134                 offset.y = ammo_size.y - newSize;
1135                 pos.y += offset.y/2;
1136                 ammo_size.y = newSize;
1137         }
1138
1139         float i;
1140         float infinite_ammo = (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_WEAPON_AMMO);
1141         row = column = 0;
1142         if(autocvar_hud_panel_ammo_onlycurrent)
1143         {
1144                 if(autocvar__hud_configure)
1145                 {
1146                         DrawAmmoItem(pos, ammo_size, ammo_rockets, true, false);
1147                 }
1148                 else
1149                 {
1150                         DrawAmmoItem(
1151                                 pos,
1152                                 ammo_size,
1153                                 (get_weaponinfo(switchweapon)).ammo_field,
1154                                 true,
1155                                 infinite_ammo
1156                         );
1157                 }
1158
1159                 ++row;
1160                 if(row >= rows)
1161                 {
1162                         row = 0;
1163                         column = column + 1;
1164                 }
1165         }
1166         else
1167         {
1168                 .float ammotype;
1169                 row = column = 0;
1170                 for(i = 0; i < AMMO_COUNT; ++i)
1171                 {
1172                         ammotype = GetAmmoFieldFromNum(i);
1173                         DrawAmmoItem(
1174                                 pos + eX * column * (ammo_size.x + offset.x) + eY * row * (ammo_size.y + offset.y),
1175                                 ammo_size,
1176                                 ammotype,
1177                                 ((get_weaponinfo(switchweapon)).ammo_field == ammotype),
1178                                 infinite_ammo
1179                         );
1180
1181                         ++row;
1182                         if(row >= rows)
1183                         {
1184                                 row = 0;
1185                                 column = column + 1;
1186                         }
1187                 }
1188         }
1189
1190         if (draw_nades)
1191         {
1192                 nade_statuschange_elapsedtime = time - nade_statuschange_time;
1193
1194                 float f = bound(0, nade_statuschange_elapsedtime*2, 1);
1195
1196                 DrawAmmoNades(pos + eX * column * (ammo_size.x + offset.x) + eY * row * (ammo_size.y + offset.y), ammo_size, nade_prevstatus < nade_cnt && nade_cnt != 0 && f < 1, f);
1197         }
1198
1199         draw_endBoldFont();
1200 }
1201
1202 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1203 {
1204         vector newPos = '0 0 0', newSize = '0 0 0';
1205         vector picpos, numpos;
1206
1207         if (vertical)
1208         {
1209                 if(mySize.y/mySize.x > 2)
1210                 {
1211                         newSize.y = 2 * mySize.x;
1212                         newSize.x = mySize.x;
1213
1214                         newPos.y = myPos.y + (mySize.y - newSize.y) / 2;
1215                         newPos.x = myPos.x;
1216                 }
1217                 else
1218                 {
1219                         newSize.x = 1/2 * mySize.y;
1220                         newSize.y = mySize.y;
1221
1222                         newPos.x = myPos.x + (mySize.x - newSize.x) / 2;
1223                         newPos.y = myPos.y;
1224                 }
1225
1226                 if(icon_right_align)
1227                 {
1228                         numpos = newPos;
1229                         picpos = newPos + eY * newSize.x;
1230                 }
1231                 else
1232                 {
1233                         picpos = newPos;
1234                         numpos = newPos + eY * newSize.x;
1235                 }
1236
1237                 newSize.y /= 2;
1238                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1239                 // make number smaller than icon, it looks better
1240                 // reduce only y to draw numbers with different number of digits with the same y size
1241                 numpos.y += newSize.y * ((1 - 0.7) / 2);
1242                 newSize.y *= 0.7;
1243                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1244                 return;
1245         }
1246
1247         if(mySize.x/mySize.y > 3)
1248         {
1249                 newSize.x = 3 * mySize.y;
1250                 newSize.y = mySize.y;
1251
1252                 newPos.x = myPos.x + (mySize.x - newSize.x) / 2;
1253                 newPos.y = myPos.y;
1254         }
1255         else
1256         {
1257                 newSize.y = 1/3 * mySize.x;
1258                 newSize.x = mySize.x;
1259
1260                 newPos.y = myPos.y + (mySize.y - newSize.y) / 2;
1261                 newPos.x = myPos.x;
1262         }
1263
1264         if(icon_right_align) // right align
1265         {
1266                 numpos = newPos;
1267                 picpos = newPos + eX * 2 * newSize.y;
1268         }
1269         else // left align
1270         {
1271                 numpos = newPos + eX * newSize.y;
1272                 picpos = newPos;
1273         }
1274
1275         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1276         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1277         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize.y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1278         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1279 }
1280
1281 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1282 {
1283         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1284 }
1285
1286 // Powerups (#2)
1287 //
1288 void HUD_Powerups(void)
1289 {
1290         float strength_time, shield_time, superweapons_time;
1291         if(!autocvar__hud_configure)
1292         {
1293                 if(!autocvar_hud_panel_powerups) return;
1294                 if(spectatee_status == -1) return;
1295                 if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
1296                 if (getstati(STAT_HEALTH) <= 0) return;
1297
1298                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1299                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1300                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1301
1302                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1303                         superweapons_time = 99; // force max
1304
1305                 // prevent stuff to show up on mismatch that will be fixed next frame
1306                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1307                         superweapons_time = 0;
1308         }
1309         else
1310         {
1311                 strength_time = 15;
1312                 shield_time = 27;
1313                 superweapons_time = 13;
1314         }
1315
1316         HUD_Panel_UpdateCvars();
1317
1318         draw_beginBoldFont();
1319
1320         vector pos, mySize;
1321         pos = panel_pos;
1322         mySize = panel_size;
1323
1324         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1325         if(panel_bg_padding)
1326         {
1327                 pos += '1 1 0' * panel_bg_padding;
1328                 mySize -= '2 2 0' * panel_bg_padding;
1329         }
1330
1331         float panel_ar = mySize.x/mySize.y;
1332         float is_vertical = (panel_ar < 1);
1333         vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1334
1335         float superweapons_is = -1;
1336
1337         if(superweapons_time)
1338         {
1339                 if(strength_time)
1340                 {
1341                         if(shield_time)
1342                                 superweapons_is = 0;
1343                         else
1344                                 superweapons_is = 2;
1345                 }
1346                 else
1347                 {
1348                         if(shield_time)
1349                                 superweapons_is = 1;
1350                         else
1351                                 superweapons_is = 2;
1352                 }
1353         }
1354
1355         // FIXME handle superweapons here
1356         if(superweapons_is == 0)
1357         {
1358                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1359                 {
1360                         mySize.x *= (1.0 / 3.0);
1361                         superweapons_offset.x = mySize.x;
1362                         if (autocvar_hud_panel_powerups_flip)
1363                                 shield_offset.x = 2*mySize.x;
1364                         else
1365                                 strength_offset.x = 2*mySize.x;
1366                 }
1367                 else
1368                 {
1369                         mySize.y *= (1.0 / 3.0);
1370                         superweapons_offset.y = mySize.y;
1371                         if (autocvar_hud_panel_powerups_flip)
1372                                 shield_offset.y = 2*mySize.y;
1373                         else
1374                                 strength_offset.y = 2*mySize.y;
1375                 }
1376         }
1377         else
1378         {
1379                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1380                 {
1381                         mySize.x *= 0.5;
1382                         if (autocvar_hud_panel_powerups_flip)
1383                                 shield_offset.x = mySize.x;
1384                         else
1385                                 strength_offset.x = mySize.x;
1386                 }
1387                 else
1388                 {
1389                         mySize.y *= 0.5;
1390                         if (autocvar_hud_panel_powerups_flip)
1391                                 shield_offset.y = mySize.y;
1392                         else
1393                                 strength_offset.y = mySize.y;
1394                 }
1395         }
1396
1397         float shield_baralign, strength_baralign, superweapons_baralign;
1398         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1399
1400         if (autocvar_hud_panel_powerups_flip)
1401         {
1402                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1403                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1404                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1405                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1406         }
1407         else
1408         {
1409                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1410                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1411                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1412                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1413         }
1414
1415         if(superweapons_is == 0)
1416         {
1417                 superweapons_iconalign = strength_iconalign;
1418                 superweapons_baralign = 2;
1419         }
1420         else if(superweapons_is == 1)
1421         {
1422                 superweapons_offset = strength_offset;
1423                 superweapons_iconalign = strength_iconalign;
1424                 superweapons_baralign = strength_baralign;
1425         }
1426         else // if(superweapons_is == 2)
1427         {
1428                 superweapons_offset = shield_offset;
1429                 superweapons_iconalign = shield_iconalign;
1430                 superweapons_baralign = shield_baralign;
1431         }
1432
1433         if(shield_time)
1434         {
1435                 const float maxshield = 30;
1436                 float shield = ceil(shield_time);
1437                 if(autocvar_hud_panel_powerups_progressbar)
1438                         HUD_Panel_DrawProgressBar(pos + shield_offset, mySize, autocvar_hud_panel_powerups_progressbar_shield, shield/maxshield, is_vertical, shield_baralign, autocvar_hud_progressbar_shield_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1439                 if(autocvar_hud_panel_powerups_text)
1440                 {
1441                         if(shield > 1)
1442                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1443                         if(shield <= 5)
1444                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1445                 }
1446         }
1447
1448         if(strength_time)
1449         {
1450                 const float maxstrength = 30;
1451                 float strength = ceil(strength_time);
1452                 if(autocvar_hud_panel_powerups_progressbar)
1453                         HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, autocvar_hud_progressbar_strength_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1454                 if(autocvar_hud_panel_powerups_text)
1455                 {
1456                         if(strength > 1)
1457                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1458                         if(strength <= 5)
1459                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1460                 }
1461         }
1462
1463         if(superweapons_time)
1464         {
1465                 const float maxsuperweapons = 30;
1466                 float superweapons = ceil(superweapons_time);
1467                 if(autocvar_hud_panel_powerups_progressbar)
1468                         HUD_Panel_DrawProgressBar(pos + superweapons_offset, mySize, autocvar_hud_panel_powerups_progressbar_superweapons, superweapons/maxsuperweapons, is_vertical, superweapons_baralign, autocvar_hud_progressbar_superweapons_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1469                 if(autocvar_hud_panel_powerups_text)
1470                 {
1471                         if(superweapons > 1)
1472                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1473                         if(superweapons <= 5)
1474                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1475                 }
1476         }
1477
1478         draw_endBoldFont();
1479 }
1480
1481 // Health/armor (#3)
1482 //
1483
1484 // prev_* vars contain the health/armor at the previous FRAME
1485 // set to -1 when player is dead or was not playing
1486 float prev_health, prev_armor;
1487 float health_damagetime, armor_damagetime;
1488 float health_beforedamage, armor_beforedamage;
1489 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1490 float old_p_health, old_p_armor;
1491 float old_p_healthtime, old_p_armortime;
1492 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1493 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1494 float prev_p_health, prev_p_armor;
1495
1496 void HUD_HealthArmor(void)
1497 {
1498         float armor, health, fuel;
1499         if(!autocvar__hud_configure)
1500         {
1501                 if(!autocvar_hud_panel_healtharmor) return;
1502                 if(hud != HUD_NORMAL) return;
1503                 if(spectatee_status == -1) return;
1504
1505                 health = getstati(STAT_HEALTH);
1506                 if(health <= 0)
1507                 {
1508                         prev_health = -1;
1509                         return;
1510                 }
1511                 armor = getstati(STAT_ARMOR);
1512
1513                 // code to check for spectatee_status changes is in Ent_ClientData()
1514                 // prev_p_health and prev_health can be set to -1 there
1515
1516                 if (prev_p_health == -1)
1517                 {
1518                         // no effect
1519                         health_beforedamage = 0;
1520                         armor_beforedamage = 0;
1521                         health_damagetime = 0;
1522                         armor_damagetime = 0;
1523                         prev_health = health;
1524                         prev_armor = armor;
1525                         old_p_health = health;
1526                         old_p_armor = armor;
1527                         prev_p_health = health;
1528                         prev_p_armor = armor;
1529                 }
1530                 else if (prev_health == -1)
1531                 {
1532                         //start the load effect
1533                         health_damagetime = 0;
1534                         armor_damagetime = 0;
1535                         prev_health = 0;
1536                         prev_armor = 0;
1537                 }
1538                 fuel = getstati(STAT_FUEL);
1539         }
1540         else
1541         {
1542                 health = 150;
1543                 armor = 75;
1544                 fuel = 20;
1545         }
1546
1547         HUD_Panel_UpdateCvars();
1548         vector pos, mySize;
1549         pos = panel_pos;
1550         mySize = panel_size;
1551
1552         HUD_Panel_DrawBg(1);
1553         if(panel_bg_padding)
1554         {
1555                 pos += '1 1 0' * panel_bg_padding;
1556                 mySize -= '2 2 0' * panel_bg_padding;
1557         }
1558
1559         float baralign = autocvar_hud_panel_healtharmor_baralign;
1560         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1561
1562     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1563     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1564         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1565         {
1566                 vector v;
1567                 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
1568
1569                 float x;
1570                 x = floor(v.x + 1);
1571
1572         float maxtotal = maxhealth + maxarmor;
1573                 string biggercount;
1574                 if(v.z) // NOT fully armored
1575                 {
1576                         biggercount = "health";
1577                         if(autocvar_hud_panel_healtharmor_progressbar)
1578                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, x/maxtotal, 0, (baralign == 1 || baralign == 2), autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1579                         if(armor)
1580             if(autocvar_hud_panel_healtharmor_text)
1581                                 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);
1582                 }
1583                 else
1584                 {
1585                         biggercount = "armor";
1586                         if(autocvar_hud_panel_healtharmor_progressbar)
1587                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, x/maxtotal, 0, (baralign == 1 || baralign == 2), autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1588                         if(health)
1589             if(autocvar_hud_panel_healtharmor_text)
1590                                 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);
1591                 }
1592         if(autocvar_hud_panel_healtharmor_text)
1593                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1594
1595                 if(fuel)
1596                         HUD_Panel_DrawProgressBar(pos, eX * mySize.x + eY * 0.2 * mySize.y, "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1597         }
1598         else
1599         {
1600                 float panel_ar = mySize.x/mySize.y;
1601                 float is_vertical = (panel_ar < 1);
1602                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1603                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1604                 {
1605                         mySize.x *= 0.5;
1606                         if (autocvar_hud_panel_healtharmor_flip)
1607                                 health_offset.x = mySize.x;
1608                         else
1609                                 armor_offset.x = mySize.x;
1610                 }
1611                 else
1612                 {
1613                         mySize.y *= 0.5;
1614                         if (autocvar_hud_panel_healtharmor_flip)
1615                                 health_offset.y = mySize.y;
1616                         else
1617                                 armor_offset.y = mySize.y;
1618                 }
1619
1620                 float health_baralign, armor_baralign, fuel_baralign;
1621                 float health_iconalign, armor_iconalign;
1622                 if (autocvar_hud_panel_healtharmor_flip)
1623                 {
1624                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1625                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1626                         fuel_baralign = health_baralign;
1627                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1628                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1629                 }
1630                 else
1631                 {
1632                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1633                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1634                         fuel_baralign = armor_baralign;
1635                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1636                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1637                 }
1638
1639                 //if(health)
1640                 {
1641                         if(autocvar_hud_panel_healtharmor_progressbar)
1642                         {
1643                                 float p_health, pain_health_alpha;
1644                                 p_health = health;
1645                                 pain_health_alpha = 1;
1646                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1647                                 {
1648                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1649                                         {
1650                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1651                                                 {
1652                                                         if (time - old_p_healthtime < 1)
1653                                                                 old_p_health = prev_p_health;
1654                                                         else
1655                                                                 old_p_health = prev_health;
1656                                                         old_p_healthtime = time;
1657                                                 }
1658                                                 if (time - old_p_healthtime < 1)
1659                                                 {
1660                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1661                                                         prev_p_health = p_health;
1662                                                 }
1663                                         }
1664                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1665                                         {
1666                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1667                                                 {
1668                                                         if (time - health_damagetime >= 1)
1669                                                                 health_beforedamage = prev_health;
1670                                                         health_damagetime = time;
1671                                                 }
1672                                                 if (time - health_damagetime < 1)
1673                                                 {
1674                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1675                                                         HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * health_damagealpha, DRAWFLAG_NORMAL);
1676                                                 }
1677                                         }
1678                                         prev_health = health;
1679
1680                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1681                                         {
1682                                                 float BLINK_FACTOR = 0.15;
1683                                                 float BLINK_BASE = 0.85;
1684                                                 float BLINK_FREQ = 9;
1685                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1686                                         }
1687                                 }
1688                                 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, p_health/maxhealth, is_vertical, health_baralign, autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * pain_health_alpha, DRAWFLAG_NORMAL);
1689                         }
1690                         if(autocvar_hud_panel_healtharmor_text)
1691                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1692                 }
1693
1694                 if(armor)
1695                 {
1696                         if(autocvar_hud_panel_healtharmor_progressbar)
1697                         {
1698                                 float p_armor;
1699                                 p_armor = armor;
1700                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1701                                 {
1702                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1703                                         {
1704                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1705                                                 {
1706                                                         if (time - old_p_armortime < 1)
1707                                                                 old_p_armor = prev_p_armor;
1708                                                         else
1709                                                                 old_p_armor = prev_armor;
1710                                                         old_p_armortime = time;
1711                                                 }
1712                                                 if (time - old_p_armortime < 1)
1713                                                 {
1714                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1715                                                         prev_p_armor = p_armor;
1716                                                 }
1717                                         }
1718                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1719                                         {
1720                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1721                                                 {
1722                                                         if (time - armor_damagetime >= 1)
1723                                                                 armor_beforedamage = prev_armor;
1724                                                         armor_damagetime = time;
1725                                                 }
1726                                                 if (time - armor_damagetime < 1)
1727                                                 {
1728                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1729                                                         HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * armor_damagealpha, DRAWFLAG_NORMAL);
1730                                                 }
1731                                         }
1732                                         prev_armor = armor;
1733                                 }
1734                                 HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, p_armor/maxarmor, is_vertical, armor_baralign, autocvar_hud_progressbar_armor_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1735                         }
1736                         if(autocvar_hud_panel_healtharmor_text)
1737                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1738                 }
1739
1740                 if(fuel)
1741                 {
1742                         if (is_vertical)
1743                                 mySize.x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1744                         else
1745                                 mySize.y *= 0.2;
1746                         if (panel_ar >= 4)
1747                                 mySize.x *= 2; //restore full panel size
1748                         else if (panel_ar < 1/4)
1749                                 mySize.y *= 2; //restore full panel size
1750                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1751                 }
1752         }
1753 }
1754
1755 // Notification area (#4)
1756 //
1757
1758 void HUD_Notify_Push(string icon, string attacker, string victim)
1759 {
1760         if (icon == "")
1761                 return;
1762
1763         ++notify_count;
1764         --notify_index;
1765
1766         if (notify_index == -1)
1767                 notify_index = NOTIFY_MAX_ENTRIES-1;
1768
1769         // Free old strings
1770         if (notify_attackers[notify_index])
1771                 strunzone(notify_attackers[notify_index]);
1772
1773         if (notify_victims[notify_index])
1774                 strunzone(notify_victims[notify_index]);
1775
1776         if (notify_icons[notify_index])
1777                 strunzone(notify_icons[notify_index]);
1778
1779         // Allocate new strings
1780         if (victim != "")
1781         {
1782                 notify_attackers[notify_index] = strzone(attacker);
1783                 notify_victims[notify_index] = strzone(victim);
1784         }
1785         else
1786         {
1787                 // In case of a notification without a victim, the attacker
1788                 // is displayed on the victim's side. Instead of special
1789                 // treatment later on, we can simply switch them here.
1790                 notify_attackers[notify_index] = string_null;
1791                 notify_victims[notify_index] = strzone(attacker);
1792         }
1793
1794         notify_icons[notify_index] = strzone(icon);
1795         notify_times[notify_index] = time;
1796 }
1797
1798 void HUD_Notify(void)
1799 {
1800         if (!autocvar__hud_configure)
1801                 if (!autocvar_hud_panel_notify)
1802                         return;
1803
1804         HUD_Panel_UpdateCvars();
1805         HUD_Panel_DrawBg(1);
1806
1807         if (!autocvar__hud_configure)
1808                 if (notify_count == 0)
1809                         return;
1810
1811         vector pos, size;
1812         pos  = panel_pos;
1813         size = panel_size;
1814
1815         if (panel_bg_padding)
1816         {
1817                 pos  += '1 1 0' * panel_bg_padding;
1818                 size -= '2 2 0' * panel_bg_padding;
1819         }
1820
1821         float fade_start = max(0, autocvar_hud_panel_notify_time);
1822         float fade_time = max(0, autocvar_hud_panel_notify_fadetime);
1823         float icon_aspect = max(1, autocvar_hud_panel_notify_icon_aspect);
1824
1825         float entry_count = bound(1, floor(NOTIFY_MAX_ENTRIES * size.y / size.x), NOTIFY_MAX_ENTRIES);
1826         float entry_height = size.y / entry_count;
1827
1828         float panel_width_half = size.x * 0.5;
1829         float icon_width_half = entry_height * icon_aspect / 2;
1830         float name_maxwidth = panel_width_half - icon_width_half - size.x * NOTIFY_ICON_MARGIN;
1831
1832         vector font_size = '0.5 0.5 0' * entry_height * autocvar_hud_panel_notify_fontsize;
1833         vector icon_size = (eX * icon_aspect + eY) * entry_height;
1834         vector icon_left = eX * (panel_width_half - icon_width_half);
1835         vector attacker_right = eX * name_maxwidth;
1836         vector victim_left = eX * (size.x - name_maxwidth);
1837
1838         vector attacker_pos, victim_pos, icon_pos;
1839         string attacker, victim, icon;
1840         float i, j, count, step, limit, alpha;
1841
1842         if (autocvar_hud_panel_notify_flip)
1843         {
1844                 // Order items from the top down
1845                 i = 0;
1846                 step = +1;
1847                 limit = entry_count;
1848         }
1849         else
1850         {
1851                 // Order items from the bottom up
1852                 i = entry_count - 1;
1853                 step = -1;
1854                 limit = -1;
1855         }
1856
1857         for (j = notify_index, count = 0; i != limit; i += step, ++j, ++count)
1858         {
1859                 if(autocvar__hud_configure)
1860                 {
1861                         attacker = sprintf(_("Player %d"), count + 1);
1862                         victim = sprintf(_("Player %d"), count + 2);
1863                         icon = get_weaponinfo(min(WEP_FIRST + count * 2, WEP_LAST)).model2;
1864                         alpha = bound(0, 1.2 - count / entry_count, 1);
1865                 }
1866                 else
1867                 {
1868                         if (j == NOTIFY_MAX_ENTRIES)
1869                                 j = 0;
1870
1871                         if (notify_times[j] + fade_start > time)
1872                                 alpha = 1;
1873                         else if (fade_time != 0)
1874                         {
1875                                 alpha = bound(0, (notify_times[j] + fade_start + fade_time - time) / fade_time, 1);
1876                                 if (alpha == 0)
1877                                         break;
1878                         }
1879                         else
1880                                 break;
1881
1882                         attacker = notify_attackers[j];
1883                         victim = notify_victims[j];
1884                         icon = notify_icons[j];
1885                 }
1886
1887                 if (icon != "" && victim != "")
1888                 {
1889                         vector name_top = eY * (i * entry_height + 0.5 * (entry_height - font_size.y));
1890
1891                         icon_pos = pos + icon_left + eY * i * entry_height;
1892                         drawpic_aspect_skin(icon_pos, icon, icon_size, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1893
1894                         victim = textShortenToWidth(victim, name_maxwidth, font_size, stringwidth_colors);
1895                         victim_pos = pos + victim_left + name_top;
1896                         drawcolorcodedstring(victim_pos, victim, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1897
1898                         if (attacker != "")
1899                         {
1900                                 attacker = textShortenToWidth(attacker, name_maxwidth, font_size, stringwidth_colors);
1901                                 attacker_pos = pos + attacker_right - eX * stringwidth(attacker, true, font_size) + name_top;
1902                                 drawcolorcodedstring(attacker_pos, attacker, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1903                         }
1904                 }
1905         }
1906
1907         notify_count = count;
1908 }
1909
1910 // Timer (#5)
1911 //
1912 // TODO: macro
1913 string seconds_tostring(float sec)
1914 {
1915         float minutes;
1916         minutes = floor(sec / 60);
1917
1918         sec -= minutes * 60;
1919         return sprintf("%d:%02d", minutes, sec);
1920 }
1921
1922 void HUD_Timer(void)
1923 {
1924         if(!autocvar__hud_configure)
1925         {
1926                 if(!autocvar_hud_panel_timer) return;
1927         }
1928
1929         HUD_Panel_UpdateCvars();
1930
1931         draw_beginBoldFont();
1932
1933         vector pos, mySize;
1934         pos = panel_pos;
1935         mySize = panel_size;
1936
1937         HUD_Panel_DrawBg(1);
1938         if(panel_bg_padding)
1939         {
1940                 pos += '1 1 0' * panel_bg_padding;
1941                 mySize -= '2 2 0' * panel_bg_padding;
1942         }
1943
1944         string timer;
1945         float timelimit, elapsedTime, timeleft, minutesLeft;
1946
1947         timelimit = getstatf(STAT_TIMELIMIT);
1948
1949         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1950         timeleft = ceil(timeleft);
1951
1952         minutesLeft = floor(timeleft / 60);
1953
1954         vector timer_color;
1955         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1956                 timer_color = '1 1 1'; //white
1957         else if(minutesLeft >= 1)
1958                 timer_color = '1 1 0'; //yellow
1959         else
1960                 timer_color = '1 0 0'; //red
1961
1962         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1963                 if (time < getstatf(STAT_GAMESTARTTIME)) {
1964                         //while restart is still active, show 00:00
1965                         timer = seconds_tostring(0);
1966                 } else {
1967                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1968                         timer = seconds_tostring(elapsedTime);
1969                 }
1970         } else {
1971                 timer = seconds_tostring(timeleft);
1972         }
1973
1974         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1975
1976         draw_endBoldFont();
1977 }
1978
1979 // Radar (#6)
1980 //
1981 void HUD_Radar(void)
1982 {
1983         if (!autocvar__hud_configure)
1984         {
1985                 if (hud_panel_radar_maximized)
1986                 {
1987                         if (!hud_draw_maximized) return;
1988                 }
1989                 else
1990                 {
1991                         if (autocvar_hud_panel_radar == 0) return;
1992                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1993                         if(radar_panel_modified)
1994                         {
1995                                 panel.update_time = time; // forces reload of panel attributes
1996                                 radar_panel_modified = false;
1997                         }
1998                 }
1999         }
2000
2001         HUD_Panel_UpdateCvars();
2002
2003         float f = 0;
2004
2005         if (hud_panel_radar_maximized && !autocvar__hud_configure)
2006         {
2007                 panel_size = autocvar_hud_panel_radar_maximized_size;
2008                 panel_size.x = bound(0.2, panel_size.x, 1) * vid_conwidth;
2009                 panel_size.y = bound(0.2, panel_size.y, 1) * vid_conheight;
2010                 panel_pos.x = (vid_conwidth - panel_size.x) / 2;
2011                 panel_pos.y = (vid_conheight - panel_size.y) / 2;
2012
2013                 string panel_bg;
2014                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
2015                 if(precache_pic(panel_bg) == "")
2016                         panel_bg = "gfx/hud/default/border_default"; // fallback
2017                 if(!radar_panel_modified && panel_bg != panel.current_panel_bg)
2018                         radar_panel_modified = true;
2019                 if(panel.current_panel_bg)
2020                         strunzone(panel.current_panel_bg);
2021                 panel.current_panel_bg = strzone(panel_bg);
2022
2023                 switch(hud_panel_radar_maximized_zoommode)
2024                 {
2025                         default:
2026                         case 0:
2027                                 f = current_zoomfraction;
2028                                 break;
2029                         case 1:
2030                                 f = 1 - current_zoomfraction;
2031                                 break;
2032                         case 2:
2033                                 f = 0;
2034                                 break;
2035                         case 3:
2036                                 f = 1;
2037                                 break;
2038                 }
2039
2040                 switch(hud_panel_radar_maximized_rotation)
2041                 {
2042                         case 0:
2043                                 teamradar_angle = view_angles.y - 90;
2044                                 break;
2045                         default:
2046                                 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
2047                                 break;
2048                 }
2049         }
2050         if (!hud_panel_radar_maximized && !autocvar__hud_configure)
2051         {
2052                 switch(hud_panel_radar_zoommode)
2053                 {
2054                         default:
2055                         case 0:
2056                                 f = current_zoomfraction;
2057                                 break;
2058                         case 1:
2059                                 f = 1 - current_zoomfraction;
2060                                 break;
2061                         case 2:
2062                                 f = 0;
2063                                 break;
2064                         case 3:
2065                                 f = 1;
2066                                 break;
2067                 }
2068
2069                 switch(hud_panel_radar_rotation)
2070                 {
2071                         case 0:
2072                                 teamradar_angle = view_angles.y - 90;
2073                                 break;
2074                         default:
2075                                 teamradar_angle = 90 * hud_panel_radar_rotation;
2076                                 break;
2077                 }
2078         }
2079
2080         vector pos, mySize;
2081         pos = panel_pos;
2082         mySize = panel_size;
2083
2084         HUD_Panel_DrawBg(1);
2085         if(panel_bg_padding)
2086         {
2087                 pos += '1 1 0' * panel_bg_padding;
2088                 mySize -= '2 2 0' * panel_bg_padding;
2089         }
2090
2091         float color2;
2092         entity tm;
2093         float scale2d, normalsize, bigsize;
2094
2095         teamradar_origin2d = pos + 0.5 * mySize;
2096         teamradar_size2d = mySize;
2097
2098         if(minimapname == "")
2099                 return;
2100
2101         teamradar_loadcvars();
2102
2103         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
2104         teamradar_size2d = mySize;
2105
2106         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
2107
2108         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
2109         if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
2110         {
2111                 // max-min distance must fit the radar in any rotation
2112                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
2113         }
2114         else
2115         {
2116                 vector c0, c1, c2, c3, span;
2117                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
2118                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
2119                 c2 = rotate('1 0 0' * mi_min.x + '0 1 0' * mi_max.y, teamradar_angle * DEG2RAD);
2120                 c3 = rotate('1 0 0' * mi_max.x + '0 1 0' * mi_min.y, teamradar_angle * DEG2RAD);
2121                 span = '0 0 0';
2122                 span.x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
2123                 span.y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
2124
2125                 // max-min distance must fit the radar in x=x, y=y
2126                 bigsize = min(
2127                         teamradar_size2d.x * scale2d / (1.05 * span.x),
2128                         teamradar_size2d.y * scale2d / (1.05 * span.y)
2129                 );
2130         }
2131
2132         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
2133         if(bigsize > normalsize)
2134                 normalsize = bigsize;
2135
2136         teamradar_size =
2137                   f * bigsize
2138                 + (1 - f) * normalsize;
2139         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2140                   f * mi_center
2141                 + (1 - f) * view_origin);
2142
2143         drawsetcliparea(
2144                 pos.x,
2145                 pos.y,
2146                 mySize.x,
2147                 mySize.y
2148         );
2149
2150         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2151
2152         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2153                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2154         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2155                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2156         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2157         {
2158                 color2 = GetPlayerColor(tm.sv_entnum);
2159                 //if(color == NUM_SPECTATOR || color == color2)
2160                         draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
2161         }
2162         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2163
2164         drawresetcliparea();
2165 }
2166
2167 // Score (#7)
2168 //
2169 void HUD_UpdatePlayerTeams();
2170 void HUD_Score_Rankings(vector pos, vector mySize, entity me)
2171 {
2172         float score;
2173         entity tm = world, pl;
2174         float SCOREPANEL_MAX_ENTRIES = 6;
2175         float SCOREPANEL_ASPECTRATIO = 2;
2176         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize.y/mySize.x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2177         vector fontsize = '1 1 0' * (mySize.y/entries);
2178
2179         vector rgb, score_color;
2180         rgb = '1 1 1';
2181         score_color = '1 1 1';
2182
2183         float name_size = mySize.x*0.75;
2184         float spacing_size = mySize.x*0.04;
2185         const float highlight_alpha = 0.2;
2186         float i = 0, me_printed = 0, first_pl = 0;
2187         string s;
2188         if (autocvar__hud_configure)
2189         {
2190                 float players_per_team = 0;
2191                 if (team_count)
2192                 {
2193                         // show team scores in the first line
2194                         float score_size = mySize.x / team_count;
2195                         players_per_team = max(2, ceil((entries - 1) / team_count));
2196                         for(i=0; i<team_count; ++i) {
2197                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2198                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2199                                 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);
2200                         }
2201                         first_pl = 1;
2202                         pos.y += fontsize.y;
2203                 }
2204                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2205                 for (i=first_pl; i<entries; ++i)
2206                 {
2207                         //simulate my score is lower than all displayed players,
2208                         //so that I don't appear at all showing pure rankings.
2209                         //This is to better show the difference between the 2 ranking views
2210                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2211                         {
2212                                 rgb = '1 1 0';
2213                                 drawfill(pos, eX * mySize.x + eY * fontsize.y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2214                                 s = GetPlayerName(player_localnum);
2215                                 score = 7;
2216                         }
2217                         else
2218                         {
2219                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2220                                 score -= 3;
2221                         }
2222
2223                         if (team_count)
2224                                 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2225                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2226                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, true, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2227                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2228                         pos.y += fontsize.y;
2229                 }
2230                 return;
2231         }
2232
2233         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2234                 HUD_UpdatePlayerTeams();
2235         if (team_count)
2236         {
2237                 // show team scores in the first line
2238                 float score_size = mySize.x / team_count;
2239                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2240                         if(tm.team == NUM_SPECTATOR)
2241                                 continue;
2242                         if (tm.team == myteam)
2243                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize.y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2244                         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);
2245                         ++i;
2246                 }
2247                 first_pl = 1;
2248                 pos.y += fontsize.y;
2249                 tm = teams.sort_next;
2250         }
2251         i = first_pl;
2252
2253         do
2254         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2255         {
2256                 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2257                         continue;
2258
2259                 if (i == entries-1 && !me_printed && pl != me)
2260                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2261                 {
2262                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2263                                 if (pl.team != NUM_SPECTATOR)
2264                                         break;
2265
2266                         if (pl)
2267                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2268                         else
2269                                 rgb = '1 0 0'; //last: red
2270                         pl = me;
2271                 }
2272
2273                 if (pl == me)
2274                 {
2275                         if (i == first_pl)
2276                                 rgb = '0 1 0'; //first: green
2277                         me_printed = 1;
2278                         drawfill(pos, eX * mySize.x + eY * fontsize.y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2279                 }
2280                 if (team_count)
2281                         score_color = Team_ColorRGB(pl.team) * 0.8;
2282                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2283                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, true, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2284                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2285                 pos.y += fontsize.y;
2286                 ++i;
2287         }
2288         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2289 }
2290
2291 void HUD_Score(void)
2292 {
2293         if(!autocvar__hud_configure)
2294         {
2295                 if(!autocvar_hud_panel_score) return;
2296                 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2297         }
2298
2299         HUD_Panel_UpdateCvars();
2300         vector pos, mySize;
2301         pos = panel_pos;
2302         mySize = panel_size;
2303
2304         HUD_Panel_DrawBg(1);
2305         if(panel_bg_padding)
2306         {
2307                 pos += '1 1 0' * panel_bg_padding;
2308                 mySize -= '2 2 0' * panel_bg_padding;
2309         }
2310
2311         float score, distribution = 0;
2312         string sign;
2313         vector distribution_color;
2314         entity tm, pl, me;
2315
2316         me = playerslots[player_localentnum - 1];
2317
2318         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2319                 string timer, distrtimer;
2320
2321                 pl = players.sort_next;
2322                 if(pl == me)
2323                         pl = pl.sort_next;
2324                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2325                         if(pl.scores[ps_primary] == 0)
2326                                 pl = world;
2327
2328                 score = me.(scores[ps_primary]);
2329                 timer = TIME_ENCODED_TOSTRING(score);
2330
2331                 draw_beginBoldFont();
2332                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2333                         // distribution display
2334                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2335
2336                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2337
2338                         if (distribution <= 0) {
2339                                 distribution_color = '0 1 0';
2340                                 sign = "-";
2341                         }
2342                         else {
2343                                 distribution_color = '1 0 0';
2344                                 sign = "+";
2345                         }
2346                         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);
2347                 }
2348                 // race record display
2349                 if (distribution <= 0)
2350                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2351                 drawstring_aspect(pos, timer, eX * 0.75 * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2352                 draw_endBoldFont();
2353         } else if (!teamplay) { // non-teamgames
2354                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2355                 {
2356                         HUD_Score_Rankings(pos, mySize, me);
2357                         return;
2358                 }
2359                 // me vector := [team/connected frags id]
2360                 pl = players.sort_next;
2361                 if(pl == me)
2362                         pl = pl.sort_next;
2363
2364                 if(autocvar__hud_configure)
2365                         distribution = 42;
2366                 else if(pl)
2367                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2368                 else
2369                         distribution = 0;
2370
2371                 score = me.(scores[ps_primary]);
2372                 if(autocvar__hud_configure)
2373                         score = 123;
2374
2375                 if(distribution >= 5)
2376                         distribution_color = eY;
2377                 else if(distribution >= 0)
2378                         distribution_color = '1 1 1';
2379                 else if(distribution >= -5)
2380                         distribution_color = '1 1 0';
2381                 else
2382                         distribution_color = eX;
2383
2384                 string distribution_str;
2385                 distribution_str = ftos(distribution);
2386                 draw_beginBoldFont();
2387                 if (distribution >= 0)
2388                 {
2389                         if (distribution > 0)
2390                                 distribution_str = strcat("+", distribution_str);
2391                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2392                 }
2393                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize.x + eY * mySize.y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2394                 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);
2395                 draw_endBoldFont();
2396         } else { // teamgames
2397                 float row, column, rows = 0, columns = 0;
2398                 vector offset = '0 0 0';
2399                 vector score_pos, score_size; //for scores other than myteam
2400                 if(autocvar_hud_panel_score_rankings)
2401                 {
2402                         HUD_Score_Rankings(pos, mySize, me);
2403                         return;
2404                 }
2405                 if(spectatee_status == -1)
2406                 {
2407                         rows = HUD_GetRowCount(team_count, mySize, 3);
2408                         columns = ceil(team_count/rows);
2409                         score_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
2410
2411                         float newSize;
2412                         if(score_size.x/score_size.y > 3)
2413                         {
2414                                 newSize = 3 * score_size.y;
2415                                 offset.x = score_size.x - newSize;
2416                                 pos.x += offset.x/2;
2417                                 score_size.x = newSize;
2418                         }
2419                         else
2420                         {
2421                                 newSize = 1/3 * score_size.x;
2422                                 offset.y = score_size.y - newSize;
2423                                 pos.y += offset.y/2;
2424                                 score_size.y = newSize;
2425                         }
2426                 }
2427                 else
2428                         score_size = eX * mySize.x*(1/4) + eY * mySize.y*(1/3);
2429
2430                 float max_fragcount;
2431                 max_fragcount = -99;
2432                 draw_beginBoldFont();
2433                 row = column = 0;
2434                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2435                         if(tm.team == NUM_SPECTATOR)
2436                                 continue;
2437                         score = tm.(teamscores[ts_primary]);
2438                         if(autocvar__hud_configure)
2439                                 score = 123;
2440
2441                         if (score > max_fragcount)
2442                                 max_fragcount = score;
2443
2444                         if (spectatee_status == -1)
2445                         {
2446                                 score_pos = pos + eX * column * (score_size.x + offset.x) + eY * row * (score_size.y + offset.y);
2447                                 if (max_fragcount == score)
2448                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2449                                 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2450                                 ++row;
2451                                 if(row >= rows)
2452                                 {
2453                                         row = 0;
2454                                         ++column;
2455                                 }
2456                         }
2457                         else if(tm.team == myteam) {
2458                                 if (max_fragcount == score)
2459                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2460                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize.x + eY * mySize.y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2461                         } else {
2462                                 if (max_fragcount == score)
2463                                         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);
2464                                 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);
2465                                 ++rows;
2466                         }
2467                 }
2468                 draw_endBoldFont();
2469         }
2470 }
2471
2472 // Race timer (#8)
2473 //
2474 void HUD_RaceTimer (void)
2475 {
2476         if(!autocvar__hud_configure)
2477         {
2478                 if(!autocvar_hud_panel_racetimer) return;
2479                 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2480                 if(spectatee_status == -1) return;
2481         }
2482
2483         HUD_Panel_UpdateCvars();
2484
2485         draw_beginBoldFont();
2486
2487         vector pos, mySize;
2488         pos = panel_pos;
2489         mySize = panel_size;
2490
2491         HUD_Panel_DrawBg(1);
2492         if(panel_bg_padding)
2493         {
2494                 pos += '1 1 0' * panel_bg_padding;
2495                 mySize -= '2 2 0' * panel_bg_padding;
2496         }
2497
2498         // always force 4:1 aspect
2499         vector newSize = '0 0 0';
2500         if(mySize.x/mySize.y > 4)
2501         {
2502                 newSize.x = 4 * mySize.y;
2503                 newSize.y = mySize.y;
2504
2505                 pos.x = pos.x + (mySize.x - newSize.x) / 2;
2506         }
2507         else
2508         {
2509                 newSize.y = 1/4 * mySize.x;
2510                 newSize.x = mySize.x;
2511
2512                 pos.y = pos.y + (mySize.y - newSize.y) / 2;
2513         }
2514         mySize = newSize;
2515
2516         float a, t;
2517         string s, forcetime;
2518
2519         if(autocvar__hud_configure)
2520         {
2521                 s = "0:13:37";
2522                 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);
2523                 s = _("^1Intermediate 1 (+15.42)");
2524                 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);
2525                 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2526                 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);
2527         }
2528         else if(race_checkpointtime)
2529         {
2530                 a = bound(0, 2 - (time - race_checkpointtime), 1);
2531                 s = "";
2532                 forcetime = "";
2533                 if(a > 0) // just hit a checkpoint?
2534                 {
2535                         if(race_checkpoint != 254)
2536                         {
2537                                 if(race_time && race_previousbesttime)
2538                                         s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2539                                 else
2540                                         s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2541                                 if(race_time)
2542                                         forcetime = TIME_ENCODED_TOSTRING(race_time);
2543                         }
2544                 }
2545                 else
2546                 {
2547                         if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2548                         {
2549                                 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2550                                 if(a > 0) // next one?
2551                                 {
2552                                         s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2553                                 }
2554                         }
2555                 }
2556
2557                 if(s != "" && a > 0)
2558                 {
2559                         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);
2560                 }
2561
2562                 if(race_penaltytime)
2563                 {
2564                         a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2565                         if(a > 0)
2566                         {
2567                                 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2568                                 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);
2569                         }
2570                 }
2571
2572                 if(forcetime != "")
2573                 {
2574                         a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2575                         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);
2576                 }
2577                 else
2578                         a = 1;
2579
2580                 if(race_laptime && race_checkpoint != 255)
2581                 {
2582                         s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2583                         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);
2584                 }
2585         }
2586         else
2587         {
2588                 if(race_mycheckpointtime)
2589                 {
2590                         a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2591                         s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2592                         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);
2593                 }
2594                 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2595                 {
2596                         a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2597                         s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2598                         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);
2599                 }
2600
2601                 if(race_penaltytime && !race_penaltyaccumulator)
2602                 {
2603                         t = race_penaltytime * 0.1 + race_penaltyeventtime;
2604                         a = bound(0, (1 + t - time), 1);
2605                         if(a > 0)
2606                         {
2607                                 if(time < t)
2608                                         s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2609                                 else
2610                                         s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2611                                 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);
2612                         }
2613                 }
2614         }
2615
2616         draw_endBoldFont();
2617 }
2618
2619 // Vote window (#9)
2620 //
2621 float vote_yescount;
2622 float vote_nocount;
2623 float vote_needed;
2624 float vote_highlighted; // currently selected vote
2625
2626 float vote_active; // is there an active vote?
2627 float vote_prev; // previous state of vote_active to check for a change
2628 float vote_alpha;
2629 float vote_change; // "time" when vote_active changed
2630
2631 void HUD_Vote(void)
2632 {
2633         if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2634         {
2635                 vote_active = 1;
2636                 if (autocvar__hud_configure)
2637                 {
2638                         vote_yescount = 0;
2639                         vote_nocount = 0;
2640                         print(_("^1You must answer before entering hud configure mode\n"));
2641                         cvar_set("_hud_configure", "0");
2642                 }
2643                 if(vote_called_vote)
2644                         strunzone(vote_called_vote);
2645                 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2646                 uid2name_dialog = 1;
2647         }
2648
2649         if(!autocvar__hud_configure)
2650         {
2651                 if(!autocvar_hud_panel_vote) return;
2652
2653                 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2654                 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2655
2656                 if(panel_bg_alpha_str == "") {
2657                         panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2658                 }
2659                 panel_bg_alpha = stof(panel_bg_alpha_str);
2660         }
2661         else
2662         {
2663                 vote_yescount = 3;
2664                 vote_nocount = 2;
2665                 vote_needed = 4;
2666         }
2667
2668         string s;
2669         float a;
2670         if(vote_active != vote_prev) {
2671                 vote_change = time;
2672                 vote_prev = vote_active;
2673         }
2674
2675         if(vote_active || autocvar__hud_configure)
2676                 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2677         else
2678                 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2679
2680         if(!vote_alpha)
2681                 return;
2682
2683         HUD_Panel_UpdateCvars();
2684
2685         if(uid2name_dialog)
2686         {
2687                 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2688                 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2689         }
2690
2691     // these must be below above block
2692         vector pos, mySize;
2693         pos = panel_pos;
2694         mySize = panel_size;
2695
2696         a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2697         HUD_Panel_DrawBg(a);
2698         a = panel_fg_alpha * a;
2699
2700         if(panel_bg_padding)
2701         {
2702                 pos += '1 1 0' * panel_bg_padding;
2703                 mySize -= '2 2 0' * panel_bg_padding;
2704         }
2705
2706         // always force 3:1 aspect
2707         vector newSize = '0 0 0';
2708         if(mySize.x/mySize.y > 3)
2709         {
2710                 newSize.x = 3 * mySize.y;
2711                 newSize.y = mySize.y;
2712
2713                 pos.x = pos.x + (mySize.x - newSize.x) / 2;
2714         }
2715         else
2716         {
2717                 newSize.y = 1/3 * mySize.x;
2718                 newSize.x = mySize.x;
2719
2720                 pos.y = pos.y + (mySize.y - newSize.y) / 2;
2721         }
2722         mySize = newSize;
2723
2724         s = _("A vote has been called for:");
2725         if(uid2name_dialog)
2726                 s = _("Allow servers to store and display your name?");
2727         drawstring_aspect(pos, s, eX * mySize.x + eY * (2/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2728         s = textShortenToWidth(vote_called_vote, mySize.x, '1 1 0' * mySize.y * (1/8), stringwidth_colors);
2729         if(autocvar__hud_configure)
2730                 s = _("^1Configure the HUD");
2731         drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize.y, s, eX * mySize.x + eY * (1.75/8) * mySize.y, a, DRAWFLAG_NORMAL);
2732
2733         // print the yes/no counts
2734     s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2735         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);
2736     s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2737         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);
2738
2739         // draw the progress bar backgrounds
2740         drawpic_skin(pos + eY * (5/8) * mySize.y, "voteprogress_back", eX * mySize.x + eY * (3/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2741
2742         // draw the highlights
2743         if(vote_highlighted == 1) {
2744                 drawsetcliparea(pos.x, pos.y, mySize.x * 0.5, mySize.y);
2745                 drawpic_skin(pos + eY * (5/8) * mySize.y, "voteprogress_voted", eX * mySize.x + eY * (3/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2746         }
2747         else if(vote_highlighted == -1) {
2748                 drawsetcliparea(pos.x + 0.5 * mySize.x, pos.y, mySize.x * 0.5, mySize.y);
2749                 drawpic_skin(pos + eY * (5/8) * mySize.y, "voteprogress_voted", eX * mySize.x + eY * (3/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2750         }
2751
2752         // draw the progress bars
2753         if(vote_yescount && vote_needed)
2754         {
2755                 drawsetcliparea(pos.x, pos.y, mySize.x * 0.5 * (vote_yescount/vote_needed), mySize.y);
2756                 drawpic_skin(pos + eY * (5/8) * mySize.y, "voteprogress_prog", eX * mySize.x + eY * (3/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2757         }
2758
2759         if(vote_nocount && vote_needed)
2760         {
2761                 drawsetcliparea(pos.x + mySize.x - mySize.x * 0.5 * (vote_nocount/vote_needed), pos.y, mySize.x * 0.5, mySize.y);
2762                 drawpic_skin(pos + eY * (5/8) * mySize.y, "voteprogress_prog", eX * mySize.x + eY * (3/8) * mySize.y, '1 1 1', a, DRAWFLAG_NORMAL);
2763         }
2764
2765         drawresetcliparea();
2766 }
2767
2768 // Mod icons panel (#10)
2769 //
2770
2771 float mod_active; // is there any active mod icon?
2772
2773 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, int layout, float i)
2774 {
2775         float stat = -1;
2776         string pic = "";
2777         vector color = '0 0 0';
2778         switch(i)
2779         {
2780                 case 0:
2781                         stat = getstati(STAT_REDALIVE);
2782                         pic = "player_red.tga";
2783                         color = '1 0 0';
2784                         break;
2785                 case 1:
2786                         stat = getstati(STAT_BLUEALIVE);
2787                         pic = "player_blue.tga";
2788                         color = '0 0 1';
2789                         break;
2790                 case 2:
2791                         stat = getstati(STAT_YELLOWALIVE);
2792                         pic = "player_yellow.tga";
2793                         color = '1 1 0';
2794                         break;
2795                 default:
2796                 case 3:
2797                         stat = getstati(STAT_PINKALIVE);
2798                         pic = "player_pink.tga";
2799                         color = '1 0 1';
2800                         break;
2801         }
2802
2803         if(mySize.x/mySize.y > aspect_ratio)
2804         {
2805                 i = aspect_ratio * mySize.y;
2806                 myPos.x = myPos.x + (mySize.x - i) / 2;
2807                 mySize.x = i;
2808         }
2809         else
2810         {
2811                 i = 1/aspect_ratio * mySize.x;
2812                 myPos.y = myPos.y + (mySize.y - i) / 2;
2813                 mySize.y = i;
2814         }
2815
2816         if(layout)
2817         {
2818                 drawpic_aspect_skin(myPos, pic, eX * 0.7 * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2819                 drawstring_aspect(myPos + eX * 0.7 * mySize.x, ftos(stat), eX * 0.3 * mySize.x + eY * mySize.y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2820         }
2821         else
2822                 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2823 }
2824
2825 // Clan Arena and Freeze Tag HUD modicons
2826 void HUD_Mod_CA(vector myPos, vector mySize)
2827 {
2828         mod_active = 1; // required in each mod function that always shows something
2829
2830         int layout;
2831         if(gametype == MAPINFO_TYPE_CA)
2832                 layout = autocvar_hud_panel_modicons_ca_layout;
2833         else //if(gametype == MAPINFO_TYPE_FREEZETAG)
2834                 layout = autocvar_hud_panel_modicons_freezetag_layout;
2835         float rows, columns, aspect_ratio;
2836         aspect_ratio = (layout) ? 2 : 1;
2837         rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
2838         columns = ceil(team_count/rows);
2839
2840         int i;
2841         float row = 0, column = 0;
2842         vector pos, itemSize;
2843         itemSize = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
2844         for(i=0; i<team_count; ++i)
2845         {
2846                 pos = myPos + eX * column * itemSize.x + eY * row * itemSize.y;
2847
2848                 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
2849
2850                 ++row;
2851                 if(row >= rows)
2852                 {
2853                         row = 0;
2854                         ++column;
2855                 }
2856         }
2857 }
2858
2859 // CTF HUD modicon section
2860 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2861 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2862 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2863
2864 void HUD_Mod_CTF_Reset(void)
2865 {
2866         redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2867 }
2868
2869 void HUD_Mod_CTF(vector pos, vector mySize)
2870 {
2871         vector redflag_pos, blueflag_pos;
2872         vector flag_size;
2873         float f; // every function should have that
2874
2875         float redflag, blueflag; // current status
2876         float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2877         float stat_items;
2878