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