Fix weapon count when there's a complain_weapon (add it only if you don't have it!)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
1 /*
2 ==================
3 Misc HUD functions
4 ==================
5 */
6
7 // a border picture is a texture containing nine parts:
8 //   1/4 width: left part
9 //   1/2 width: middle part (stretched)
10 //   1/4 width: right part
11 // divided into
12 //   1/4 height: top part
13 //   1/2 height: middle part (stretched)
14 //   1/4 height: bottom part
15 void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
16 {
17     if (theBorderSize_x < 0 && theBorderSize_y < 0) // draw whole image as it is
18     {
19                 drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
20                 return;
21     }
22         if (theBorderSize_x == 0 && theBorderSize_y == 0) // no border
23         {
24                 // draw only the central part
25                 drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
26                 return;
27         }
28
29         vector dX, dY;
30         vector width, height;
31         vector bW, bH;
32         //pic = draw_UseSkinFor(pic);
33         width = eX * theSize_x;
34         height = eY * theSize_y;
35         if(theSize_x <= theBorderSize_x * 2)
36         {
37                 // not wide enough... draw just left and right then
38                 bW = eX * (0.25 * theSize_x / (theBorderSize_x * 2));
39                 if(theSize_y <= theBorderSize_y * 2)
40                 {
41                         // not high enough... draw just corners
42                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
43                         drawsubpic(theOrigin,                 width * 0.5 + height * 0.5, pic, '0 0 0',           bW + bH, theColor, theAlpha, 0);
44                         drawsubpic(theOrigin + width   * 0.5, width * 0.5 + height * 0.5, pic, eX - bW,           bW + bH, theColor, theAlpha, 0);
45                         drawsubpic(theOrigin + height  * 0.5, width * 0.5 + height * 0.5, pic, eY - bH,           bW + bH, theColor, theAlpha, 0);
46                         drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
47                 }
48                 else
49                 {
50                         dY = theBorderSize_x * eY;
51                         drawsubpic(theOrigin,                             width * 0.5          +     dY, pic, '0 0    0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
52                         drawsubpic(theOrigin + width * 0.5,               width * 0.5          +     dY, pic, '0 0    0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
53                         drawsubpic(theOrigin                        + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0',           '0 0.5  0' + bW, theColor, theAlpha, 0);
54                         drawsubpic(theOrigin + width * 0.5          + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0' + eX - bW, '0 0.5  0' + bW, theColor, theAlpha, 0);
55                         drawsubpic(theOrigin               + height - dY, width * 0.5          +     dY, pic, '0 0.75 0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
56                         drawsubpic(theOrigin + width * 0.5 + height - dY, width * 0.5          +     dY, pic, '0 0.75 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
57                 }
58         }
59         else
60         {
61                 if(theSize_y <= theBorderSize_y * 2)
62                 {
63                         // not high enough... draw just top and bottom then
64                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
65                         dX = theBorderSize_x * eX;
66                         drawsubpic(theOrigin,                                         dX + height * 0.5, pic, '0    0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
67                         drawsubpic(theOrigin + dX,                        width - 2 * dX + height * 0.5, pic, '0.25 0 0',           '0.5  0 0' + bH, theColor, theAlpha, 0);
68                         drawsubpic(theOrigin + width - dX,                            dX + height * 0.5, pic, '0.75 0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
69                         drawsubpic(theOrigin              + height * 0.5,             dX + height * 0.5, pic, '0    0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
70                         drawsubpic(theOrigin + dX         + height * 0.5, width - 2 * dX + height * 0.5, pic, '0.25 0 0' + eY - bH, '0.5  0 0' + bH, theColor, theAlpha, 0);
71                         drawsubpic(theOrigin + width - dX + height * 0.5,             dX + height * 0.5, pic, '0.75 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
72                 }
73                 else
74                 {
75                         dX = theBorderSize_x * eX;
76                         dY = theBorderSize_x * eY;
77                         drawsubpic(theOrigin,                                        dX          +     dY, pic, '0    0    0', '0.25 0.25 0', theColor, theAlpha, 0);
78                         drawsubpic(theOrigin                  + dX,      width - 2 * dX          +     dY, pic, '0.25 0    0', '0.5  0.25 0', theColor, theAlpha, 0);
79                         drawsubpic(theOrigin          + width - dX,                  dX          +     dY, pic, '0.75 0    0', '0.25 0.25 0', theColor, theAlpha, 0);
80                         drawsubpic(theOrigin          + dY,                          dX + height - 2 * dY, pic, '0    0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
81                         drawsubpic(theOrigin          + dY         + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5  0.5  0', theColor, theAlpha, 0);
82                         drawsubpic(theOrigin          + dY + width - dX,             dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
83                         drawsubpic(theOrigin + height - dY,                          dX          +     dY, pic, '0    0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
84                         drawsubpic(theOrigin + height - dY         + dX, width - 2 * dX          +     dY, pic, '0.25 0.75 0', '0.5  0.25 0', theColor, theAlpha, 0);
85                         drawsubpic(theOrigin + height - dY + width - dX,             dX          +     dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
86                 }
87         }
88 }
89
90 vector HUD_Get_Num_Color (float x, float maxvalue)
91 {
92         float blinkingamt;
93         vector color;
94         if(x >= maxvalue) {
95                 color_x = sin(2*M_PI*time);
96                 color_y = 1;
97                 color_z = sin(2*M_PI*time);
98         }
99         else if(x > maxvalue * 0.75) {
100                 color_x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
101                 color_y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
102                 color_z = 0;
103         }
104         else if(x > maxvalue * 0.5) {
105                 color_x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
106                 color_y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
107                 color_z = 1 - (x-100)*0.02; // blue value between 1 -> 0
108         }
109         else if(x > maxvalue * 0.25) {
110                 color_x = 1;
111                 color_y = 1;
112                 color_z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
113         }
114         else if(x > maxvalue * 0.1) {
115                 color_x = 1;
116                 color_y = (x-20)*90/27/100; // green value between 0 -> 1
117                 color_z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
118         }
119         else {
120                 color_x = 1;
121                 color_y = 0;
122                 color_z = 0;
123         }
124
125         blinkingamt = (1 - x/maxvalue/0.25);
126         if(blinkingamt > 0)
127         {
128                 color_x = color_x - color_x * blinkingamt * sin(2*M_PI*time);
129                 color_y = color_y - color_y * blinkingamt * sin(2*M_PI*time);
130                 color_z = color_z - color_z * blinkingamt * sin(2*M_PI*time);
131         }
132         return color;
133 }
134
135 float HUD_GetRowCount(float item_count, vector size, float item_aspect)
136 {
137         float aspect = size_y/size_x;
138         return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
139 }
140
141 float stringwidth_colors(string s, vector theSize)
142 {
143         return stringwidth(s, TRUE, theSize);
144 }
145
146 float stringwidth_nocolors(string s, vector theSize)
147 {
148         return stringwidth(s, FALSE, theSize);
149 }
150
151 void drawstringright(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
152 {
153         position_x -= 2 / 3 * strlen(text) * theScale_x;
154         drawstring(position, text, theScale, rgb, theAlpha, flag);
155 }
156
157 void drawstringcenter(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
158 {
159         position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * theScale_x);
160         drawstring(position, text, theScale, rgb, theAlpha, flag);
161 }
162
163 // return the string of the onscreen race timer
164 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
165 {
166         string col;
167         string timestr;
168         string cpname;
169         string lapstr;
170         lapstr = "";
171
172         if(histime == 0) // goal hit
173         {
174                 if(mytime > 0)
175                 {
176                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
177                         col = "^1";
178                 }
179                 else if(mytime == 0)
180                 {
181                         timestr = "+0.0";
182                         col = "^3";
183                 }
184                 else
185                 {
186                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
187                         col = "^2";
188                 }
189
190                 if(lapdelta > 0)
191                 {
192                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
193                         col = "^2";
194                 }
195                 else if(lapdelta < 0)
196                 {
197                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
198                         col = "^1";
199                 }
200         }
201         else if(histime > 0) // anticipation
202         {
203                 if(mytime >= histime)
204                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
205                 else
206                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
207                 col = "^3";
208         }
209         else
210         {
211                 col = "^7";
212                 timestr = "";
213         }
214
215         if(cp == 254)
216                 cpname = _("Start line");
217         else if(cp == 255)
218                 cpname = _("Finish line");
219         else if(cp)
220                 cpname = sprintf(_("Intermediate %d"), cp);
221         else
222                 cpname = _("Finish line");
223
224         if(histime < 0)
225                 return strcat(col, cpname);
226         else if(hisname == "")
227                 return strcat(col, sprintf("%s (%s)", cpname, timestr));
228         else
229                 return strcat(col, sprintf("%s (%s %s)", cpname, timestr, strcat(hisname, col, lapstr)));
230 }
231
232 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
233 float race_CheckName(string net_name) {
234         float i;
235         for (i=RANKINGS_CNT-1;i>=0;--i)
236                 if(grecordholder[i] == net_name)
237                         return i+1;
238         return 0;
239 }
240
241 float GetPlayerColorForce(float i)
242 {
243         if(!teamplay)
244                 return 0;
245         else
246                 return stof(getplayerkeyvalue(i, "colors")) & 15;
247 }
248
249 float GetPlayerColor(float i)
250 {
251         if(!playerslots[i].gotscores) // unconnected
252                 return NUM_SPECTATOR;
253         else if(stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR)
254                 return NUM_SPECTATOR;
255         else
256                 return GetPlayerColorForce(i);
257 }
258
259 string GetPlayerName(float i)
260 {
261         return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
262 }
263
264
265 /*
266 ==================
267 HUD panels
268 ==================
269 */
270
271 // draw the background/borders
272 #define HUD_Panel_DrawBg(theAlpha)\
273 if(panel.current_panel_bg != "0" && panel.current_panel_bg != "")\
274         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))
275
276 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
277 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
278 {
279         if(!length_ratio || !theAlpha)
280                 return;
281         if(length_ratio > 1)
282                 length_ratio = 1;
283         if (baralign == 3)
284         {
285                 if(length_ratio < -1)
286                         length_ratio = -1;
287         }
288         else if(length_ratio < 0)
289                 return;
290
291         vector square;
292         vector width, height;
293         if(vertical) {
294                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
295                 if(precache_pic(pic) == "") {
296                         pic = "gfx/hud/default/progressbar_vertical";
297                 }
298
299         if (baralign == 1) // bottom align
300                         theOrigin_y += (1 - length_ratio) * theSize_y;
301         else if (baralign == 2) // center align
302             theOrigin_y += 0.5 * (1 - length_ratio) * theSize_y;
303         else if (baralign == 3) // center align, positive values down, negative up
304                 {
305                         theSize_y *= 0.5;
306                         if (length_ratio > 0)
307                                 theOrigin_y += theSize_y;
308                         else
309                         {
310                                 theOrigin_y += (1 + length_ratio) * theSize_y;
311                                 length_ratio = -length_ratio;
312                         }
313                 }
314                 theSize_y *= length_ratio;
315
316                 vector bH;
317                 width = eX * theSize_x;
318                 height = eY * theSize_y;
319                 if(theSize_y <= theSize_x * 2)
320                 {
321                         // button not high enough
322                         // draw just upper and lower part then
323                         square = eY * theSize_y * 0.5;
324                         bH = eY * (0.25 * theSize_y / (theSize_x * 2));
325                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
326                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
327                 }
328                 else
329                 {
330                         square = eY * theSize_x;
331                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
332                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
333                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
334                 }
335         } else {
336                 pic = strcat(hud_skin_path, "/", pic);
337                 if(precache_pic(pic) == "") {
338                         pic = "gfx/hud/default/progressbar";
339                 }
340
341                 if (baralign == 1) // right align
342                         theOrigin_x += (1 - length_ratio) * theSize_x;
343         else if (baralign == 2) // center align
344             theOrigin_x += 0.5 * (1 - length_ratio) * theSize_x;
345         else if (baralign == 3) // center align, positive values on the right, negative on the left
346                 {
347                         theSize_x *= 0.5;
348                         if (length_ratio > 0)
349                                 theOrigin_x += theSize_x;
350                         else
351                         {
352                                 theOrigin_x += (1 + length_ratio) * theSize_x;
353                                 length_ratio = -length_ratio;
354                         }
355                 }
356                 theSize_x *= length_ratio;
357
358                 vector bW;
359                 width = eX * theSize_x;
360                 height = eY * theSize_y;
361                 if(theSize_x <= theSize_y * 2)
362                 {
363                         // button not wide enough
364                         // draw just left and right part then
365                         square = eX * theSize_x * 0.5;
366                         bW = eX * (0.25 * theSize_x / (theSize_y * 2));
367                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
368                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
369                 }
370                 else
371                 {
372                         square = eX * theSize_y;
373                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
374                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
375                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
376                 }
377         }
378 }
379
380 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, float drawflag)
381 {
382         if(!theAlpha)
383                 return;
384
385         string pic;
386         pic = strcat(hud_skin_path, "/num_leading");
387         if(precache_pic(pic) == "") {
388                 pic = "gfx/hud/default/num_leading";
389         }
390
391         drawsubpic(pos, eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
392         if(mySize_x/mySize_y > 2)
393                 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);
394         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);
395 }
396
397 // Weapon icons (#0)
398 //
399 entity weaponorder[WEP_MAXCOUNT];
400 void weaponorder_swap(float i, float j, entity pass)
401 {
402         entity h;
403         h = weaponorder[i];
404         weaponorder[i] = weaponorder[j];
405         weaponorder[j] = h;
406 }
407
408 string weaponorder_cmp_str;
409 float weaponorder_cmp(float i, float j, entity pass)
410 {
411         float ai, aj;
412         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
413         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
414         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)
415 }
416
417 void HUD_Weapons(void)
418 {
419         // declarations
420         WepSet weapons_stat = WepSet_GetFromStat();
421         float i, f, a;
422         float screen_ar, center_x = 0, center_y;
423         float weapon_count, weapon_id;
424         float row, column, rows = 0, columns;
425         float aspect = autocvar_hud_panel_weapons_aspect;
426
427         float timeout = autocvar_hud_panel_weapons_timeout;
428         float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
429         float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
430
431         float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
432         vector ammo_color = '1 0 1';
433         float ammo_alpha = 1;
434
435         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
436         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
437
438         vector weapon_pos, weapon_size = '0 0 0';
439         vector color;
440
441         // check to see if we want to continue
442         if(hud != HUD_NORMAL) { return; }
443
444         if(!autocvar__hud_configure)
445         {
446                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
447                         return;
448                 if(timeout && time >= weapontime + timeout + timeout_effect_length)
449                 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)))
450                 {
451                         weaponprevtime = time;
452                         return;
453                 }
454         }
455
456         // update generic hud functions
457         HUD_Panel_UpdateCvars();
458
459         draw_beginBoldFont();
460
461         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
462         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
463         {
464                 float weapon_cnt;
465                 if(weaponorder_bypriority)
466                         strunzone(weaponorder_bypriority);
467                 if(weaponorder_byimpulse)
468                         strunzone(weaponorder_byimpulse);
469
470                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
471                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
472                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
473
474                 weapon_cnt = 0;
475                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
476                 {
477                         self = get_weaponinfo(i);
478                         if(self.impulse >= 0)
479                         {
480                                 weaponorder[weapon_cnt] = self;
481                                 ++weapon_cnt;
482                         }
483                 }
484                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
485                         weaponorder[i] = world;
486                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
487
488                 weaponorder_cmp_str = string_null;
489         }
490
491         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
492                 complain_weapon = 0;
493
494         if(autocvar__hud_configure)
495         {
496                 if(!weapons_stat)
497                         for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
498                                 weapons_stat |= WepSet_FromWeapon(i);
499         }
500
501         // determine which weapons are going to be shown
502         if (autocvar_hud_panel_weapons_onlyowned)
503         {
504                 if(autocvar__hud_configure)
505                 {
506                         if(menu_enabled != 2)
507                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
508                 }
509
510                 // do we own this weapon?
511                 weapon_count = 0;
512                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
513                         if((weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon)) || (weaponorder[i].weapon == complain_weapon))
514                                 ++weapon_count;
515
516                 // might as well commit suicide now, no reason to live ;)
517                 if (weapon_count == 0)
518                 {
519                         draw_endBoldFont();
520                         return;
521                 }
522
523                 vector old_panel_size = panel_size;
524                 if(panel_bg_padding)
525                         old_panel_size -= '2 2 0' * panel_bg_padding;
526
527                 // NOTE: the goal is to use the all-weapons layout and remove unneeded cells
528                 // this way weapon icons always have the same size regardless of owned weapon count
529
530                 // get the all-weapons layout
531                 rows = HUD_GetRowCount(WEP_COUNT, old_panel_size, aspect);
532                 columns = ceil(WEP_COUNT/rows);
533                 weapon_size_x = old_panel_size_x / columns;
534                 weapon_size_y = old_panel_size_y / rows;
535
536                 // reduce rows and columns as needed
537                 columns = ceil(weapon_count / rows);
538                 rows = ceil(weapon_count / columns);
539
540                 // NOTE: although weapons should aways look the same even if onlyowned is disabled,
541                 // we enlarge them a bit when possible to better match the desired aspect ratio
542                 // as they look much better
543                 weapon_size_x = min(old_panel_size_x / columns, aspect * weapon_size_y);
544                 weapon_size_y = min(old_panel_size_y / rows, weapon_size_x / aspect);
545
546                 // reduce size of the panel
547                 panel_size_x = columns * weapon_size_x;
548                 panel_size_y = rows * weapon_size_y;
549                 panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
550                 panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
551                 if(panel_bg_padding)
552                         panel_size += '2 2 0' * panel_bg_padding;
553         }
554         else
555                 weapon_count = WEP_COUNT;
556
557         // animation for fading in/out the panel respectively when not in use
558         if(!autocvar__hud_configure)
559         {
560                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
561                 {
562                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
563
564                         // fade the panel alpha
565                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
566                         {
567                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
568                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
569                         }
570                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
571                         {
572                                 panel_bg_alpha *= (1 - f);
573                                 panel_fg_alpha *= (1 - f);
574                         }
575
576                         // move the panel off the screen
577                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
578                         {
579                                 f *= f; // for a cooler movement
580                                 center_x = panel_pos_x + panel_size_x/2;
581                                 center_y = panel_pos_y + panel_size_y/2;
582                                 screen_ar = vid_conwidth/vid_conheight;
583                                 if (center_x/center_y < screen_ar) //bottom left
584                                 {
585                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
586                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
587                                         else //left
588                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
589                                 }
590                                 else //top right
591                                 {
592                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
593                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
594                                         else //top
595                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
596                                 }
597                                 if(f == 1)
598                                         center_x = -1; // mark the panel as off screen
599                         }
600                         weaponprevtime = time - (1 - f) * timein_effect_length;
601                 }
602                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
603                 {
604                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
605
606                         // fade the panel alpha
607                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
608                         {
609                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
610                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
611                         }
612                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
613                         {
614                                 panel_bg_alpha *= (f);
615                                 panel_fg_alpha *= (f);
616                         }
617
618                         // move the panel back on screen
619                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
620                         {
621                                 f *= f; // for a cooler movement
622                                 f = 1 - f;
623                                 center_x = panel_pos_x + panel_size_x/2;
624                                 center_y = panel_pos_y + panel_size_y/2;
625                                 screen_ar = vid_conwidth/vid_conheight;
626                                 if (center_x/center_y < screen_ar) //bottom left
627                                 {
628                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
629                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
630                                         else //left
631                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
632                                 }
633                                 else //top right
634                                 {
635                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
636                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
637                                         else //top
638                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
639                                 }
640                         }
641                 }
642         }
643
644         // draw the background, then change the virtual size of it to better fit other items inside
645         HUD_Panel_DrawBg(1);
646
647         if(center_x == -1)
648         {
649                 draw_endBoldFont();
650                 return;
651         }
652
653         if(panel_bg_padding)
654         {
655                 panel_pos += '1 1 0' * panel_bg_padding;
656                 panel_size -= '2 2 0' * panel_bg_padding;
657         }
658
659         // after the sizing and animations are done, update the other values
660
661         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
662         {
663                 rows = HUD_GetRowCount(weapon_count, panel_size, aspect);
664                 columns = ceil(weapon_count/rows);
665                 weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
666         }
667
668         // calculate position/size for visual bar displaying ammount of ammo status
669         if (autocvar_hud_panel_weapons_ammo)
670         {
671                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
672                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
673
674                 if(weapon_size_x/weapon_size_y > aspect)
675                 {
676                         barsize_x = aspect * weapon_size_y;
677                         barsize_y = weapon_size_y;
678                         baroffset_x = (weapon_size_x - barsize_x) / 2;
679                 }
680                 else
681                 {
682                         barsize_y = 1/aspect * weapon_size_x;
683                         barsize_x = weapon_size_x;
684                         baroffset_y = (weapon_size_y - barsize_y) / 2;
685                 }
686         }
687         if(autocvar_hud_panel_weapons_accuracy)
688                 Accuracy_LoadColors();
689
690         // draw items
691         row = column = 0;
692         vector label_size = '1 1 0' * min(weapon_size_x, weapon_size_y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
693         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
694         {
695                 // retrieve information about the current weapon to be drawn
696                 self = weaponorder[i];
697                 weapon_id = self.impulse;
698
699                 // skip if this weapon doesn't exist
700                 if(!self || weapon_id < 0) { continue; }
701
702                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
703                 if(autocvar_hud_panel_weapons_onlyowned)
704                 if (!((weapons_stat & WepSet_FromWeapon(self.weapon)) || (self.weapon == complain_weapon)))
705                         continue;
706
707                 // figure out the drawing position of weapon
708                 weapon_pos = (panel_pos
709                         + eX * column * weapon_size_x
710                         + eY * row * weapon_size_y);
711
712                 // draw background behind currently selected weapon
713                 if(self.weapon == switchweapon)
714                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
715
716                 // draw the weapon accuracy
717                 if(autocvar_hud_panel_weapons_accuracy)
718                 {
719                         float panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
720                         if(panel_weapon_accuracy >= 0)
721                         {
722                                 color = Accuracy_GetColor(panel_weapon_accuracy);
723                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
724                         }
725                 }
726
727                 // drawing all the weapon items
728                 if(weapons_stat & WepSet_FromWeapon(self.weapon))
729                 {
730                         // draw the weapon image
731                         drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
732
733                         // draw weapon label string
734                         switch(autocvar_hud_panel_weapons_label)
735                         {
736                                 case 1: // weapon number
737                                         drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
738                                         break;
739
740                                 case 2: // bind
741                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
742                                         break;
743
744                                 case 3: // weapon name
745                                         drawstring(weapon_pos, strtolower(self.message), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
746                                         break;
747
748                                 default: // nothing
749                                         break;
750                         }
751
752                         // draw ammo status bar
753                         if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
754                         {
755                                 float ammo_full;
756                                 a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
757
758                                 if(a > 0)
759                                 {
760                                         switch(self.ammo_field)
761                                         {
762                                                 case ammo_shells:  ammo_full = autocvar_hud_panel_weapons_ammo_full_shells;  break;
763                                                 case ammo_nails:   ammo_full = autocvar_hud_panel_weapons_ammo_full_nails;   break;
764                                                 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
765                                                 case ammo_cells:   ammo_full = autocvar_hud_panel_weapons_ammo_full_cells;   break;
766                                                 case ammo_plasma:  ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma;  break;
767                                                 case ammo_fuel:    ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel;    break;
768                                                 default: ammo_full = 60;
769                                         }
770
771                                         drawsetcliparea(
772                                                 weapon_pos_x + baroffset_x,
773                                                 weapon_pos_y + baroffset_y,
774                                                 barsize_x * bound(0, a/ammo_full, 1),
775                                                 barsize_y
776                                         );
777
778                                         drawpic_aspect_skin(
779                                                 weapon_pos,
780                                                 "weapon_ammo",
781                                                 weapon_size,
782                                                 ammo_color,
783                                                 ammo_alpha,
784                                                 DRAWFLAG_NORMAL
785                                         );
786
787                                         drawresetcliparea();
788                                 }
789                         }
790                 }
791                 else // draw a "ghost weapon icon" if you don't have the weapon
792                 {
793                         drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
794                 }
795
796                 // draw the complain message
797                 if(self.weapon == complain_weapon)
798                 {
799                         if(fadetime)
800                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
801                         else
802                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
803
804                         string s;
805                         if(complain_weapon_type == 0) {
806                                 s = _("Out of ammo");
807                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
808                         }
809                         else if(complain_weapon_type == 1) {
810                                 s = _("Don't have");
811                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
812                         }
813                         else {
814                                 s = _("Unavailable");
815                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
816                         }
817                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
818                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
819                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
820                 }
821
822                 // continue with new position for the next weapon
823                 ++row;
824                 if(row >= rows)
825                 {
826                         row = 0;
827                         ++column;
828                 }
829         }
830
831         draw_endBoldFont();
832 }
833
834 // Ammo (#1)
835 void DrawNadeScoreBar(vector myPos, vector mySize, vector color)
836 {
837         
838         HUD_Panel_DrawProgressBar(
839                 myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, 
840                 mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, 
841                 autocvar_hud_panel_ammo_progressbar_name, 
842                 getstatf(STAT_NADE_BONUS_SCORE), 0, 0, color, 
843                 autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
844
845 }
846
847 void DrawAmmoNades(vector myPos, vector mySize, float draw_expanding, float expand_time)
848 {
849         float theAlpha = 1, a, b;
850         vector nade_color, picpos, numpos;
851         
852         nade_color = Nade_Color(getstati(STAT_NADE_BONUS_TYPE));
853         
854         a = getstatf(STAT_NADE_BONUS);
855         b = getstatf(STAT_NADE_BONUS_SCORE);
856         
857         if(autocvar_hud_panel_ammo_iconalign)
858         {
859                 numpos = myPos;
860                 picpos = myPos + eX * 2 * mySize_y;
861         }
862         else
863         {
864                 numpos = myPos + eX * mySize_y;
865                 picpos = myPos;
866         }
867
868         DrawNadeScoreBar(myPos, mySize, nade_color);
869
870         if(b > 0 || a > 0)
871         {
872                 if(autocvar_hud_panel_ammo_text)
873                         drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
874                 
875                 if(draw_expanding)
876                         drawpic_aspect_skin_expanding(picpos, "nade_nbg", '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, expand_time);
877                         
878                 drawpic_aspect_skin(picpos, "nade_bg" , '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
879                 drawpic_aspect_skin(picpos, "nade_nbg" , '1 1 0' * mySize_y, nade_color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
880         }
881 }
882
883 void DrawAmmoItem(vector myPos, vector mySize, .float ammoType, float isCurrent, float isInfinite)
884 {
885         if(ammoType == ammo_none)
886                 return;
887
888         // Initialize variables
889
890         float ammo;
891         if(autocvar__hud_configure)
892         {
893                 isCurrent = (ammoType == ammo_rockets); // Rockets always current
894                 ammo = 60;
895         }
896         else
897                 ammo = getstati(GetAmmoStat(ammoType));
898
899         if(!isCurrent)
900         {
901                 float scale = bound(0, autocvar_hud_panel_ammo_noncurrent_scale, 1);
902                 myPos = myPos + (mySize - mySize * scale) * 0.5;
903                 mySize = mySize * scale;
904         }
905
906         vector iconPos, textPos;
907         if(autocvar_hud_panel_ammo_iconalign)
908         {
909                 iconPos = myPos + eX * 2 * mySize_y;
910                 textPos = myPos;
911         }
912         else
913         {
914                 iconPos = myPos;
915                 textPos = myPos + eX * mySize_y;
916         }
917
918         float isShadowed = (ammo <= 0 && !isCurrent && !isInfinite);
919
920         vector iconColor = isShadowed ? '0 0 0' : '1 1 1';
921         vector textColor;
922         if(isInfinite)
923                 textColor = '0.2 0.95 0';
924         else if(isShadowed)
925                 textColor = '0 0 0';
926         else if(ammo < 10)
927                 textColor = '0.8 0.04 0';
928         else
929                 textColor = '1 1 1';
930
931         float alpha;
932         if(isCurrent)
933                 alpha = panel_fg_alpha;
934         else if(isShadowed)
935                 alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_ammo_noncurrent_alpha, 1) * 0.5;
936         else
937                 alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_ammo_noncurrent_alpha, 1);
938
939         string text = isInfinite ? "\xE2\x88\x9E" : ftos(ammo); // Use infinity symbol (U+221E)
940
941         // Draw item
942
943         if(isCurrent)
944                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
945
946         if(ammo > 0 && autocvar_hud_panel_ammo_progressbar)
947                 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);
948
949         if(autocvar_hud_panel_ammo_text)
950                 drawstring_aspect(textPos, text, eX * (2/3) * mySize_x + eY * mySize_y, textColor, alpha, DRAWFLAG_NORMAL);
951
952         drawpic_aspect_skin(iconPos, GetAmmoPicture(ammoType), '1 1 0' * mySize_y, iconColor, alpha, DRAWFLAG_NORMAL);
953 }
954
955 float nade_prevstatus;
956 float nade_prevframe;
957 float nade_statuschange_time;
958 void HUD_Ammo(void)
959 {
960         if(hud != HUD_NORMAL) return;
961         if(!autocvar__hud_configure)
962         {
963                 if(!autocvar_hud_panel_ammo) return;
964                 if(spectatee_status == -1) return;
965         }
966
967         HUD_Panel_UpdateCvars();
968
969         draw_beginBoldFont();
970
971         vector pos, mySize;
972         pos = panel_pos;
973         mySize = panel_size;
974
975         HUD_Panel_DrawBg(1);
976         if(panel_bg_padding)
977         {
978                 pos += '1 1 0' * panel_bg_padding;
979                 mySize -= '2 2 0' * panel_bg_padding;
980         }
981
982         float rows = 0, columns, row, column;
983         float nade_cnt = getstatf(STAT_NADE_BONUS), nade_score = getstatf(STAT_NADE_BONUS_SCORE);
984         float draw_nades = (nade_cnt > 0 || nade_score > 0), nade_statuschange_elapsedtime;
985         float total_ammo_count;
986
987         vector ammo_size;
988         if (autocvar_hud_panel_ammo_onlycurrent)
989                 total_ammo_count = 1;
990         else
991                 total_ammo_count = AMMO_COUNT;
992
993         if(draw_nades)
994         {
995                 ++total_ammo_count;
996                 if (nade_cnt != nade_prevframe)
997                 {
998                         nade_statuschange_time = time;
999                         nade_prevstatus = nade_prevframe;
1000                         nade_prevframe = nade_cnt;
1001                 }
1002         }
1003         else
1004                 nade_prevstatus = nade_prevframe = nade_statuschange_time = 0;
1005
1006         rows = HUD_GetRowCount(total_ammo_count, mySize, 3);
1007         columns = ceil((total_ammo_count)/rows);
1008         ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
1009
1010         local vector offset = '0 0 0'; // fteqcc sucks
1011         float newSize;
1012         if(ammo_size_x/ammo_size_y > 3)
1013         {
1014                 newSize = 3 * ammo_size_y;
1015                 offset_x = ammo_size_x - newSize;
1016                 pos_x += offset_x/2;
1017                 ammo_size_x = newSize;
1018         }
1019         else
1020         {
1021                 newSize = 1/3 * ammo_size_x;
1022                 offset_y = ammo_size_y - newSize;
1023                 pos_y += offset_y/2;
1024                 ammo_size_y = newSize;
1025         }
1026
1027         float i;
1028         float infinite_ammo = (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_WEAPON_AMMO);
1029         row = column = 0;
1030         if(autocvar_hud_panel_ammo_onlycurrent)
1031         {
1032                 if(autocvar__hud_configure)
1033                 {
1034                         DrawAmmoItem(pos, ammo_size, ammo_rockets, TRUE, FALSE);
1035                 }
1036                 else
1037                 {
1038                         DrawAmmoItem(
1039                                 pos,
1040                                 ammo_size,
1041                                 (get_weaponinfo(switchweapon)).ammo_field,
1042                                 TRUE,
1043                                 infinite_ammo
1044                         );
1045                 }
1046
1047                 ++row;
1048                 if(row >= rows)
1049                 {
1050                         row = 0;
1051                         column = column + 1;
1052                 }
1053         }
1054         else
1055         {
1056                 .float ammotype;
1057                 row = column = 0;
1058                 for(i = 0; i < AMMO_COUNT; ++i)
1059                 {
1060                         ammotype = GetAmmoFieldFromNum(i);
1061                         DrawAmmoItem(
1062                                 pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y),
1063                                 ammo_size,
1064                                 ammotype,
1065                                 ((get_weaponinfo(switchweapon)).ammo_field == ammotype),
1066                                 infinite_ammo
1067                         );
1068
1069                         ++row;
1070                         if(row >= rows)
1071                         {
1072                                 row = 0;
1073                                 column = column + 1;
1074                         }
1075                 }
1076         }
1077
1078         if (draw_nades)
1079         {
1080                 nade_statuschange_elapsedtime = time - nade_statuschange_time;
1081
1082                 float f = bound(0, nade_statuschange_elapsedtime*2, 1);
1083
1084                 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);
1085         }
1086
1087         draw_endBoldFont();
1088 }
1089
1090 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1091 {
1092         vector newPos = '0 0 0', newSize = '0 0 0';
1093         vector picpos, numpos;
1094
1095         if (vertical)
1096         {
1097                 if(mySize_y/mySize_x > 2)
1098                 {
1099                         newSize_y = 2 * mySize_x;
1100                         newSize_x = mySize_x;
1101
1102                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1103                         newPos_x = myPos_x;
1104                 }
1105                 else
1106                 {
1107                         newSize_x = 1/2 * mySize_y;
1108                         newSize_y = mySize_y;
1109
1110                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1111                         newPos_y = myPos_y;
1112                 }
1113
1114                 if(icon_right_align)
1115                 {
1116                         numpos = newPos;
1117                         picpos = newPos + eY * newSize_x;
1118                 }
1119                 else
1120                 {
1121                         picpos = newPos;
1122                         numpos = newPos + eY * newSize_x;
1123                 }
1124
1125                 newSize_y /= 2;
1126                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1127                 // make number smaller than icon, it looks better
1128                 // reduce only y to draw numbers with different number of digits with the same y size
1129                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1130                 newSize_y *= 0.7;
1131                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1132                 return;
1133         }
1134
1135         if(mySize_x/mySize_y > 3)
1136         {
1137                 newSize_x = 3 * mySize_y;
1138                 newSize_y = mySize_y;
1139
1140                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1141                 newPos_y = myPos_y;
1142         }
1143         else
1144         {
1145                 newSize_y = 1/3 * mySize_x;
1146                 newSize_x = mySize_x;
1147
1148                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1149                 newPos_x = myPos_x;
1150         }
1151
1152         if(icon_right_align) // right align
1153         {
1154                 numpos = newPos;
1155                 picpos = newPos + eX * 2 * newSize_y;
1156         }
1157         else // left align
1158         {
1159                 numpos = newPos + eX * newSize_y;
1160                 picpos = newPos;
1161         }
1162
1163         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1164         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1165         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1166         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1167 }
1168
1169 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1170 {
1171         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1172 }
1173
1174 // Powerups (#2)
1175 //
1176 void HUD_Powerups(void)
1177 {
1178         float strength_time, shield_time, superweapons_time;
1179         if(!autocvar__hud_configure)
1180         {
1181                 if(!autocvar_hud_panel_powerups) return;
1182                 if(spectatee_status == -1) return;
1183                 if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
1184                 if (getstati(STAT_HEALTH) <= 0) return;
1185
1186                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1187                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1188                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1189
1190                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1191                         superweapons_time = 99; // force max
1192
1193                 // prevent stuff to show up on mismatch that will be fixed next frame
1194                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1195                         superweapons_time = 0;
1196         }
1197         else
1198         {
1199                 strength_time = 15;
1200                 shield_time = 27;
1201                 superweapons_time = 13;
1202         }
1203
1204         HUD_Panel_UpdateCvars();
1205
1206         draw_beginBoldFont();
1207
1208         vector pos, mySize;
1209         pos = panel_pos;
1210         mySize = panel_size;
1211
1212         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1213         if(panel_bg_padding)
1214         {
1215                 pos += '1 1 0' * panel_bg_padding;
1216                 mySize -= '2 2 0' * panel_bg_padding;
1217         }
1218
1219         float panel_ar = mySize_x/mySize_y;
1220         float is_vertical = (panel_ar < 1);
1221         vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1222
1223         float superweapons_is = -1;
1224
1225         if(superweapons_time)
1226         {
1227                 if(strength_time)
1228                 {
1229                         if(shield_time)
1230                                 superweapons_is = 0;
1231                         else
1232                                 superweapons_is = 2;
1233                 }
1234                 else
1235                 {
1236                         if(shield_time)
1237                                 superweapons_is = 1;
1238                         else
1239                                 superweapons_is = 2;
1240                 }
1241         }
1242
1243         // FIXME handle superweapons here
1244         if(superweapons_is == 0)
1245         {
1246                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1247                 {
1248                         mySize_x *= (1.0 / 3.0);
1249                         superweapons_offset_x = mySize_x;
1250                         if (autocvar_hud_panel_powerups_flip)
1251                                 shield_offset_x = 2*mySize_x;
1252                         else
1253                                 strength_offset_x = 2*mySize_x;
1254                 }
1255                 else
1256                 {
1257                         mySize_y *= (1.0 / 3.0);
1258                         superweapons_offset_y = mySize_y;
1259                         if (autocvar_hud_panel_powerups_flip)
1260                                 shield_offset_y = 2*mySize_y;
1261                         else
1262                                 strength_offset_y = 2*mySize_y;
1263                 }
1264         }
1265         else
1266         {
1267                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1268                 {
1269                         mySize_x *= 0.5;
1270                         if (autocvar_hud_panel_powerups_flip)
1271                                 shield_offset_x = mySize_x;
1272                         else
1273                                 strength_offset_x = mySize_x;
1274                 }
1275                 else
1276                 {
1277                         mySize_y *= 0.5;
1278                         if (autocvar_hud_panel_powerups_flip)
1279                                 shield_offset_y = mySize_y;
1280                         else
1281                                 strength_offset_y = mySize_y;
1282                 }
1283         }
1284
1285         float shield_baralign, strength_baralign, superweapons_baralign;
1286         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1287
1288         if (autocvar_hud_panel_powerups_flip)
1289         {
1290                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1291                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1292                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1293                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1294         }
1295         else
1296         {
1297                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1298                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1299                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1300                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1301         }
1302
1303         if(superweapons_is == 0)
1304         {
1305                 superweapons_iconalign = strength_iconalign;
1306                 superweapons_baralign = 2;
1307         }
1308         else if(superweapons_is == 1)
1309         {
1310                 superweapons_offset = strength_offset;
1311                 superweapons_iconalign = strength_iconalign;
1312                 superweapons_baralign = strength_baralign;
1313         }
1314         else // if(superweapons_is == 2)
1315         {
1316                 superweapons_offset = shield_offset;
1317                 superweapons_iconalign = shield_iconalign;
1318                 superweapons_baralign = shield_baralign;
1319         }
1320
1321         if(shield_time)
1322         {
1323                 const float maxshield = 30;
1324                 float shield = ceil(shield_time);
1325                 if(autocvar_hud_panel_powerups_progressbar)
1326                         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);
1327                 if(autocvar_hud_panel_powerups_text)
1328                 {
1329                         if(shield > 1)
1330                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1331                         if(shield <= 5)
1332                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1333                 }
1334         }
1335
1336         if(strength_time)
1337         {
1338                 const float maxstrength = 30;
1339                 float strength = ceil(strength_time);
1340                 if(autocvar_hud_panel_powerups_progressbar)
1341                         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);
1342                 if(autocvar_hud_panel_powerups_text)
1343                 {
1344                         if(strength > 1)
1345                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1346                         if(strength <= 5)
1347                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1348                 }
1349         }
1350
1351         if(superweapons_time)
1352         {
1353                 const float maxsuperweapons = 30;
1354                 float superweapons = ceil(superweapons_time);
1355                 if(autocvar_hud_panel_powerups_progressbar)
1356                         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);
1357                 if(autocvar_hud_panel_powerups_text)
1358                 {
1359                         if(superweapons > 1)
1360                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1361                         if(superweapons <= 5)
1362                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1363                 }
1364         }
1365
1366         draw_endBoldFont();
1367 }
1368
1369 // Health/armor (#3)
1370 //
1371
1372 // prev_* vars contain the health/armor at the previous FRAME
1373 // set to -1 when player is dead or was not playing
1374 float prev_health, prev_armor;
1375 float health_damagetime, armor_damagetime;
1376 float health_beforedamage, armor_beforedamage;
1377 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1378 float old_p_health, old_p_armor;
1379 float old_p_healthtime, old_p_armortime;
1380 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1381 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1382 float prev_p_health, prev_p_armor;
1383
1384 void HUD_HealthArmor(void)
1385 {
1386         float armor, health, fuel;
1387         if(!autocvar__hud_configure)
1388         {
1389                 if(!autocvar_hud_panel_healtharmor) return;
1390                 if(hud != HUD_NORMAL) return;
1391                 if(spectatee_status == -1) return;
1392
1393                 health = getstati(STAT_HEALTH);
1394                 if(health <= 0)
1395                 {
1396                         prev_health = -1;
1397                         return;
1398                 }
1399                 armor = getstati(STAT_ARMOR);
1400
1401                 // code to check for spectatee_status changes is in Ent_ClientData()
1402                 // prev_p_health and prev_health can be set to -1 there
1403
1404                 if (prev_p_health == -1)
1405                 {
1406                         // no effect
1407                         health_beforedamage = 0;
1408                         armor_beforedamage = 0;
1409                         health_damagetime = 0;
1410                         armor_damagetime = 0;
1411                         prev_health = health;
1412                         prev_armor = armor;
1413                         old_p_health = health;
1414                         old_p_armor = armor;
1415                         prev_p_health = health;
1416                         prev_p_armor = armor;
1417                 }
1418                 else if (prev_health == -1)
1419                 {
1420                         //start the load effect
1421                         health_damagetime = 0;
1422                         armor_damagetime = 0;
1423                         prev_health = 0;
1424                         prev_armor = 0;
1425                 }
1426                 fuel = getstati(STAT_FUEL);
1427         }
1428         else
1429         {
1430                 health = 150;
1431                 armor = 75;
1432                 fuel = 20;
1433         }
1434
1435         HUD_Panel_UpdateCvars();
1436         vector pos, mySize;
1437         pos = panel_pos;
1438         mySize = panel_size;
1439
1440         HUD_Panel_DrawBg(1);
1441         if(panel_bg_padding)
1442         {
1443                 pos += '1 1 0' * panel_bg_padding;
1444                 mySize -= '2 2 0' * panel_bg_padding;
1445         }
1446
1447         float baralign = autocvar_hud_panel_healtharmor_baralign;
1448         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1449
1450     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1451     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1452         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1453         {
1454                 vector v;
1455                 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
1456
1457                 float x;
1458                 x = floor(v_x + 1);
1459
1460         float maxtotal = maxhealth + maxarmor;
1461                 string biggercount;
1462                 if(v_z) // NOT fully armored
1463                 {
1464                         biggercount = "health";
1465                         if(autocvar_hud_panel_healtharmor_progressbar)
1466                                 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);
1467                         if(armor)
1468             if(autocvar_hud_panel_healtharmor_text)
1469                                 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);
1470                 }
1471                 else
1472                 {
1473                         biggercount = "armor";
1474                         if(autocvar_hud_panel_healtharmor_progressbar)
1475                                 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);
1476                         if(health)
1477             if(autocvar_hud_panel_healtharmor_text)
1478                                 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);
1479                 }
1480         if(autocvar_hud_panel_healtharmor_text)
1481                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1482
1483                 if(fuel)
1484                         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);
1485         }
1486         else
1487         {
1488                 float panel_ar = mySize_x/mySize_y;
1489                 float is_vertical = (panel_ar < 1);
1490                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1491                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1492                 {
1493                         mySize_x *= 0.5;
1494                         if (autocvar_hud_panel_healtharmor_flip)
1495                                 health_offset_x = mySize_x;
1496                         else
1497                                 armor_offset_x = mySize_x;
1498                 }
1499                 else
1500                 {
1501                         mySize_y *= 0.5;
1502                         if (autocvar_hud_panel_healtharmor_flip)
1503                                 health_offset_y = mySize_y;
1504                         else
1505                                 armor_offset_y = mySize_y;
1506                 }
1507
1508                 float health_baralign, armor_baralign, fuel_baralign;
1509                 float health_iconalign, armor_iconalign;
1510                 if (autocvar_hud_panel_healtharmor_flip)
1511                 {
1512                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1513                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1514                         fuel_baralign = health_baralign;
1515                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1516                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1517                 }
1518                 else
1519                 {
1520                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1521                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1522                         fuel_baralign = armor_baralign;
1523                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1524                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1525                 }
1526
1527                 //if(health)
1528                 {
1529                         if(autocvar_hud_panel_healtharmor_progressbar)
1530                         {
1531                                 float p_health, pain_health_alpha;
1532                                 p_health = health;
1533                                 pain_health_alpha = 1;
1534                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1535                                 {
1536                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1537                                         {
1538                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1539                                                 {
1540                                                         if (time - old_p_healthtime < 1)
1541                                                                 old_p_health = prev_p_health;
1542                                                         else
1543                                                                 old_p_health = prev_health;
1544                                                         old_p_healthtime = time;
1545                                                 }
1546                                                 if (time - old_p_healthtime < 1)
1547                                                 {
1548                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1549                                                         prev_p_health = p_health;
1550                                                 }
1551                                         }
1552                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1553                                         {
1554                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1555                                                 {
1556                                                         if (time - health_damagetime >= 1)
1557                                                                 health_beforedamage = prev_health;
1558                                                         health_damagetime = time;
1559                                                 }
1560                                                 if (time - health_damagetime < 1)
1561                                                 {
1562                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1563                                                         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);
1564                                                 }
1565                                         }
1566                                         prev_health = health;
1567
1568                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1569                                         {
1570                                                 float BLINK_FACTOR = 0.15;
1571                                                 float BLINK_BASE = 0.85;
1572                                                 float BLINK_FREQ = 9;
1573                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1574                                         }
1575                                 }
1576                                 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);
1577                         }
1578                         if(autocvar_hud_panel_healtharmor_text)
1579                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1580                 }
1581
1582                 if(armor)
1583                 {
1584                         if(autocvar_hud_panel_healtharmor_progressbar)
1585                         {
1586                                 float p_armor;
1587                                 p_armor = armor;
1588                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1589                                 {
1590                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1591                                         {
1592                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1593                                                 {
1594                                                         if (time - old_p_armortime < 1)
1595                                                                 old_p_armor = prev_p_armor;
1596                                                         else
1597                                                                 old_p_armor = prev_armor;
1598                                                         old_p_armortime = time;
1599                                                 }
1600                                                 if (time - old_p_armortime < 1)
1601                                                 {
1602                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1603                                                         prev_p_armor = p_armor;
1604                                                 }
1605                                         }
1606                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1607                                         {
1608                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1609                                                 {
1610                                                         if (time - armor_damagetime >= 1)
1611                                                                 armor_beforedamage = prev_armor;
1612                                                         armor_damagetime = time;
1613                                                 }
1614                                                 if (time - armor_damagetime < 1)
1615                                                 {
1616                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1617                                                         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);
1618                                                 }
1619                                         }
1620                                         prev_armor = armor;
1621                                 }
1622                                 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);
1623                         }
1624                         if(autocvar_hud_panel_healtharmor_text)
1625                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1626                 }
1627
1628                 if(fuel)
1629                 {
1630                         if (is_vertical)
1631                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1632                         else
1633                                 mySize_y *= 0.2;
1634                         if (panel_ar >= 4)
1635                                 mySize_x *= 2; //restore full panel size
1636                         else if (panel_ar < 1/4)
1637                                 mySize_y *= 2; //restore full panel size
1638                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1639                 }
1640         }
1641 }
1642
1643 // Notification area (#4)
1644 //
1645
1646 void HUD_Notify_Push(string icon, string attacker, string victim)
1647 {
1648         if (icon == "")
1649                 return;
1650
1651         ++notify_count;
1652         --notify_index;
1653
1654         if (notify_index == -1)
1655                 notify_index = NOTIFY_MAX_ENTRIES-1;
1656
1657         // Free old strings
1658         if (notify_attackers[notify_index])
1659                 strunzone(notify_attackers[notify_index]);
1660
1661         if (notify_victims[notify_index])
1662                 strunzone(notify_victims[notify_index]);
1663
1664         if (notify_icons[notify_index])
1665                 strunzone(notify_icons[notify_index]);
1666
1667         // Allocate new strings
1668         if (victim != "")
1669         {
1670                 notify_attackers[notify_index] = strzone(attacker);
1671                 notify_victims[notify_index] = strzone(victim);
1672         }
1673         else
1674         {
1675                 // In case of a notification without a victim, the attacker
1676                 // is displayed on the victim's side. Instead of special
1677                 // treatment later on, we can simply switch them here.
1678                 notify_attackers[notify_index] = string_null;
1679                 notify_victims[notify_index] = strzone(attacker);
1680         }
1681
1682         notify_icons[notify_index] = strzone(icon);
1683         notify_times[notify_index] = time;
1684 }
1685
1686 void HUD_Notify(void)
1687 {
1688         if (!autocvar__hud_configure)
1689                 if (!autocvar_hud_panel_notify)
1690                         return;
1691
1692         HUD_Panel_UpdateCvars();
1693         HUD_Panel_DrawBg(1);
1694
1695         if (!autocvar__hud_configure)
1696                 if (notify_count == 0)
1697                         return;
1698
1699         vector pos, size;
1700         pos  = panel_pos;
1701         size = panel_size;
1702
1703         if (panel_bg_padding)
1704         {
1705                 pos  += '1 1 0' * panel_bg_padding;
1706                 size -= '2 2 0' * panel_bg_padding;
1707         }
1708
1709         float fade_start = max(0, autocvar_hud_panel_notify_time);
1710         float fade_time = max(0, autocvar_hud_panel_notify_fadetime);
1711         float icon_aspect = max(1, autocvar_hud_panel_notify_icon_aspect);
1712
1713         float entry_count = bound(1, floor(NOTIFY_MAX_ENTRIES * size_y / size_x), NOTIFY_MAX_ENTRIES);
1714         float entry_height = size_y / entry_count;
1715
1716         float panel_width_half = size_x * 0.5;
1717         float icon_width_half = entry_height * icon_aspect / 2;
1718         float name_maxwidth = panel_width_half - icon_width_half - size_x * NOTIFY_ICON_MARGIN;
1719
1720         vector font_size = '0.5 0.5 0' * entry_height * autocvar_hud_panel_notify_fontsize;
1721         vector icon_size = (eX * icon_aspect + eY) * entry_height;
1722         vector icon_left = eX * (panel_width_half - icon_width_half);
1723         vector attacker_right = eX * name_maxwidth;
1724         vector victim_left = eX * (size_x - name_maxwidth);
1725
1726         vector attacker_pos, victim_pos, icon_pos;
1727         string attacker, victim, icon;
1728         float i, j, count, step, limit, alpha;
1729
1730         if (autocvar_hud_panel_notify_flip)
1731         {
1732                 // Order items from the top down
1733                 i = 0;
1734                 step = +1;
1735                 limit = entry_count;
1736         }
1737         else
1738         {
1739                 // Order items from the bottom up
1740                 i = entry_count - 1;
1741                 step = -1;
1742                 limit = -1;
1743         }
1744
1745         for (j = notify_index, count = 0; i != limit; i += step, ++j, ++count)
1746         {
1747                 if(autocvar__hud_configure)
1748                 {
1749                         attacker = sprintf(_("Player %d"), count + 1);
1750                         victim = sprintf(_("Player %d"), count + 2);
1751                         icon = get_weaponinfo(min(WEP_FIRST + count * 2, WEP_LAST)).model2;
1752                         alpha = bound(0, 1.2 - count / entry_count, 1);
1753                 }
1754                 else
1755                 {
1756                         if (j == NOTIFY_MAX_ENTRIES)
1757                                 j = 0;
1758
1759                         if (notify_times[j] + fade_start > time)
1760                                 alpha = 1;
1761                         else if (fade_time != 0)
1762                         {
1763                                 alpha = bound(0, (notify_times[j] + fade_start + fade_time - time) / fade_time, 1);
1764                                 if (alpha == 0)
1765                                         break;
1766                         }
1767                         else
1768                                 break;
1769
1770                         attacker = notify_attackers[j];
1771                         victim = notify_victims[j];
1772                         icon = notify_icons[j];
1773                 }
1774
1775                 if (icon != "" && victim != "")
1776                 {
1777                         vector name_top = eY * (i * entry_height + 0.5 * (entry_height - font_size_y));
1778
1779                         icon_pos = pos + icon_left + eY * i * entry_height;
1780                         drawpic_aspect_skin(icon_pos, icon, icon_size, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1781
1782                         victim = textShortenToWidth(victim, name_maxwidth, font_size, stringwidth_colors);
1783                         victim_pos = pos + victim_left + name_top;
1784                         drawcolorcodedstring(victim_pos, victim, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1785
1786                         if (attacker != "")
1787                         {
1788                                 attacker = textShortenToWidth(attacker, name_maxwidth, font_size, stringwidth_colors);
1789                                 attacker_pos = pos + attacker_right - eX * stringwidth(attacker, TRUE, font_size) + name_top;
1790                                 drawcolorcodedstring(attacker_pos, attacker, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1791                         }
1792                 }
1793         }
1794
1795         notify_count = count;
1796 }
1797
1798 // Timer (#5)
1799 //
1800 // TODO: macro
1801 string seconds_tostring(float sec)
1802 {
1803         float minutes;
1804         minutes = floor(sec / 60);
1805
1806         sec -= minutes * 60;
1807         return sprintf("%d:%02d", minutes, sec);
1808 }
1809
1810 void HUD_Timer(void)
1811 {
1812         if(!autocvar__hud_configure)
1813         {
1814                 if(!autocvar_hud_panel_timer) return;
1815         }
1816
1817         HUD_Panel_UpdateCvars();
1818
1819         draw_beginBoldFont();
1820
1821         vector pos, mySize;
1822         pos = panel_pos;
1823         mySize = panel_size;
1824
1825         HUD_Panel_DrawBg(1);
1826         if(panel_bg_padding)
1827         {
1828                 pos += '1 1 0' * panel_bg_padding;
1829                 mySize -= '2 2 0' * panel_bg_padding;
1830         }
1831
1832         string timer;
1833         float timelimit, elapsedTime, timeleft, minutesLeft;
1834
1835         timelimit = getstatf(STAT_TIMELIMIT);
1836
1837         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1838         timeleft = ceil(timeleft);
1839
1840         minutesLeft = floor(timeleft / 60);
1841
1842         vector timer_color;
1843         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1844                 timer_color = '1 1 1'; //white
1845         else if(minutesLeft >= 1)
1846                 timer_color = '1 1 0'; //yellow
1847         else
1848                 timer_color = '1 0 0'; //red
1849
1850         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1851                 if (time < getstatf(STAT_GAMESTARTTIME)) {
1852                         //while restart is still active, show 00:00
1853                         timer = seconds_tostring(0);
1854                 } else {
1855                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1856                         timer = seconds_tostring(elapsedTime);
1857                 }
1858         } else {
1859                 timer = seconds_tostring(timeleft);
1860         }
1861
1862         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1863
1864         draw_endBoldFont();
1865 }
1866
1867 // Radar (#6)
1868 //
1869 void HUD_Radar(void)
1870 {
1871         if (!autocvar__hud_configure)
1872         {
1873                 if (hud_panel_radar_maximized)
1874                 {
1875                         if (!hud_draw_maximized) return;
1876                 }
1877                 else
1878                 {
1879                         if (autocvar_hud_panel_radar == 0) return;
1880                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1881                         if(radar_panel_modified)
1882                         {
1883                                 panel.update_time = time; // forces reload of panel attributes
1884                                 radar_panel_modified = false;
1885                         }
1886                 }
1887         }
1888
1889         HUD_Panel_UpdateCvars();
1890
1891         float f = 0;
1892
1893         if (hud_panel_radar_maximized && !autocvar__hud_configure)
1894         {
1895                 panel_size = autocvar_hud_panel_radar_maximized_size;
1896                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
1897                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
1898                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
1899                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
1900
1901                 string panel_bg;
1902                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
1903                 if(precache_pic(panel_bg) == "")
1904                         panel_bg = "gfx/hud/default/border_default"; // fallback
1905                 if(!radar_panel_modified && panel_bg != panel.current_panel_bg)
1906                         radar_panel_modified = true;
1907                 if(panel.current_panel_bg)
1908                         strunzone(panel.current_panel_bg);
1909                 panel.current_panel_bg = strzone(panel_bg);
1910
1911                 switch(hud_panel_radar_maximized_zoommode)
1912                 {
1913                         default:
1914                         case 0:
1915                                 f = current_zoomfraction;
1916                                 break;
1917                         case 1:
1918                                 f = 1 - current_zoomfraction;
1919                                 break;
1920                         case 2:
1921                                 f = 0;
1922                                 break;
1923                         case 3:
1924                                 f = 1;
1925                                 break;
1926                 }
1927
1928                 switch(hud_panel_radar_maximized_rotation)
1929                 {
1930                         case 0:
1931                                 teamradar_angle = view_angles_y - 90;
1932                                 break;
1933                         default:
1934                                 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
1935                                 break;
1936                 }
1937         }
1938         if (!hud_panel_radar_maximized && !autocvar__hud_configure)
1939         {
1940                 switch(hud_panel_radar_zoommode)
1941                 {
1942                         default:
1943                         case 0:
1944                                 f = current_zoomfraction;
1945                                 break;
1946                         case 1:
1947                                 f = 1 - current_zoomfraction;
1948                                 break;
1949                         case 2:
1950                                 f = 0;
1951                                 break;
1952                         case 3:
1953                                 f = 1;
1954                                 break;
1955                 }
1956
1957                 switch(hud_panel_radar_rotation)
1958                 {
1959                         case 0:
1960                                 teamradar_angle = view_angles_y - 90;
1961                                 break;
1962                         default:
1963                                 teamradar_angle = 90 * hud_panel_radar_rotation;
1964                                 break;
1965                 }
1966         }
1967
1968         vector pos, mySize;
1969         pos = panel_pos;
1970         mySize = panel_size;
1971
1972         HUD_Panel_DrawBg(1);
1973         if(panel_bg_padding)
1974         {
1975                 pos += '1 1 0' * panel_bg_padding;
1976                 mySize -= '2 2 0' * panel_bg_padding;
1977         }
1978
1979         float color2;
1980         entity tm;
1981         float scale2d, normalsize, bigsize;
1982
1983         teamradar_origin2d = pos + 0.5 * mySize;
1984         teamradar_size2d = mySize;
1985
1986         if(minimapname == "")
1987                 return;
1988
1989         teamradar_loadcvars();
1990
1991         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
1992         teamradar_size2d = mySize;
1993
1994         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
1995
1996         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
1997         if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
1998         {
1999                 // max-min distance must fit the radar in any rotation
2000                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
2001         }
2002         else
2003         {
2004                 vector c0, c1, c2, c3, span;
2005                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
2006                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
2007                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
2008                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
2009                 span = '0 0 0';
2010                 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
2011                 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
2012
2013                 // max-min distance must fit the radar in x=x, y=y
2014                 bigsize = min(
2015                         teamradar_size2d_x * scale2d / (1.05 * span_x),
2016                         teamradar_size2d_y * scale2d / (1.05 * span_y)
2017                 );
2018         }
2019
2020         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
2021         if(bigsize > normalsize)
2022                 normalsize = bigsize;
2023
2024         teamradar_size =
2025                   f * bigsize
2026                 + (1 - f) * normalsize;
2027         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2028                   f * mi_center
2029                 + (1 - f) * view_origin);
2030
2031         drawsetcliparea(
2032                 pos_x,
2033                 pos_y,
2034                 mySize_x,
2035                 mySize_y
2036         );
2037
2038         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2039
2040         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2041                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2042         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2043                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2044         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2045         {
2046                 color2 = GetPlayerColor(tm.sv_entnum);
2047                 //if(color == NUM_SPECTATOR || color == color2)
2048                         draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
2049         }
2050         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2051
2052         drawresetcliparea();
2053 }
2054
2055 // Score (#7)
2056 //
2057 void HUD_UpdatePlayerTeams();
2058 void HUD_Score_Rankings(vector pos, vector mySize, entity me)
2059 {
2060         float score;
2061         entity tm = world, pl;
2062 #define SCOREPANEL_MAX_ENTRIES 6
2063 #define SCOREPANEL_ASPECTRATIO 2
2064         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2065         vector fontsize = '1 1 0' * (mySize_y/entries);
2066
2067         vector rgb, score_color;
2068         rgb = '1 1 1';
2069         score_color = '1 1 1';
2070
2071         float name_size = mySize_x*0.75;
2072         float spacing_size = mySize_x*0.04;
2073         const float highlight_alpha = 0.2;
2074         float i = 0, me_printed = 0, first_pl = 0;
2075         string s;
2076         if (autocvar__hud_configure)
2077         {
2078                 float players_per_team = 0;
2079                 if (team_count)
2080                 {
2081                         // show team scores in the first line
2082                         float score_size = mySize_x / team_count;
2083                         players_per_team = max(2, ceil((entries - 1) / team_count));
2084                         for(i=0; i<team_count; ++i) {
2085                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2086                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2087                                 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);
2088                         }
2089                         first_pl = 1;
2090                         pos_y += fontsize_y;
2091                 }
2092                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2093                 for (i=first_pl; i<entries; ++i)
2094                 {
2095                         //simulate my score is lower than all displayed players,
2096                         //so that I don't appear at all showing pure rankings.
2097                         //This is to better show the difference between the 2 ranking views
2098                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2099                         {
2100                                 rgb = '1 1 0';
2101                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2102                                 s = GetPlayerName(player_localnum);
2103                                 score = 7;
2104                         }
2105                         else
2106                         {
2107                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2108                                 score -= 3;
2109                         }
2110
2111                         if (team_count)
2112                                 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2113                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2114                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2115                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2116                         pos_y += fontsize_y;
2117                 }
2118                 return;
2119         }
2120
2121         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2122                 HUD_UpdatePlayerTeams();
2123         if (team_count)
2124         {
2125                 // show team scores in the first line
2126                 float score_size = mySize_x / team_count;
2127                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2128                         if(tm.team == NUM_SPECTATOR)
2129                                 continue;
2130                         if (tm.team == myteam)
2131                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2132                         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);
2133                         ++i;
2134                 }
2135                 first_pl = 1;
2136                 pos_y += fontsize_y;
2137                 tm = teams.sort_next;
2138         }
2139         i = first_pl;
2140
2141         do
2142         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2143         {
2144                 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2145                         continue;
2146
2147                 if (i == entries-1 && !me_printed && pl != me)
2148                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2149                 {
2150                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2151                                 if (pl.team != NUM_SPECTATOR)
2152                                         break;
2153
2154                         if (pl)
2155                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2156                         else
2157                                 rgb = '1 0 0'; //last: red
2158                         pl = me;
2159                 }
2160
2161                 if (pl == me)
2162                 {
2163                         if (i == first_pl)
2164                                 rgb = '0 1 0'; //first: green
2165                         me_printed = 1;
2166                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2167                 }
2168                 if (team_count)
2169                         score_color = Team_ColorRGB(pl.team) * 0.8;
2170                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2171                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2172                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2173                 pos_y += fontsize_y;
2174                 ++i;
2175         }
2176         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2177 }
2178
2179 void HUD_Score(void)
2180 {
2181         if(!autocvar__hud_configure)
2182         {
2183                 if(!autocvar_hud_panel_score) return;
2184                 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2185         }
2186
2187         HUD_Panel_UpdateCvars();
2188         vector pos, mySize;
2189         pos = panel_pos;
2190         mySize = panel_size;
2191
2192         HUD_Panel_DrawBg(1);
2193         if(panel_bg_padding)
2194         {
2195                 pos += '1 1 0' * panel_bg_padding;
2196                 mySize -= '2 2 0' * panel_bg_padding;
2197         }
2198
2199         float score, distribution = 0;
2200         string sign;
2201         vector distribution_color;
2202         entity tm, pl, me;
2203
2204         me = playerslots[player_localentnum - 1];
2205
2206         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2207                 string timer, distrtimer;
2208
2209                 pl = players.sort_next;
2210                 if(pl == me)
2211                         pl = pl.sort_next;
2212                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2213                         if(pl.scores[ps_primary] == 0)
2214                                 pl = world;
2215
2216                 score = me.(scores[ps_primary]);
2217                 timer = TIME_ENCODED_TOSTRING(score);
2218
2219                 draw_beginBoldFont();
2220                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2221                         // distribution display
2222                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2223
2224                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2225
2226                         if (distribution <= 0) {
2227                                 distribution_color = '0 1 0';
2228                                 sign = "-";
2229                         }
2230                         else {
2231                                 distribution_color = '1 0 0';
2232                                 sign = "+";
2233                         }
2234                         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);
2235                 }
2236                 // race record display
2237                 if (distribution <= 0)
2238                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2239                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2240                 draw_endBoldFont();
2241         } else if (!teamplay) { // non-teamgames
2242                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2243                 {
2244                         HUD_Score_Rankings(pos, mySize, me);
2245                         return;
2246                 }
2247                 // me vector := [team/connected frags id]
2248                 pl = players.sort_next;
2249                 if(pl == me)
2250                         pl = pl.sort_next;
2251
2252                 if(autocvar__hud_configure)
2253                         distribution = 42;
2254                 else if(pl)
2255                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2256                 else
2257                         distribution = 0;
2258
2259                 score = me.(scores[ps_primary]);
2260                 if(autocvar__hud_configure)
2261                         score = 123;
2262
2263                 if(distribution >= 5)
2264                         distribution_color = eY;
2265                 else if(distribution >= 0)
2266                         distribution_color = '1 1 1';
2267                 else if(distribution >= -5)
2268                         distribution_color = '1 1 0';
2269                 else
2270                         distribution_color = eX;
2271
2272                 string distribution_str;
2273                 distribution_str = ftos(distribution);
2274                 draw_beginBoldFont();
2275                 if (distribution >= 0)
2276                 {
2277                         if (distribution > 0)
2278                                 distribution_str = strcat("+", distribution_str);
2279                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2280                 }
2281                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2282                 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);
2283                 draw_endBoldFont();
2284         } else { // teamgames
2285                 float row, column, rows = 0, columns = 0;
2286                 local noref vector offset = '0 0 0';
2287                 vector score_pos, score_size; //for scores other than myteam
2288                 if(autocvar_hud_panel_score_rankings)
2289                 {
2290                         HUD_Score_Rankings(pos, mySize, me);
2291                         return;
2292                 }
2293                 if(spectatee_status == -1)
2294                 {
2295                         rows = HUD_GetRowCount(team_count, mySize, 3);
2296                         columns = ceil(team_count/rows);
2297                         score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2298
2299                         float newSize;
2300                         if(score_size_x/score_size_y > 3)
2301                         {
2302                                 newSize = 3 * score_size_y;
2303                                 offset_x = score_size_x - newSize;
2304                                 pos_x += offset_x/2;
2305                                 score_size_x = newSize;
2306                         }
2307                         else
2308                         {
2309                                 newSize = 1/3 * score_size_x;
2310                                 offset_y = score_size_y - newSize;
2311                                 pos_y += offset_y/2;
2312                                 score_size_y = newSize;
2313                         }
2314                 }
2315                 else
2316                         score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2317
2318                 float max_fragcount;
2319                 max_fragcount = -99;
2320                 draw_beginBoldFont();
2321                 row = column = 0;
2322                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2323                         if(tm.team == NUM_SPECTATOR)
2324                                 continue;
2325                         score = tm.(teamscores[ts_primary]);
2326                         if(autocvar__hud_configure)
2327                                 score = 123;
2328
2329                         if (score > max_fragcount)
2330                                 max_fragcount = score;
2331
2332                         if (spectatee_status == -1)
2333                         {
2334                                 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);
2335                                 if (max_fragcount == score)
2336                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2337                                 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2338                                 ++row;
2339                                 if(row >= rows)
2340                                 {
2341                                         row = 0;
2342                                         ++column;
2343                                 }
2344                         }
2345                         else if(tm.team == myteam) {
2346                                 if (max_fragcount == score)
2347                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2348                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2349                         } else {
2350                                 if (max_fragcount == score)
2351                                         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);
2352                                 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);
2353                                 ++rows;
2354                         }
2355                 }
2356                 draw_endBoldFont();
2357         }
2358 }
2359
2360 // Race timer (#8)
2361 //
2362 void HUD_RaceTimer (void)
2363 {
2364         if(!autocvar__hud_configure)
2365         {
2366                 if(!autocvar_hud_panel_racetimer) return;
2367                 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2368                 if(spectatee_status == -1) return;
2369         }
2370
2371         HUD_Panel_UpdateCvars();
2372
2373         draw_beginBoldFont();
2374
2375         vector pos, mySize;
2376         pos = panel_pos;
2377         mySize = panel_size;
2378
2379         HUD_Panel_DrawBg(1);
2380         if(panel_bg_padding)
2381         {
2382                 pos += '1 1 0' * panel_bg_padding;
2383                 mySize -= '2 2 0' * panel_bg_padding;
2384         }
2385
2386         // always force 4:1 aspect
2387         vector newSize = '0 0 0';
2388         if(mySize_x/mySize_y > 4)
2389         {
2390                 newSize_x = 4 * mySize_y;
2391                 newSize_y = mySize_y;
2392
2393                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2394         }
2395         else
2396         {
2397                 newSize_y = 1/4 * mySize_x;
2398                 newSize_x = mySize_x;
2399
2400                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2401         }
2402         mySize = newSize;
2403
2404         float a, t;
2405         string s, forcetime;
2406
2407         if(autocvar__hud_configure)
2408         {
2409                 s = "0:13:37";
2410                 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);
2411                 s = _("^1Intermediate 1 (+15.42)");
2412                 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);
2413                 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2414                 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);
2415         }
2416         else if(race_checkpointtime)
2417         {
2418                 a = bound(0, 2 - (time - race_checkpointtime), 1);
2419                 s = "";
2420                 forcetime = "";
2421                 if(a > 0) // just hit a checkpoint?
2422                 {
2423                         if(race_checkpoint != 254)
2424                         {
2425                                 if(race_time && race_previousbesttime)
2426                                         s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2427                                 else
2428                                         s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2429                                 if(race_time)
2430                                         forcetime = TIME_ENCODED_TOSTRING(race_time);
2431                         }
2432                 }
2433                 else
2434                 {
2435                         if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2436                         {
2437                                 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2438                                 if(a > 0) // next one?
2439                                 {
2440                                         s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2441                                 }
2442                         }
2443                 }
2444
2445                 if(s != "" && a > 0)
2446                 {
2447                         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);
2448                 }
2449
2450                 if(race_penaltytime)
2451                 {
2452                         a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2453                         if(a > 0)
2454                         {
2455                                 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2456                                 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);
2457                         }
2458                 }
2459
2460                 if(forcetime != "")
2461                 {
2462                         a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2463                         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);
2464                 }
2465                 else
2466                         a = 1;
2467
2468                 if(race_laptime && race_checkpoint != 255)
2469                 {
2470                         s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2471                         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);
2472                 }
2473         }
2474         else
2475         {
2476                 if(race_mycheckpointtime)
2477                 {
2478                         a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2479                         s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2480                         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);
2481                 }
2482                 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2483                 {
2484                         a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2485                         s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2486                         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);
2487                 }
2488
2489                 if(race_penaltytime && !race_penaltyaccumulator)
2490                 {
2491                         t = race_penaltytime * 0.1 + race_penaltyeventtime;
2492                         a = bound(0, (1 + t - time), 1);
2493                         if(a > 0)
2494                         {
2495                                 if(time < t)
2496                                         s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2497                                 else
2498                                         s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2499                                 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);
2500                         }
2501                 }
2502         }
2503
2504         draw_endBoldFont();
2505 }
2506
2507 // Vote window (#9)
2508 //
2509 float vote_yescount;
2510 float vote_nocount;
2511 float vote_needed;
2512 float vote_highlighted; // currently selected vote
2513
2514 float vote_active; // is there an active vote?
2515 float vote_prev; // previous state of vote_active to check for a change
2516 float vote_alpha;
2517 float vote_change; // "time" when vote_active changed
2518
2519 void HUD_Vote(void)
2520 {
2521         if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2522         {
2523                 vote_active = 1;
2524                 if (autocvar__hud_configure)
2525                 {
2526                         vote_yescount = 0;
2527                         vote_nocount = 0;
2528                         print(_("^1You must answer before entering hud configure mode\n"));
2529                         cvar_set("_hud_configure", "0");
2530                 }
2531                 if(vote_called_vote)
2532                         strunzone(vote_called_vote);
2533                 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2534                 uid2name_dialog = 1;
2535         }
2536
2537         if(!autocvar__hud_configure)
2538         {
2539                 if(!autocvar_hud_panel_vote) return;
2540
2541                 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2542                 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2543
2544                 if(panel_bg_alpha_str == "") {
2545                         panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2546                 }
2547                 panel_bg_alpha = stof(panel_bg_alpha_str);
2548         }
2549         else
2550         {
2551                 vote_yescount = 3;
2552                 vote_nocount = 2;
2553                 vote_needed = 4;
2554         }
2555
2556         string s;
2557         float a;
2558         if(vote_active != vote_prev) {
2559                 vote_change = time;
2560                 vote_prev = vote_active;
2561         }
2562
2563         if(vote_active || autocvar__hud_configure)
2564                 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2565         else
2566                 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2567
2568         if(!vote_alpha)
2569                 return;
2570
2571         HUD_Panel_UpdateCvars();
2572
2573         if(uid2name_dialog)
2574         {
2575                 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2576                 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2577         }
2578
2579     // these must be below above block
2580         vector pos, mySize;
2581         pos = panel_pos;
2582         mySize = panel_size;
2583
2584         a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2585         HUD_Panel_DrawBg(a);
2586         a = panel_fg_alpha * a;
2587
2588         if(panel_bg_padding)
2589         {
2590                 pos += '1 1 0' * panel_bg_padding;
2591                 mySize -= '2 2 0' * panel_bg_padding;
2592         }
2593
2594         // always force 3:1 aspect
2595         vector newSize = '0 0 0';
2596         if(mySize_x/mySize_y > 3)
2597         {
2598                 newSize_x = 3 * mySize_y;
2599                 newSize_y = mySize_y;
2600
2601                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2602         }
2603         else
2604         {
2605                 newSize_y = 1/3 * mySize_x;
2606                 newSize_x = mySize_x;
2607
2608                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2609         }
2610         mySize = newSize;
2611
2612         s = _("A vote has been called for:");
2613         if(uid2name_dialog)
2614                 s = _("Allow servers to store and display your name?");
2615         drawstring_aspect(pos, s, eX * mySize_x + eY * (2/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2616         s = textShortenToWidth(vote_called_vote, mySize_x, '1 1 0' * mySize_y * (1/8), stringwidth_colors);
2617         if(autocvar__hud_configure)
2618                 s = _("^1Configure the HUD");
2619         drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize_y, s, eX * mySize_x + eY * (1.75/8) * mySize_y, a, DRAWFLAG_NORMAL);
2620
2621         // print the yes/no counts
2622     s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2623         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);
2624     s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2625         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);
2626
2627         // draw the progress bar backgrounds
2628         drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_back", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2629
2630         // draw the highlights
2631         if(vote_highlighted == 1) {
2632                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5, mySize_y);
2633                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2634         }
2635         else if(vote_highlighted == -1) {
2636                 drawsetcliparea(pos_x + 0.5 * mySize_x, pos_y, mySize_x * 0.5, mySize_y);
2637                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2638         }
2639
2640         // draw the progress bars
2641         if(vote_yescount && vote_needed)
2642         {
2643                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5 * (vote_yescount/vote_needed), mySize_y);
2644                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2645         }
2646
2647         if(vote_nocount && vote_needed)
2648         {
2649                 drawsetcliparea(pos_x + mySize_x - mySize_x * 0.5 * (vote_nocount/vote_needed), pos_y, mySize_x * 0.5, mySize_y);
2650                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2651         }
2652
2653         drawresetcliparea();
2654 }
2655
2656 // Mod icons panel (#10)
2657 //
2658
2659 float mod_active; // is there any active mod icon?
2660
2661 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, float layout, float i)
2662 {
2663         float stat;
2664         string pic;
2665         vector color;
2666 #ifdef GMQCC
2667         stat = -1;
2668         pic = "";
2669         color = '0 0 0';
2670 #endif
2671         switch(i)
2672         {
2673                 case 0:
2674                         stat = getstati(STAT_REDALIVE);
2675                         pic = "player_red.tga";
2676                         color = '1 0 0';
2677                         break;
2678                 case 1:
2679                         stat = getstati(STAT_BLUEALIVE);
2680                         pic = "player_blue.tga";
2681                         color = '0 0 1';
2682                         break;
2683                 case 2:
2684                         stat = getstati(STAT_YELLOWALIVE);
2685                         pic = "player_yellow.tga";
2686                         color = '1 1 0';
2687                         break;
2688                 default:
2689                 case 3:
2690                         stat = getstati(STAT_PINKALIVE);
2691                         pic = "player_pink.tga";
2692                         color = '1 0 1';
2693                         break;
2694         }
2695
2696         if(mySize_x/mySize_y > aspect_ratio)
2697         {
2698                 i = aspect_ratio * mySize_y;
2699                 myPos_x = myPos_x + (mySize_x - i) / 2;
2700                 mySize_x = i;
2701         }
2702         else
2703         {
2704                 i = 1/aspect_ratio * mySize_x;
2705                 myPos_y = myPos_y + (mySize_y - i) / 2;
2706                 mySize_y = i;
2707         }
2708
2709         if(layout)
2710         {
2711                 drawpic_aspect_skin(myPos, pic, eX * 0.7 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2712                 drawstring_aspect(myPos + eX * 0.7 * mySize_x, ftos(stat), eX * 0.3 * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2713         }
2714         else
2715                 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2716 }
2717
2718 // Clan Arena and Freeze Tag HUD modicons
2719 void HUD_Mod_CA(vector myPos, vector mySize)
2720 {
2721         mod_active = 1; // required in each mod function that always shows something
2722
2723         float layout;
2724         if(gametype == MAPINFO_TYPE_CA)
2725                 layout = autocvar_hud_panel_modicons_ca_layout;
2726         else //if(gametype == MAPINFO_TYPE_FREEZETAG)
2727                 layout = autocvar_hud_panel_modicons_freezetag_layout;
2728         float rows, columns, aspect_ratio;
2729         aspect_ratio = (layout) ? 2 : 1;
2730         rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
2731         columns = ceil(team_count/rows);
2732
2733         int i;
2734         float row = 0, column = 0;
2735         vector pos, itemSize;
2736         itemSize = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2737         for(i=0; i<team_count; ++i)
2738         {
2739                 pos = myPos + eX * column * itemSize_x + eY * row * itemSize_y;
2740
2741                 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
2742
2743                 ++row;
2744                 if(row >= rows)
2745                 {
2746                         row = 0;
2747                         ++column;
2748                 }
2749         }
2750 }
2751
2752 // CTF HUD modicon section
2753 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2754 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2755 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2756
2757 void HUD_Mod_CTF_Reset(void)
2758 {
2759         redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2760 }
2761
2762 void HUD_Mod_CTF(vector pos, vector mySize)
2763 {
2764         vector redflag_pos, blueflag_pos;
2765         vector flag_size;
2766         float f; // every function should have that
2767
2768         float redflag, blueflag; // current status
2769         float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2770         float stat_items;
2771
2772         stat_items = getstati(STAT_ITEMS, 0, 24);
2773         redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
2774         blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
2775
2776         if(redflag || blueflag)
2777                 mod_active = 1;
2778         else
2779                 mod_active = 0;
2780
2781         if(autocvar__hud_configure)
2782         {
2783                 redflag = 1;
2784                 blueflag = 2;
2785         }
2786
2787         // when status CHANGES, set old status into prevstatus and current status into status
2788         if (redflag != redflag_prevframe)
2789         {
2790                 redflag_statuschange_time = time;
2791                 redflag_prevstatus = redflag_prevframe;
2792                 redflag_prevframe = redflag;
2793         }
2794
2795         if (blueflag != blueflag_prevframe)
2796         {
2797                 blueflag_statuschange_time = time;
2798                 blueflag_prevstatus = blueflag_prevframe;
2799                 blueflag_prevframe = blueflag;
2800         }
2801
2802         redflag_statuschange_elapsedtime = time - redflag_statuschange_time;
2803         blueflag_statuschange_elapsedtime = time - blueflag_statuschange_time;
2804
2805         float BLINK_FACTOR = 0.15;
2806         float BLINK_BASE = 0.85;
2807         // note:
2808         //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
2809         // thus
2810         //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
2811         // ensure RMS == 1
2812         float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
2813
2814         string red_icon, red_icon_prevstatus;
2815         float red_alpha, red_alpha_prevstatus;
2816         red_alpha = red_alpha_prevstatus = 1;
2817         switch(redflag) {
2818                 case 1: red_icon = "flag_red_taken"; break;
2819                 case 2: red_icon = "flag_red_lost"; break;
2820                 case 3: red_icon = "flag_red_carrying"; red_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2821                 default:
2822                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2823                                 red_icon = "flag_red_shielded";
2824                         else
2825                                 red_icon = string_null;
2826                         break;
2827         }
2828         switch(redflag_prevstatus) {
2829                 case 1: red_icon_prevstatus = "flag_red_taken"; break;
2830                 case 2: red_icon_prevstatus = "flag_red_lost"; break;
2831                 case 3: red_icon_prevstatus = "flag_red_carrying"; red_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2832                 default:
2833                         if(redflag == 3)
2834                                 red_icon_prevstatus = "flag_red_carrying"; // make it more visible
2835                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2836                                 red_icon_prevstatus = "flag_red_shielded";
2837                         else
2838                                 red_icon_prevstatus = string_null;
2839                         break;
2840         }
2841
2842         string blue_icon, blue_icon_prevstatus;
2843         float blue_alpha, blue_alpha_prevstatus;
2844         blue_alpha = blue_alpha_prevstatus = 1;
2845         switch(blueflag) {
2846                 case 1: blue_icon = "flag_blue_taken"; break;
2847                 case 2: blue_icon = "flag_blue_lost"; break;
2848                 case 3: blue_icon = "flag_blue_carrying"; blue_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2849                 default:
2850                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2851                                 blue_icon = "flag_blue_shielded";
2852                         else
2853                                 blue_icon = string_null;
2854                         break;
2855         }
2856         switch(blueflag_prevstatus) {
2857                 case 1: blue_icon_prevstatus = "flag_blue_taken"; break;
2858                 case 2: blue_icon_prevstatus = "flag_blue_lost"; break;
2859                 case 3: blue_icon_prevstatus = "flag_blue_carrying"; blue_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2860                 default:
2861                         if(blueflag == 3)
2862                                 blue_icon_prevstatus = "flag_blue_carrying"; // make it more visible
2863                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2864                                 blue_icon_prevstatus = "flag_blue_shielded";
2865                         else
2866                                 blue_icon_prevstatus = string_null;
2867                         break;
2868         }
2869
2870         if(mySize_x > mySize_y) {
2871                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2872                         redflag_pos = pos;
2873                         blueflag_pos = pos + eX * 0.5 * mySize_x;
2874                 } else {
2875                         blueflag_pos = pos;
2876                         redflag_pos = pos + eX * 0.5 * mySize_x;
2877                 }
2878                 flag_size = eX * 0.5 * mySize_x + eY * mySize_y;
2879         } else {
2880                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2881