Fix compile.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
1 /*
2 ==================
3 Misc HUD functions
4 ==================
5 */
6
7 // a border picture is a texture containing nine parts:
8 //   1/4 width: left part
9 //   1/2 width: middle part (stretched)
10 //   1/4 width: right part
11 // divided into
12 //   1/4 height: top part
13 //   1/2 height: middle part (stretched)
14 //   1/4 height: bottom part
15 void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
16 {
17     if (theBorderSize_x < 0 && theBorderSize_y < 0) // draw whole image as it is
18     {
19                 drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
20                 return;
21     }
22         if (theBorderSize_x == 0 && theBorderSize_y == 0) // no border
23         {
24                 // draw only the central part
25                 drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
26                 return;
27         }
28
29         vector dX, dY;
30         vector width, height;
31         vector bW, bH;
32         //pic = draw_UseSkinFor(pic);
33         width = eX * theSize_x;
34         height = eY * theSize_y;
35         if(theSize_x <= theBorderSize_x * 2)
36         {
37                 // not wide enough... draw just left and right then
38                 bW = eX * (0.25 * theSize_x / (theBorderSize_x * 2));
39                 if(theSize_y <= theBorderSize_y * 2)
40                 {
41                         // not high enough... draw just corners
42                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
43                         drawsubpic(theOrigin,                 width * 0.5 + height * 0.5, pic, '0 0 0',           bW + bH, theColor, theAlpha, 0);
44                         drawsubpic(theOrigin + width   * 0.5, width * 0.5 + height * 0.5, pic, eX - bW,           bW + bH, theColor, theAlpha, 0);
45                         drawsubpic(theOrigin + height  * 0.5, width * 0.5 + height * 0.5, pic, eY - bH,           bW + bH, theColor, theAlpha, 0);
46                         drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
47                 }
48                 else
49                 {
50                         dY = theBorderSize_x * eY;
51                         drawsubpic(theOrigin,                             width * 0.5          +     dY, pic, '0 0    0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
52                         drawsubpic(theOrigin + width * 0.5,               width * 0.5          +     dY, pic, '0 0    0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
53                         drawsubpic(theOrigin                        + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0',           '0 0.5  0' + bW, theColor, theAlpha, 0);
54                         drawsubpic(theOrigin + width * 0.5          + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0' + eX - bW, '0 0.5  0' + bW, theColor, theAlpha, 0);
55                         drawsubpic(theOrigin               + height - dY, width * 0.5          +     dY, pic, '0 0.75 0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
56                         drawsubpic(theOrigin + width * 0.5 + height - dY, width * 0.5          +     dY, pic, '0 0.75 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
57                 }
58         }
59         else
60         {
61                 if(theSize_y <= theBorderSize_y * 2)
62                 {
63                         // not high enough... draw just top and bottom then
64                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
65                         dX = theBorderSize_x * eX;
66                         drawsubpic(theOrigin,                                         dX + height * 0.5, pic, '0    0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
67                         drawsubpic(theOrigin + dX,                        width - 2 * dX + height * 0.5, pic, '0.25 0 0',           '0.5  0 0' + bH, theColor, theAlpha, 0);
68                         drawsubpic(theOrigin + width - dX,                            dX + height * 0.5, pic, '0.75 0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
69                         drawsubpic(theOrigin              + height * 0.5,             dX + height * 0.5, pic, '0    0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
70                         drawsubpic(theOrigin + dX         + height * 0.5, width - 2 * dX + height * 0.5, pic, '0.25 0 0' + eY - bH, '0.5  0 0' + bH, theColor, theAlpha, 0);
71                         drawsubpic(theOrigin + width - dX + height * 0.5,             dX + height * 0.5, pic, '0.75 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
72                 }
73                 else
74                 {
75                         dX = theBorderSize_x * eX;
76                         dY = theBorderSize_x * eY;
77                         drawsubpic(theOrigin,                                        dX          +     dY, pic, '0    0    0', '0.25 0.25 0', theColor, theAlpha, 0);
78                         drawsubpic(theOrigin                  + dX,      width - 2 * dX          +     dY, pic, '0.25 0    0', '0.5  0.25 0', theColor, theAlpha, 0);
79                         drawsubpic(theOrigin          + width - dX,                  dX          +     dY, pic, '0.75 0    0', '0.25 0.25 0', theColor, theAlpha, 0);
80                         drawsubpic(theOrigin          + dY,                          dX + height - 2 * dY, pic, '0    0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
81                         drawsubpic(theOrigin          + dY         + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5  0.5  0', theColor, theAlpha, 0);
82                         drawsubpic(theOrigin          + dY + width - dX,             dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
83                         drawsubpic(theOrigin + height - dY,                          dX          +     dY, pic, '0    0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
84                         drawsubpic(theOrigin + height - dY         + dX, width - 2 * dX          +     dY, pic, '0.25 0.75 0', '0.5  0.25 0', theColor, theAlpha, 0);
85                         drawsubpic(theOrigin + height - dY + width - dX,             dX          +     dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
86                 }
87         }
88 }
89
90 vector HUD_Get_Num_Color (float x, float maxvalue)
91 {
92         float blinkingamt;
93         vector color;
94         if(x >= maxvalue) {
95                 color_x = sin(2*M_PI*time);
96                 color_y = 1;
97                 color_z = sin(2*M_PI*time);
98         }
99         else if(x > maxvalue * 0.75) {
100                 color_x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
101                 color_y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
102                 color_z = 0;
103         }
104         else if(x > maxvalue * 0.5) {
105                 color_x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
106                 color_y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
107                 color_z = 1 - (x-100)*0.02; // blue value between 1 -> 0
108         }
109         else if(x > maxvalue * 0.25) {
110                 color_x = 1;
111                 color_y = 1;
112                 color_z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
113         }
114         else if(x > maxvalue * 0.1) {
115                 color_x = 1;
116                 color_y = (x-20)*90/27/100; // green value between 0 -> 1
117                 color_z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
118         }
119         else {
120                 color_x = 1;
121                 color_y = 0;
122                 color_z = 0;
123         }
124
125         blinkingamt = (1 - x/maxvalue/0.25);
126         if(blinkingamt > 0)
127         {
128                 color_x = color_x - color_x * blinkingamt * sin(2*M_PI*time);
129                 color_y = color_y - color_y * blinkingamt * sin(2*M_PI*time);
130                 color_z = color_z - color_z * blinkingamt * sin(2*M_PI*time);
131         }
132         return color;
133 }
134
135 float stringwidth_colors(string s, vector theSize)
136 {
137         return stringwidth(s, TRUE, theSize);
138 }
139
140 float stringwidth_nocolors(string s, vector theSize)
141 {
142         return stringwidth(s, FALSE, theSize);
143 }
144
145 void drawstringright(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
146 {
147         position_x -= 2 / 3 * strlen(text) * theScale_x;
148         drawstring(position, text, theScale, rgb, theAlpha, flag);
149 }
150
151 void drawstringcenter(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag)
152 {
153         position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * theScale_x);
154         drawstring(position, text, theScale, rgb, theAlpha, flag);
155 }
156
157 // return the string of the onscreen race timer
158 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
159 {
160         string col;
161         string timestr;
162         string cpname;
163         string lapstr;
164         lapstr = "";
165
166         if(histime == 0) // goal hit
167         {
168                 if(mytime > 0)
169                 {
170                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
171                         col = "^1";
172                 }
173                 else if(mytime == 0)
174                 {
175                         timestr = "+0.0";
176                         col = "^3";
177                 }
178                 else
179                 {
180                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
181                         col = "^2";
182                 }
183
184                 if(lapdelta > 0)
185                 {
186                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
187                         col = "^2";
188                 }
189                 else if(lapdelta < 0)
190                 {
191                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
192                         col = "^1";
193                 }
194         }
195         else if(histime > 0) // anticipation
196         {
197                 if(mytime >= histime)
198                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
199                 else
200                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
201                 col = "^3";
202         }
203         else
204         {
205                 col = "^7";
206                 timestr = "";
207         }
208
209         if(cp == 254)
210                 cpname = _("Start line");
211         else if(cp == 255)
212                 cpname = _("Finish line");
213         else if(cp)
214                 cpname = sprintf(_("Intermediate %d"), cp);
215         else
216                 cpname = _("Finish line");
217
218         if(histime < 0)
219                 return strcat(col, cpname);
220         else if(hisname == "")
221                 return strcat(col, sprintf(_("%s (%s)"), cpname, timestr));
222         else
223                 return strcat(col, sprintf(_("%s (%s %s)"), cpname, timestr, strcat(hisname, col, lapstr)));
224 }
225
226 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
227 float race_CheckName(string net_name) {
228         float i;
229         for (i=RANKINGS_CNT-1;i>=0;--i)
230                 if(grecordholder[i] == net_name)
231                         return i+1;
232         return 0;
233 }
234
235 float GetPlayerColorForce(float i)
236 {
237         if(!teamplay)
238                 return 0;
239         else
240                 return stof(getplayerkeyvalue(i, "colors")) & 15;
241 }
242
243 float GetPlayerColor(float i)
244 {
245         if(!playerslots[i].gotscores) // unconnected
246                 return NUM_SPECTATOR;
247         else if(stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR)
248                 return NUM_SPECTATOR;
249         else
250                 return GetPlayerColorForce(i);
251 }
252
253 string GetPlayerName(float i)
254 {
255         return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
256 }
257
258
259 /*
260 ==================
261 HUD panels
262 ==================
263 */
264
265 // draw the background/borders
266 #define HUD_Panel_DrawBg(theAlpha)\
267 if(panel.current_panel_bg != "0" && panel.current_panel_bg != "")\
268         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))
269
270 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
271 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
272 {
273         if(!length_ratio || !theAlpha)
274                 return;
275         if(length_ratio > 1)
276                 length_ratio = 1;
277         if (baralign == 3)
278         {
279                 if(length_ratio < -1)
280                         length_ratio = -1;
281         }
282         else if(length_ratio < 0)
283                 return;
284
285         vector square;
286         vector width, height;
287         if(vertical) {
288                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
289                 if(precache_pic(pic) == "") {
290                         pic = "gfx/hud/default/progressbar_vertical";
291                 }
292
293         if (baralign == 1) // bottom align
294                         theOrigin_y += (1 - length_ratio) * theSize_y;
295         else if (baralign == 2) // center align
296             theOrigin_y += 0.5 * (1 - length_ratio) * theSize_y;
297         else if (baralign == 3) // center align, positive values down, negative up
298                 {
299                         theSize_y *= 0.5;
300                         if (length_ratio > 0)
301                                 theOrigin_y += theSize_y;
302                         else
303                         {
304                                 theOrigin_y += (1 + length_ratio) * theSize_y;
305                                 length_ratio = -length_ratio;
306                         }
307                 }
308                 theSize_y *= length_ratio;
309
310                 vector bH;
311                 width = eX * theSize_x;
312                 height = eY * theSize_y;
313                 if(theSize_y <= theSize_x * 2)
314                 {
315                         // button not high enough
316                         // draw just upper and lower part then
317                         square = eY * theSize_y * 0.5;
318                         bH = eY * (0.25 * theSize_y / (theSize_x * 2));
319                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
320                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
321                 }
322                 else
323                 {
324                         square = eY * theSize_x;
325                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
326                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
327                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
328                 }
329         } else {
330                 pic = strcat(hud_skin_path, "/", pic);
331                 if(precache_pic(pic) == "") {
332                         pic = "gfx/hud/default/progressbar";
333                 }
334
335                 if (baralign == 1) // right align
336                         theOrigin_x += (1 - length_ratio) * theSize_x;
337         else if (baralign == 2) // center align
338             theOrigin_x += 0.5 * (1 - length_ratio) * theSize_x;
339         else if (baralign == 3) // center align, positive values on the right, negative on the left
340                 {
341                         theSize_x *= 0.5;
342                         if (length_ratio > 0)
343                                 theOrigin_x += theSize_x;
344                         else
345                         {
346                                 theOrigin_x += (1 + length_ratio) * theSize_x;
347                                 length_ratio = -length_ratio;
348                         }
349                 }
350                 theSize_x *= length_ratio;
351
352                 vector bW;
353                 width = eX * theSize_x;
354                 height = eY * theSize_y;
355                 if(theSize_x <= theSize_y * 2)
356                 {
357                         // button not wide enough
358                         // draw just left and right part then
359                         square = eX * theSize_x * 0.5;
360                         bW = eX * (0.25 * theSize_x / (theSize_y * 2));
361                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
362                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
363                 }
364                 else
365                 {
366                         square = eX * theSize_y;
367                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
368                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
369                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
370                 }
371         }
372 }
373
374 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, float drawflag)
375 {
376         if(!theAlpha)
377                 return;
378
379         string pic;
380         pic = strcat(hud_skin_path, "/num_leading");
381         if(precache_pic(pic) == "") {
382                 pic = "gfx/hud/default/num_leading";
383         }
384
385         drawsubpic(pos, eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
386         if(mySize_x/mySize_y > 2)
387                 drawsubpic(pos + eX * mySize_y, eX * (mySize_x - 2 * mySize_y) + eY * mySize_y, pic, '0.25 0 0', '0.5 1 0', color, theAlpha, drawflag);
388         drawsubpic(pos + eX * mySize_x - eX * min(mySize_x * 0.5, mySize_y), eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0.75 0 0', '0.25 1 0', color, theAlpha, drawflag);
389 }
390
391 // Weapon icons (#0)
392 //
393 entity weaponorder[WEP_MAXCOUNT];
394 void weaponorder_swap(float i, float j, entity pass)
395 {
396         entity h;
397         h = weaponorder[i];
398         weaponorder[i] = weaponorder[j];
399         weaponorder[j] = h;
400 }
401
402 string weaponorder_cmp_str;
403 float weaponorder_cmp(float i, float j, entity pass)
404 {
405         float ai, aj;
406         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
407         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
408         return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
409 }
410
411 void HUD_Weapons(void)
412 {
413         // declarations
414         WepSet weapons_stat = WepSet_GetFromStat();
415         float i, f, a;
416         float screen_ar, center_x = 0, center_y;
417         float weapon_count, weapon_id;
418         float row, column, rows = 0, columns;
419         float aspect = autocvar_hud_panel_weapons_aspect;
420
421         float panel_weapon_accuracy;
422
423         float timeout = autocvar_hud_panel_weapons_timeout;
424         float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
425         float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
426
427         float ammo_full;
428         float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
429         vector ammo_color = '1 0 1';
430         float ammo_alpha = 1;
431
432         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
433         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
434
435         vector weapon_pos, weapon_size = '0 0 0';
436         local noref vector old_panel_size; // fteqcc sucks
437         vector color;
438
439         // check to see if we want to continue
440         if(hud != HUD_NORMAL) { return; }
441
442         if(!autocvar__hud_configure)
443         {
444                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
445                         return;
446                 if(timeout && time >= weapontime + timeout + timeout_effect_length)
447                 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)))
448                 {
449                         weaponprevtime = time;
450                         return;
451                 }
452         }
453
454         // update generic hud functions
455         HUD_Panel_UpdateCvars();
456
457         draw_beginBoldFont();
458
459         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
460         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
461         {
462                 float weapon_cnt;
463                 if(weaponorder_bypriority)
464                         strunzone(weaponorder_bypriority);
465                 if(weaponorder_byimpulse)
466                         strunzone(weaponorder_byimpulse);
467
468                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
469                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
470                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
471
472                 weapon_cnt = 0;
473                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
474                 {
475                         self = get_weaponinfo(i);
476                         if(self.impulse >= 0)
477                         {
478                                 weaponorder[weapon_cnt] = self;
479                                 ++weapon_cnt;
480                         }
481                 }
482                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
483                         weaponorder[i] = world;
484                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
485
486                 weaponorder_cmp_str = string_null;
487         }
488
489         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
490                 complain_weapon = 0;
491
492         // determine which weapons are going to be shown
493         if (autocvar_hud_panel_weapons_onlyowned)
494         {
495                 if(autocvar__hud_configure)
496                 {
497                         if (!weapons_stat)
498                                 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
499                                         weapons_stat |= WepSet_FromWeapon(i);
500
501                         if(menu_enabled != 2)
502                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
503                 }
504
505                 // do we own this weapon?
506                 weapon_count = 0;
507                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
508                         if(weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon))
509                                 ++weapon_count;
510
511                 // add it anyway if weaponcomplain is shown
512                 if(complain_weapon)
513                         ++weapon_count;
514
515                 // might as well commit suicide now, no reason to live ;)
516                 if (weapon_count == 0)
517                 {
518                         draw_endBoldFont();
519                         return;
520                 }
521
522                 old_panel_size = panel_size;
523                 if(panel_bg_padding)
524                         old_panel_size -= '2 2 0' * panel_bg_padding;
525
526                 // first find values for the standard table (with all the weapons)
527                 rows = old_panel_size_y/old_panel_size_x;
528                 rows = bound(1, floor((sqrt(4 * aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
529                 columns = ceil(WEP_COUNT/rows);
530                 weapon_size_x = old_panel_size_x / columns;
531                 weapon_size_y = old_panel_size_y / rows;
532
533                 // change table values to include only the owned weapons
534                 float columns_save = columns;
535                 if(weapon_count <= rows)
536                 {
537                         rows = weapon_count;
538                         columns = 1;
539                 }
540                 else
541                         columns = ceil(weapon_count / rows);
542
543                 // enlarge weapon_size to match desired aspect ratio in order to capitalize on panel space
544                 if(columns < columns_save)
545                         weapon_size_x = min(old_panel_size_x / columns, aspect * weapon_size_y);
546
547                 // reduce size of the panel
548                 panel_size_x = columns * weapon_size_x;
549                 panel_size_y = rows * weapon_size_y;
550                 panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
551                 panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
552                 if(panel_bg_padding)
553                         panel_size += '2 2 0' * panel_bg_padding;
554         }
555         else
556                 weapon_count = WEP_COUNT;
557
558         // animation for fading in/out the panel respectively when not in use
559         if(!autocvar__hud_configure)
560         {
561                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
562                 {
563                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
564
565                         // fade the panel alpha
566                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
567                         {
568                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
569                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
570                         }
571                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
572                         {
573                                 panel_bg_alpha *= (1 - f);
574                                 panel_fg_alpha *= (1 - f);
575                         }
576
577                         // move the panel off the screen
578                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
579                         {
580                                 f *= f; // for a cooler movement
581                                 center_x = panel_pos_x + panel_size_x/2;
582                                 center_y = panel_pos_y + panel_size_y/2;
583                                 screen_ar = vid_conwidth/vid_conheight;
584                                 if (center_x/center_y < screen_ar) //bottom left
585                                 {
586                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
587                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
588                                         else //left
589                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
590                                 }
591                                 else //top right
592                                 {
593                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
594                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
595                                         else //top
596                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
597                                 }
598                                 if(f == 1)
599                                         center_x = -1; // mark the panel as off screen
600                         }
601                         weaponprevtime = time - (1 - f) * timein_effect_length;
602                 }
603                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
604                 {
605                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
606
607                         // fade the panel alpha
608                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
609                         {
610                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
611                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
612                         }
613                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
614                         {
615                                 panel_bg_alpha *= (f);
616                                 panel_fg_alpha *= (f);
617                         }
618
619                         // move the panel back on screen
620                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
621                         {
622                                 f *= f; // for a cooler movement
623                                 f = 1 - f;
624                                 center_x = panel_pos_x + panel_size_x/2;
625                                 center_y = panel_pos_y + panel_size_y/2;
626                                 screen_ar = vid_conwidth/vid_conheight;
627                                 if (center_x/center_y < screen_ar) //bottom left
628                                 {
629                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
630                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
631                                         else //left
632                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
633                                 }
634                                 else //top right
635                                 {
636                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
637                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
638                                         else //top
639                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
640                                 }
641                         }
642                 }
643         }
644
645         // draw the background, then change the virtual size of it to better fit other items inside
646         HUD_Panel_DrawBg(1);
647
648         if(center_x == -1)
649         {
650                 draw_endBoldFont();
651                 return;
652         }
653
654         if(panel_bg_padding)
655         {
656                 panel_pos += '1 1 0' * panel_bg_padding;
657                 panel_size -= '2 2 0' * panel_bg_padding;
658         }
659
660         // after the sizing and animations are done, update the other values
661
662         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
663         {
664                 rows = panel_size_y/panel_size_x;
665                 rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
666                 columns = ceil(weapon_count/rows);
667                 weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
668         }
669
670         // calculate position/size for visual bar displaying ammount of ammo status
671         if (autocvar_hud_panel_weapons_ammo)
672         {
673                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
674                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
675
676                 if(weapon_size_x/weapon_size_y > aspect)
677                 {
678                         barsize_x = aspect * weapon_size_y;
679                         barsize_y = weapon_size_y;
680                         baroffset_x = (weapon_size_x - barsize_x) / 2;
681                 }
682                 else
683                 {
684                         barsize_y = 1/aspect * weapon_size_x;
685                         barsize_x = weapon_size_x;
686                         baroffset_y = (weapon_size_y - barsize_y) / 2;
687                 }
688         }
689         if(autocvar_hud_panel_weapons_accuracy)
690                 Accuracy_LoadColors();
691
692         row = column = 0;
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                         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), '1 1 0' * 0.5 * weapon_size_y, '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))), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
742                                         break;
743
744                                 case 3: // weapon name
745                                         drawstring(weapon_pos, strtolower(self.message), '1 1 0' * 0.5 * weapon_size_y, '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                                 a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
756
757                                 if(a > 0)
758                                 {
759                                         switch(self.ammo_field)
760                                         {
761                                                 case ammo_shells:  ammo_full = autocvar_hud_panel_weapons_ammo_full_shells;  break;
762                                                 case ammo_nails:   ammo_full = autocvar_hud_panel_weapons_ammo_full_nails;   break;
763                                                 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
764                                                 case ammo_cells:   ammo_full = autocvar_hud_panel_weapons_ammo_full_cells;   break;
765                                                 case ammo_fuel:    ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel;    break;
766                                                 default: ammo_full = 60;
767                                         }
768
769                                         drawsetcliparea(
770                                                 weapon_pos_x + baroffset_x,
771                                                 weapon_pos_y + baroffset_y,
772                                                 barsize_x * bound(0, a/ammo_full, 1),
773                                                 barsize_y
774                                         );
775
776                                         drawpic_aspect_skin(
777                                                 weapon_pos,
778                                                 "weapon_ammo",
779                                                 weapon_size,
780                                                 ammo_color,
781                                                 ammo_alpha,
782                                                 DRAWFLAG_NORMAL
783                                         );
784
785                                         drawresetcliparea();
786                                 }
787                         }
788                 }
789                 else // draw a "ghost weapon icon" if you don't have the weapon
790                 {
791                         drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
792                 }
793
794                 // draw the complain message
795                 if(self.weapon == complain_weapon)
796                 {
797                         if(fadetime)
798                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
799                         else
800                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
801
802                         string s;
803                         if(complain_weapon_type == 0) {
804                                 s = _("Out of ammo");
805                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
806                         }
807                         else if(complain_weapon_type == 1) {
808                                 s = _("Don't have");
809                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
810                         }
811                         else {
812                                 s = _("Unavailable");
813                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
814                         }
815                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
816                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
817                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
818                 }
819
820                 // continue with new position for the next weapon
821                 ++row;
822                 if(row >= rows)
823                 {
824                         row = 0;
825                         ++column;
826                 }
827         }
828
829         draw_endBoldFont();
830 }
831
832 // Ammo (#1)
833 void DrawAmmoItem(vector myPos, vector mySize, .float ammotype, float currently_selected, float infinite_ammo)
834 {
835         float a = 0;
836         if(ammotype != ammo_none)
837         {
838                 if(autocvar__hud_configure)
839                 {
840                         currently_selected = (ammotype == ammo_rockets); //rockets always selected
841                         a = 60;
842                 }
843                 else
844                 {
845                         // how much ammo do we have of this ammotype?
846                         a = getstati(GetAmmoStat(ammotype));
847                 }
848         }
849         else
850         {
851                 #if 0
852                 infinite_ammo = TRUE;
853                 #else
854                 return; // just don't draw infinite ammo at all.
855                 #endif
856         }
857
858         vector color;
859         if(infinite_ammo)
860                 color = '0 0.5 0.75';
861         else if(a < 10)
862                 color = '0.7 0 0';
863         else
864                 color = '1 1 1';
865
866         float theAlpha;
867         if(currently_selected)
868                 theAlpha = 1;
869         else
870                 theAlpha = 0.7;
871
872         vector picpos, numpos;
873         if(autocvar_hud_panel_ammo_iconalign)
874         {
875                 numpos = myPos;
876                 picpos = myPos + eX * 2 * mySize_y;
877         }
878         else
879         {
880                 numpos = myPos + eX * mySize_y;
881                 picpos = myPos;
882         }
883
884         if(currently_selected)
885                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
886
887     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
888         HUD_Panel_DrawProgressBar(myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, autocvar_hud_panel_ammo_progressbar_name, a/autocvar_hud_panel_ammo_maxammo, 0, 0, color, autocvar_hud_progressbar_alpha * panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
889
890     if(autocvar_hud_panel_ammo_text)
891     {
892         if(a > 0 || infinite_ammo)
893             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
894         else // "ghost" ammo count
895             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
896     }
897         if(a > 0 || infinite_ammo)
898                 drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
899         else // "ghost" ammo icon
900                 drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
901 }
902
903 void HUD_Ammo(void)
904 {
905         if(hud != HUD_NORMAL) return;
906         if(!autocvar__hud_configure)
907         {
908                 if(!autocvar_hud_panel_ammo) return;
909                 if(spectatee_status == -1) return;
910         }
911
912         HUD_Panel_UpdateCvars();
913
914         draw_beginBoldFont();
915
916         vector pos, mySize;
917         pos = panel_pos;
918         mySize = panel_size;
919
920         HUD_Panel_DrawBg(1);
921         if(panel_bg_padding)
922         {
923                 pos += '1 1 0' * panel_bg_padding;
924                 mySize -= '2 2 0' * panel_bg_padding;
925         }
926
927         const float AMMO_COUNT = 4;
928         float rows = 0, columns, row, column;
929         vector ammo_size;
930         if(autocvar_hud_panel_ammo_onlycurrent)
931                 ammo_size = mySize;
932         else
933         {
934                 rows = mySize_y/mySize_x;
935                 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
936                 //                               ^^^ ammo item aspect goes here
937
938                 columns = ceil(AMMO_COUNT/rows);
939
940                 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
941         }
942
943         local vector offset = '0 0 0'; // fteqcc sucks
944         float newSize;
945         if(ammo_size_x/ammo_size_y > 3)
946         {
947                 newSize = 3 * ammo_size_y;
948                 offset_x = ammo_size_x - newSize;
949                 pos_x += offset_x/2;
950                 ammo_size_x = newSize;
951         }
952         else
953         {
954                 newSize = 1/3 * ammo_size_x;
955                 offset_y = ammo_size_y - newSize;
956                 pos_y += offset_y/2;
957                 ammo_size_y = newSize;
958         }
959
960         float i;
961         float infinite_ammo = (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_WEAPON_AMMO);
962         if(autocvar_hud_panel_ammo_onlycurrent)
963         {
964                 if(autocvar__hud_configure)
965                 {
966                         DrawAmmoItem(pos, ammo_size, ammo_rockets, TRUE, FALSE);
967                 }
968                 else
969                 {
970                         DrawAmmoItem(
971                                 pos,
972                                 ammo_size,
973                                 (get_weaponinfo(switchweapon)).ammo_field,
974                                 TRUE,
975                                 infinite_ammo
976                         );
977                 }
978         }
979         else
980         {
981                 .float ammotype;
982                 row = column = 0;
983                 for(i = 0; i < AMMO_COUNT; ++i)
984                 {
985                         ammotype = GetAmmoFieldFromNum(i);
986                         DrawAmmoItem(
987                                 pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y),
988                                 ammo_size,
989                                 ammotype,
990                                 ((get_weaponinfo(switchweapon)).ammo_field == ammotype),
991                                 infinite_ammo
992                         );
993
994                         ++row;
995                         if(row >= rows)
996                         {
997                                 row = 0;
998                                 column = column + 1;
999                         }
1000                 }
1001         }
1002
1003         draw_endBoldFont();
1004 }
1005
1006 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1007 {
1008         vector newPos = '0 0 0', newSize = '0 0 0';
1009         vector picpos, numpos;
1010
1011         if (vertical)
1012         {
1013                 if(mySize_y/mySize_x > 2)
1014                 {
1015                         newSize_y = 2 * mySize_x;
1016                         newSize_x = mySize_x;
1017
1018                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1019                         newPos_x = myPos_x;
1020                 }
1021                 else
1022                 {
1023                         newSize_x = 1/2 * mySize_y;
1024                         newSize_y = mySize_y;
1025
1026                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1027                         newPos_y = myPos_y;
1028                 }
1029
1030                 if(icon_right_align)
1031                 {
1032                         numpos = newPos;
1033                         picpos = newPos + eY * newSize_x;
1034                 }
1035                 else
1036                 {
1037                         picpos = newPos;
1038                         numpos = newPos + eY * newSize_x;
1039                 }
1040
1041                 newSize_y /= 2;
1042                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1043                 // make number smaller than icon, it looks better
1044                 // reduce only y to draw numbers with different number of digits with the same y size
1045                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1046                 newSize_y *= 0.7;
1047                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1048                 return;
1049         }
1050
1051         if(mySize_x/mySize_y > 3)
1052         {
1053                 newSize_x = 3 * mySize_y;
1054                 newSize_y = mySize_y;
1055
1056                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1057                 newPos_y = myPos_y;
1058         }
1059         else
1060         {
1061                 newSize_y = 1/3 * mySize_x;
1062                 newSize_x = mySize_x;
1063
1064                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1065                 newPos_x = myPos_x;
1066         }
1067
1068         if(icon_right_align) // right align
1069         {
1070                 numpos = newPos;
1071                 picpos = newPos + eX * 2 * newSize_y;
1072         }
1073         else // left align
1074         {
1075                 numpos = newPos + eX * newSize_y;
1076                 picpos = newPos;
1077         }
1078
1079         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1080         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1081         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1082         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1083 }
1084
1085 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1086 {
1087         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1088 }
1089
1090 // Powerups (#2)
1091 //
1092 void HUD_Powerups(void)
1093 {
1094         float strength_time, shield_time, superweapons_time;
1095         if(!autocvar__hud_configure)
1096         {
1097                 if(!autocvar_hud_panel_powerups) return;
1098                 if(spectatee_status == -1) return;
1099                 if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
1100                 if (getstati(STAT_HEALTH) <= 0) return;
1101
1102                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1103                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1104                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1105
1106                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1107                         superweapons_time = 99; // force max
1108
1109                 // prevent stuff to show up on mismatch that will be fixed next frame
1110                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1111                         superweapons_time = 0;
1112         }
1113         else
1114         {
1115                 strength_time = 15;
1116                 shield_time = 27;
1117                 superweapons_time = 13;
1118         }
1119
1120         HUD_Panel_UpdateCvars();
1121
1122         draw_beginBoldFont();
1123
1124         vector pos, mySize;
1125         pos = panel_pos;
1126         mySize = panel_size;
1127
1128         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1129         if(panel_bg_padding)
1130         {
1131                 pos += '1 1 0' * panel_bg_padding;
1132                 mySize -= '2 2 0' * panel_bg_padding;
1133         }
1134
1135         float panel_ar = mySize_x/mySize_y;
1136         float is_vertical = (panel_ar < 1);
1137         vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1138
1139         float superweapons_is = -1;
1140
1141         if(superweapons_time)
1142         {
1143                 if(strength_time)
1144                 {
1145                         if(shield_time)
1146                                 superweapons_is = 0;
1147                         else
1148                                 superweapons_is = 2;
1149                 }
1150                 else
1151                 {
1152                         if(shield_time)
1153                                 superweapons_is = 1;
1154                         else
1155                                 superweapons_is = 2;
1156                 }
1157         }
1158
1159         // FIXME handle superweapons here
1160         if(superweapons_is == 0)
1161         {
1162                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1163                 {
1164                         mySize_x *= (1.0 / 3.0);
1165                         superweapons_offset_x = mySize_x;
1166                         if (autocvar_hud_panel_powerups_flip)
1167                                 shield_offset_x = 2*mySize_x;
1168                         else
1169                                 strength_offset_x = 2*mySize_x;
1170                 }
1171                 else
1172                 {
1173                         mySize_y *= (1.0 / 3.0);
1174                         superweapons_offset_y = mySize_y;
1175                         if (autocvar_hud_panel_powerups_flip)
1176                                 shield_offset_y = 2*mySize_y;
1177                         else
1178                                 strength_offset_y = 2*mySize_y;
1179                 }
1180         }
1181         else
1182         {
1183                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1184                 {
1185                         mySize_x *= 0.5;
1186                         if (autocvar_hud_panel_powerups_flip)
1187                                 shield_offset_x = mySize_x;
1188                         else
1189                                 strength_offset_x = mySize_x;
1190                 }
1191                 else
1192                 {
1193                         mySize_y *= 0.5;
1194                         if (autocvar_hud_panel_powerups_flip)
1195                                 shield_offset_y = mySize_y;
1196                         else
1197                                 strength_offset_y = mySize_y;
1198                 }
1199         }
1200
1201         float shield_baralign, strength_baralign, superweapons_baralign;
1202         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1203
1204         if (autocvar_hud_panel_powerups_flip)
1205         {
1206                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1207                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1208                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1209                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1210         }
1211         else
1212         {
1213                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1214                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1215                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1216                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1217         }
1218
1219         if(superweapons_is == 0)
1220         {
1221                 superweapons_iconalign = strength_iconalign;
1222                 superweapons_baralign = 2;
1223         }
1224         else if(superweapons_is == 1)
1225         {
1226                 superweapons_offset = strength_offset;
1227                 superweapons_iconalign = strength_iconalign;
1228                 superweapons_baralign = strength_baralign;
1229         }
1230         else // if(superweapons_is == 2)
1231         {
1232                 superweapons_offset = shield_offset;
1233                 superweapons_iconalign = shield_iconalign;
1234                 superweapons_baralign = shield_baralign;
1235         }
1236
1237         if(shield_time)
1238         {
1239                 const float maxshield = 30;
1240                 float shield = ceil(shield_time);
1241                 if(autocvar_hud_panel_powerups_progressbar)
1242                         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);
1243                 if(autocvar_hud_panel_powerups_text)
1244                 {
1245                         if(shield > 1)
1246                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1247                         if(shield <= 5)
1248                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1249                 }
1250         }
1251
1252         if(strength_time)
1253         {
1254                 const float maxstrength = 30;
1255                 float strength = ceil(strength_time);
1256                 if(autocvar_hud_panel_powerups_progressbar)
1257                         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);
1258                 if(autocvar_hud_panel_powerups_text)
1259                 {
1260                         if(strength > 1)
1261                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1262                         if(strength <= 5)
1263                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1264                 }
1265         }
1266
1267         if(superweapons_time)
1268         {
1269                 const float maxsuperweapons = 30;
1270                 float superweapons = ceil(superweapons_time);
1271                 if(autocvar_hud_panel_powerups_progressbar)
1272                         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);
1273                 if(autocvar_hud_panel_powerups_text)
1274                 {
1275                         if(superweapons > 1)
1276                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1277                         if(superweapons <= 5)
1278                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1279                 }
1280         }
1281
1282         draw_endBoldFont();
1283 }
1284
1285 // Health/armor (#3)
1286 //
1287
1288 // prev_* vars contain the health/armor at the previous FRAME
1289 // set to -1 when player is dead or was not playing
1290 float prev_health, prev_armor;
1291 float health_damagetime, armor_damagetime;
1292 float health_beforedamage, armor_beforedamage;
1293 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1294 float old_p_health, old_p_armor;
1295 float old_p_healthtime, old_p_armortime;
1296 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1297 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1298 float prev_p_health, prev_p_armor;
1299
1300 void HUD_HealthArmor(void)
1301 {
1302         float armor, health, fuel;
1303         if(!autocvar__hud_configure)
1304         {
1305                 if(!autocvar_hud_panel_healtharmor) return;
1306                 if(hud != HUD_NORMAL) return;
1307                 if(spectatee_status == -1) return;
1308
1309                 health = getstati(STAT_HEALTH);
1310                 if(health <= 0)
1311                 {
1312                         prev_health = -1;
1313                         return;
1314                 }
1315                 armor = getstati(STAT_ARMOR);
1316
1317                 // code to check for spectatee_status changes is in Ent_ClientData()
1318                 // prev_p_health and prev_health can be set to -1 there
1319
1320                 if (prev_p_health == -1)
1321                 {
1322                         // no effect
1323                         health_beforedamage = 0;
1324                         armor_beforedamage = 0;
1325                         health_damagetime = 0;
1326                         armor_damagetime = 0;
1327                         prev_health = health;
1328                         prev_armor = armor;
1329                         old_p_health = health;
1330                         old_p_armor = armor;
1331                         prev_p_health = health;
1332                         prev_p_armor = armor;
1333                 }
1334                 else if (prev_health == -1)
1335                 {
1336                         //start the load effect
1337                         health_damagetime = 0;
1338                         armor_damagetime = 0;
1339                         prev_health = 0;
1340                         prev_armor = 0;
1341                 }
1342                 fuel = getstati(STAT_FUEL);
1343         }
1344         else
1345         {
1346                 health = 150;
1347                 armor = 75;
1348                 fuel = 20;
1349         }
1350
1351         HUD_Panel_UpdateCvars();
1352         vector pos, mySize;
1353         pos = panel_pos;
1354         mySize = panel_size;
1355
1356         HUD_Panel_DrawBg(1);
1357         if(panel_bg_padding)
1358         {
1359                 pos += '1 1 0' * panel_bg_padding;
1360                 mySize -= '2 2 0' * panel_bg_padding;
1361         }
1362
1363         float baralign = autocvar_hud_panel_healtharmor_baralign;
1364         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1365
1366     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1367     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1368         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1369         {
1370                 vector v;
1371                 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
1372
1373                 float x;
1374                 x = floor(v_x + 1);
1375
1376         float maxtotal = maxhealth + maxarmor;
1377                 string biggercount;
1378                 if(v_z) // NOT fully armored
1379                 {
1380                         biggercount = "health";
1381                         if(autocvar_hud_panel_healtharmor_progressbar)
1382                                 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);
1383                         if(armor)
1384             if(autocvar_hud_panel_healtharmor_text)
1385                                 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);
1386                 }
1387                 else
1388                 {
1389                         biggercount = "armor";
1390                         if(autocvar_hud_panel_healtharmor_progressbar)
1391                                 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);
1392                         if(health)
1393             if(autocvar_hud_panel_healtharmor_text)
1394                                 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);
1395                 }
1396         if(autocvar_hud_panel_healtharmor_text)
1397                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1398
1399                 if(fuel)
1400                         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);
1401         }
1402         else
1403         {
1404                 float panel_ar = mySize_x/mySize_y;
1405                 float is_vertical = (panel_ar < 1);
1406                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1407                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1408                 {
1409                         mySize_x *= 0.5;
1410                         if (autocvar_hud_panel_healtharmor_flip)
1411                                 health_offset_x = mySize_x;
1412                         else
1413                                 armor_offset_x = mySize_x;
1414                 }
1415                 else
1416                 {
1417                         mySize_y *= 0.5;
1418                         if (autocvar_hud_panel_healtharmor_flip)
1419                                 health_offset_y = mySize_y;
1420                         else
1421                                 armor_offset_y = mySize_y;
1422                 }
1423
1424                 float health_baralign, armor_baralign, fuel_baralign;
1425                 float health_iconalign, armor_iconalign;
1426                 if (autocvar_hud_panel_healtharmor_flip)
1427                 {
1428                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1429                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1430                         fuel_baralign = health_baralign;
1431                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1432                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1433                 }
1434                 else
1435                 {
1436                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1437                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1438                         fuel_baralign = armor_baralign;
1439                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1440                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1441                 }
1442
1443                 //if(health)
1444                 {
1445                         if(autocvar_hud_panel_healtharmor_progressbar)
1446                         {
1447                                 float p_health, pain_health_alpha;
1448                                 p_health = health;
1449                                 pain_health_alpha = 1;
1450                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1451                                 {
1452                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1453                                         {
1454                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1455                                                 {
1456                                                         if (time - old_p_healthtime < 1)
1457                                                                 old_p_health = prev_p_health;
1458                                                         else
1459                                                                 old_p_health = prev_health;
1460                                                         old_p_healthtime = time;
1461                                                 }
1462                                                 if (time - old_p_healthtime < 1)
1463                                                 {
1464                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1465                                                         prev_p_health = p_health;
1466                                                 }
1467                                         }
1468                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1469                                         {
1470                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1471                                                 {
1472                                                         if (time - health_damagetime >= 1)
1473                                                                 health_beforedamage = prev_health;
1474                                                         health_damagetime = time;
1475                                                 }
1476                                                 if (time - health_damagetime < 1)
1477                                                 {
1478                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1479                                                         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);
1480                                                 }
1481                                         }
1482                                         prev_health = health;
1483
1484                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1485                                         {
1486                                                 float BLINK_FACTOR = 0.15;
1487                                                 float BLINK_BASE = 0.85;
1488                                                 float BLINK_FREQ = 9;
1489                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1490                                         }
1491                                 }
1492                                 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);
1493                         }
1494                         if(autocvar_hud_panel_healtharmor_text)
1495                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1496                 }
1497
1498                 if(armor)
1499                 {
1500                         if(autocvar_hud_panel_healtharmor_progressbar)
1501                         {
1502                                 float p_armor;
1503                                 p_armor = armor;
1504                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1505                                 {
1506                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1507                                         {
1508                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1509                                                 {
1510                                                         if (time - old_p_armortime < 1)
1511                                                                 old_p_armor = prev_p_armor;
1512                                                         else
1513                                                                 old_p_armor = prev_armor;
1514                                                         old_p_armortime = time;
1515                                                 }
1516                                                 if (time - old_p_armortime < 1)
1517                                                 {
1518                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1519                                                         prev_p_armor = p_armor;
1520                                                 }
1521                                         }
1522                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1523                                         {
1524                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1525                                                 {
1526                                                         if (time - armor_damagetime >= 1)
1527                                                                 armor_beforedamage = prev_armor;
1528                                                         armor_damagetime = time;
1529                                                 }
1530                                                 if (time - armor_damagetime < 1)
1531                                                 {
1532                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1533                                                         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);
1534                                                 }
1535                                         }
1536                                         prev_armor = armor;
1537                                 }
1538                                 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);
1539                         }
1540                         if(autocvar_hud_panel_healtharmor_text)
1541                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1542                 }
1543
1544                 if(fuel)
1545                 {
1546                         if (is_vertical)
1547                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1548                         else
1549                                 mySize_y *= 0.2;
1550                         if (panel_ar >= 4)
1551                                 mySize_x *= 2; //restore full panel size
1552                         else if (panel_ar < 1/4)
1553                                 mySize_y *= 2; //restore full panel size
1554                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1555                 }
1556         }
1557 }
1558
1559 // Notification area (#4)
1560 //
1561
1562 void HUD_Notify_Push(string icon, string attacker, string victim)
1563 {
1564         if(icon != "")
1565         {
1566                 --kn_index;
1567                 if (kn_index == -1) { kn_index = KN_MAX_ENTRIES-1; }
1568                 notify_times[kn_index] = time;
1569
1570                 // icon
1571                 if(notify_icon[kn_index]) { strunzone(notify_icon[kn_index]); }
1572                 notify_icon[kn_index] = strzone(icon);
1573
1574                 // attacker
1575                 if(notify_attackers[kn_index]) { strunzone(notify_attackers[kn_index]); }
1576                 notify_attackers[kn_index] = strzone(attacker);
1577
1578                 // victim
1579                 if(notify_victims[kn_index]) { strunzone(notify_victims[kn_index]); }
1580                 notify_victims[kn_index] = strzone(victim);
1581         }
1582 }
1583
1584 void HUD_Notify(void)
1585 {
1586         if(!autocvar__hud_configure)
1587         {
1588                 if(!autocvar_hud_panel_notify) return;
1589         }
1590
1591         HUD_Panel_UpdateCvars();
1592         vector pos, mySize;
1593         pos = panel_pos;
1594         mySize = panel_size;
1595
1596         HUD_Panel_DrawBg(1);
1597         if(panel_bg_padding)
1598         {
1599                 pos += '1 1 0' * panel_bg_padding;
1600                 mySize -= '2 2 0' * panel_bg_padding;
1601         }
1602
1603         float entries, height;
1604         entries = bound(1, floor(KN_MAX_ENTRIES * mySize_y/mySize_x), KN_MAX_ENTRIES);
1605         height = mySize_y/entries;
1606
1607         vector fontsize;
1608         float fontheight = height * autocvar_hud_panel_notify_fontsize;
1609         fontsize = '0.5 0.5 0' * fontheight;
1610
1611         float a;
1612         float when;
1613         when = autocvar_hud_panel_notify_time;
1614         float fadetime;
1615         fadetime = autocvar_hud_panel_notify_fadetime;
1616
1617         vector pos_attacker, pos_victim, pos_icon;
1618         float width_attacker;
1619         string attacker, victim, icon;
1620
1621         float i, j, step, limit;
1622         if(autocvar_hud_panel_notify_flip) //order items from the top down
1623         {
1624                 i = 0;
1625                 step = +1;
1626                 limit = entries;
1627         }
1628         else //order items from the bottom up
1629         {
1630                 i = entries - 1;
1631                 step = -1;
1632                 limit = -1;
1633         }
1634
1635         for(j = kn_index;  i != limit;  i += step, ++j)
1636         {
1637                 if(autocvar__hud_configure)
1638                 {
1639                         if (step == +1)
1640                                 a = i;
1641                         else // inverse order
1642                                 a = entries - 1 - i;
1643                         attacker = textShortenToWidth(sprintf(_("Player %d"), a+1), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1644                         victim = textShortenToWidth(sprintf(_("Player %d"), a+2), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1645                         icon = get_weaponinfo(WEP_FIRST + mod(floor(a*2.4), WEP_LAST)).model2;
1646                         a = bound(0, (when - a) / 4, 1);
1647                         goto hud_config_notifyprint;
1648                 }
1649                 else
1650                 {
1651                         if (j == KN_MAX_ENTRIES)
1652                                 j = 0;
1653
1654                         if(notify_times[j] + when > time)
1655                                 a = 1;
1656                         else if(fadetime)
1657                         {
1658                                 a = bound(0, (notify_times[j] + when + fadetime - time) / fadetime, 1);
1659                                 if(!a)
1660                                 {
1661                                         break;
1662                                 }
1663                         }
1664                         else
1665                         {
1666                                 break;
1667                         }
1668
1669                         attacker = notify_attackers[j];
1670                         victim = notify_victims[j];
1671                         icon = notify_icon[j];
1672                 }
1673
1674                 //type = notify_deathtype[j];
1675                 //w = DEATH_WEAPONOF(type);
1676
1677                 if(icon != "")
1678                 {
1679                         if((attacker != "") && (victim == ""))
1680                         {
1681                                 // Y [used by] X
1682                                 attacker = textShortenToWidth(attacker, 0.73 * mySize_x - height, fontsize, stringwidth_colors);
1683                                 pos_attacker = pos + eX * (0.27 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1684                                 pos_icon = pos + eX * 0.25 * mySize_x - eX * height + eY * i * height;
1685
1686                                 drawpic_aspect_skin(pos_icon, icon, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
1687                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1688                         }
1689                         else if((attacker != "") && (victim != ""))
1690                         {
1691                                 // X [did action to] Y
1692                                 attacker = textShortenToWidth(attacker, 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1693                                 victim = textShortenToWidth(victim, 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1694 :hud_config_notifyprint
1695                                 width_attacker = stringwidth(attacker, TRUE, fontsize);
1696                                 pos_attacker = pos + eX * (0.48 * mySize_x - height - width_attacker) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1697                                 pos_victim = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1698                                 pos_icon = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
1699
1700                                 drawpic_aspect_skin(pos_icon, icon, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
1701                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1702                                 drawcolorcodedstring(pos_victim, victim, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1703                         }
1704                 }
1705         }
1706 }
1707
1708 // Timer (#5)
1709 //
1710 // TODO: macro
1711 string seconds_tostring(float sec)
1712 {
1713         float minutes;
1714         minutes = floor(sec / 60);
1715
1716         sec -= minutes * 60;
1717         return sprintf("%d:%02d", minutes, sec);
1718 }
1719
1720 void HUD_Timer(void)
1721 {
1722         if(!autocvar__hud_configure)
1723         {
1724                 if(!autocvar_hud_panel_timer) return;
1725         }
1726
1727         HUD_Panel_UpdateCvars();
1728
1729         draw_beginBoldFont();
1730
1731         vector pos, mySize;
1732         pos = panel_pos;
1733         mySize = panel_size;
1734
1735         HUD_Panel_DrawBg(1);
1736         if(panel_bg_padding)
1737         {
1738                 pos += '1 1 0' * panel_bg_padding;
1739                 mySize -= '2 2 0' * panel_bg_padding;
1740         }
1741
1742         string timer;
1743         float timelimit, elapsedTime, timeleft, minutesLeft;
1744
1745         timelimit = getstatf(STAT_TIMELIMIT);
1746
1747         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1748         timeleft = ceil(timeleft);
1749
1750         minutesLeft = floor(timeleft / 60);
1751
1752         vector timer_color;
1753         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1754                 timer_color = '1 1 1'; //white
1755         else if(minutesLeft >= 1)
1756                 timer_color = '1 1 0'; //yellow
1757         else
1758                 timer_color = '1 0 0'; //red
1759
1760         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1761                 if (time < getstatf(STAT_GAMESTARTTIME)) {
1762                         //while restart is still active, show 00:00
1763                         timer = seconds_tostring(0);
1764                 } else {
1765                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1766                         timer = seconds_tostring(elapsedTime);
1767                 }
1768         } else {
1769                 timer = seconds_tostring(timeleft);
1770         }
1771
1772         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1773
1774         draw_endBoldFont();
1775 }
1776
1777 // Radar (#6)
1778 //
1779 void HUD_Radar(void)
1780 {
1781         if (!autocvar__hud_configure)
1782         {
1783                 if (hud_panel_radar_maximized)
1784                 {
1785                         if (!hud_draw_maximized) return;
1786                 }
1787                 else
1788                 {
1789                         if (autocvar_hud_panel_radar == 0) return;
1790                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1791                         if(radar_panel_modified)
1792                         {
1793                                 panel.update_time = time; // forces reload of panel attributes
1794                                 radar_panel_modified = false;
1795                         }
1796                 }
1797         }
1798
1799         HUD_Panel_UpdateCvars();
1800
1801         float f = 0;
1802
1803         if (hud_panel_radar_maximized && !autocvar__hud_configure)
1804         {
1805                 panel_size = autocvar_hud_panel_radar_maximized_size;
1806                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
1807                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
1808                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
1809                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
1810
1811                 string panel_bg;
1812                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
1813                 if(precache_pic(panel_bg) == "")
1814                         panel_bg = "gfx/hud/default/border_default"; // fallback
1815                 if(!radar_panel_modified && panel_bg != panel.current_panel_bg)
1816                         radar_panel_modified = true;
1817                 if(panel.current_panel_bg)
1818                         strunzone(panel.current_panel_bg);
1819                 panel.current_panel_bg = strzone(panel_bg);
1820
1821                 switch(hud_panel_radar_maximized_zoommode)
1822                 {
1823                         default:
1824                         case 0:
1825                                 f = current_zoomfraction;
1826                                 break;
1827                         case 1:
1828                                 f = 1 - current_zoomfraction;
1829                                 break;
1830                         case 2:
1831                                 f = 0;
1832                                 break;
1833                         case 3:
1834                                 f = 1;
1835                                 break;
1836                 }
1837
1838                 switch(hud_panel_radar_maximized_rotation)
1839                 {
1840                         case 0:
1841                                 teamradar_angle = view_angles_y - 90;
1842                                 break;
1843                         default:
1844                                 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
1845                                 break;
1846                 }
1847         }
1848         if (!hud_panel_radar_maximized && !autocvar__hud_configure)
1849         {
1850                 switch(hud_panel_radar_zoommode)
1851                 {
1852                         default:
1853                         case 0:
1854                                 f = current_zoomfraction;
1855                                 break;
1856                         case 1:
1857                                 f = 1 - current_zoomfraction;
1858                                 break;
1859                         case 2:
1860                                 f = 0;
1861                                 break;
1862                         case 3:
1863                                 f = 1;
1864                                 break;
1865                 }
1866
1867                 switch(hud_panel_radar_rotation)
1868                 {
1869                         case 0:
1870                                 teamradar_angle = view_angles_y - 90;
1871                                 break;
1872                         default:
1873                                 teamradar_angle = 90 * hud_panel_radar_rotation;
1874                                 break;
1875                 }
1876         }
1877
1878         vector pos, mySize;
1879         pos = panel_pos;
1880         mySize = panel_size;
1881
1882         HUD_Panel_DrawBg(1);
1883         if(panel_bg_padding)
1884         {
1885                 pos += '1 1 0' * panel_bg_padding;
1886                 mySize -= '2 2 0' * panel_bg_padding;
1887         }
1888
1889         float color2;
1890         entity tm;
1891         float scale2d, normalsize, bigsize;
1892
1893         teamradar_origin2d = pos + 0.5 * mySize;
1894         teamradar_size2d = mySize;
1895
1896         if(minimapname == "")
1897                 return;
1898
1899         teamradar_loadcvars();
1900
1901         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
1902         teamradar_size2d = mySize;
1903
1904         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
1905
1906         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
1907         if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
1908         {
1909                 // max-min distance must fit the radar in any rotation
1910                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
1911         }
1912         else
1913         {
1914                 vector c0, c1, c2, c3, span;
1915                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
1916                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
1917                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
1918                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
1919                 span = '0 0 0';
1920                 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
1921                 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
1922
1923                 // max-min distance must fit the radar in x=x, y=y
1924                 bigsize = min(
1925                         teamradar_size2d_x * scale2d / (1.05 * span_x),
1926                         teamradar_size2d_y * scale2d / (1.05 * span_y)
1927                 );
1928         }
1929
1930         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
1931         if(bigsize > normalsize)
1932                 normalsize = bigsize;
1933
1934         teamradar_size =
1935                   f * bigsize
1936                 + (1 - f) * normalsize;
1937         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
1938                   f * mi_center
1939                 + (1 - f) * view_origin);
1940
1941         drawsetcliparea(
1942                 pos_x,
1943                 pos_y,
1944                 mySize_x,
1945                 mySize_y
1946         );
1947
1948         draw_teamradar_background(hud_panel_radar_foreground_alpha);
1949
1950         for(tm = world; (tm = find(tm, classname, "radarlink")); )
1951                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
1952         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
1953                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
1954         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
1955         {
1956                 color2 = GetPlayerColor(tm.sv_entnum);
1957                 //if(color == NUM_SPECTATOR || color == color2)
1958                         draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
1959         }
1960         draw_teamradar_player(view_origin, view_angles, '1 1 1');
1961
1962         drawresetcliparea();
1963 }
1964
1965 // Score (#7)
1966 //
1967 void HUD_UpdatePlayerTeams();
1968 void HUD_Score_Rankings(vector pos, vector mySize, entity me)
1969 {
1970         float score;
1971         entity tm = world, pl;
1972 #define SCOREPANEL_MAX_ENTRIES 6
1973 #define SCOREPANEL_ASPECTRATIO 2
1974         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
1975         vector fontsize = '1 1 0' * (mySize_y/entries);
1976
1977         vector rgb, score_color;
1978         rgb = '1 1 1';
1979         score_color = '1 1 1';
1980
1981         float name_size = mySize_x*0.75;
1982         float spacing_size = mySize_x*0.04;
1983         const float highlight_alpha = 0.2;
1984         float i = 0, me_printed = 0, first_pl = 0;
1985         string s;
1986         if (autocvar__hud_configure)
1987         {
1988                 float players_per_team = 0;
1989                 if (team_count)
1990                 {
1991                         // show team scores in the first line
1992                         float score_size = mySize_x / team_count;
1993                         players_per_team = max(2, ceil((entries - 1) / team_count));
1994                         for(i=0; i<team_count; ++i) {
1995                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
1996                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
1997                                 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);
1998                         }
1999                         first_pl = 1;
2000                         pos_y += fontsize_y;
2001                 }
2002                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2003                 for (i=first_pl; i<entries; ++i)
2004                 {
2005                         //simulate my score is lower than all displayed players,
2006                         //so that I don't appear at all showing pure rankings.
2007                         //This is to better show the difference between the 2 ranking views
2008                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2009                         {
2010                                 rgb = '1 1 0';
2011                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2012                                 s = GetPlayerName(player_localnum);
2013                                 score = 7;
2014                         }
2015                         else
2016                         {
2017                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2018                                 score -= 3;
2019                         }
2020
2021                         if (team_count)
2022                                 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2023                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2024                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2025                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2026                         pos_y += fontsize_y;
2027                 }
2028                 return;
2029         }
2030
2031         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2032                 HUD_UpdatePlayerTeams();
2033         if (team_count)
2034         {
2035                 // show team scores in the first line
2036                 float score_size = mySize_x / team_count;
2037                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2038                         if(tm.team == NUM_SPECTATOR)
2039                                 continue;
2040                         if (tm.team == myteam)
2041                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2042                         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);
2043                         ++i;
2044                 }
2045                 first_pl = 1;
2046                 pos_y += fontsize_y;
2047                 tm = teams.sort_next;
2048         }
2049         i = first_pl;
2050
2051         do
2052         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2053         {
2054                 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2055                         continue;
2056
2057                 if (i == entries-1 && !me_printed && pl != me)
2058                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2059                 {
2060                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2061                                 if (pl.team != NUM_SPECTATOR)
2062                                         break;
2063
2064                         if (pl)
2065                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2066                         else
2067                                 rgb = '1 0 0'; //last: red
2068                         pl = me;
2069                 }
2070
2071                 if (pl == me)
2072                 {
2073                         if (i == first_pl)
2074                                 rgb = '0 1 0'; //first: green
2075                         me_printed = 1;
2076                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2077                 }
2078                 if (team_count)
2079                         score_color = Team_ColorRGB(pl.team) * 0.8;
2080                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2081                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2082                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2083                 pos_y += fontsize_y;
2084                 ++i;
2085         }
2086         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2087 }
2088
2089 void HUD_Score(void)
2090 {
2091         if(!autocvar__hud_configure)
2092         {
2093                 if(!autocvar_hud_panel_score) return;
2094                 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2095         }
2096
2097         HUD_Panel_UpdateCvars();
2098         vector pos, mySize;
2099         pos = panel_pos;
2100         mySize = panel_size;
2101
2102         HUD_Panel_DrawBg(1);
2103         if(panel_bg_padding)
2104         {
2105                 pos += '1 1 0' * panel_bg_padding;
2106                 mySize -= '2 2 0' * panel_bg_padding;
2107         }
2108
2109         float score, distribution = 0;
2110         string sign;
2111         vector distribution_color;
2112         entity tm, pl, me;
2113
2114 #ifdef COMPAT_XON050_ENGINE
2115         me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2116 #else
2117         me = playerslots[player_localentnum - 1];
2118 #endif
2119
2120         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2121                 string timer, distrtimer;
2122
2123                 pl = players.sort_next;
2124                 if(pl == me)
2125                         pl = pl.sort_next;
2126                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2127                         if(pl.scores[ps_primary] == 0)
2128                                 pl = world;
2129
2130                 score = me.(scores[ps_primary]);
2131                 timer = TIME_ENCODED_TOSTRING(score);
2132
2133                 draw_beginBoldFont();
2134                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2135                         // distribution display
2136                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2137
2138                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2139
2140                         if (distribution <= 0) {
2141                                 distribution_color = '0 1 0';
2142                                 sign = "-";
2143                         }
2144                         else {
2145                                 distribution_color = '1 0 0';
2146                                 sign = "+";
2147                         }
2148                         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);
2149                 }
2150                 // race record display
2151                 if (distribution <= 0)
2152                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2153                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2154                 draw_endBoldFont();
2155         } else if (!teamplay) { // non-teamgames
2156                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2157                 {
2158                         HUD_Score_Rankings(pos, mySize, me);
2159                         return;
2160                 }
2161                 // me vector := [team/connected frags id]
2162                 pl = players.sort_next;
2163                 if(pl == me)
2164                         pl = pl.sort_next;
2165
2166                 if(autocvar__hud_configure)
2167                         distribution = 42;
2168                 else if(pl)
2169                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2170                 else
2171                         distribution = 0;
2172
2173                 score = me.(scores[ps_primary]);
2174                 if(autocvar__hud_configure)
2175                         score = 123;
2176
2177                 if(distribution >= 5)
2178                         distribution_color = eY;
2179                 else if(distribution >= 0)
2180                         distribution_color = '1 1 1';
2181                 else if(distribution >= -5)
2182                         distribution_color = '1 1 0';
2183                 else
2184                         distribution_color = eX;
2185
2186                 string distribution_str;
2187                 distribution_str = ftos(distribution);
2188                 draw_beginBoldFont();
2189                 if (distribution >= 0)
2190                 {
2191                         if (distribution > 0)
2192                                 distribution_str = strcat("+", distribution_str);
2193                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2194                 }
2195                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2196                 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);
2197                 draw_endBoldFont();
2198         } else { // teamgames
2199                 float row, column, rows = 0, columns = 0;
2200                 local noref vector offset = '0 0 0';
2201                 vector score_pos, score_size; //for scores other than myteam
2202                 if(autocvar_hud_panel_score_rankings)
2203                 {
2204                         HUD_Score_Rankings(pos, mySize, me);
2205                         return;
2206                 }
2207                 if(spectatee_status == -1)
2208                 {
2209                         rows = mySize_y/mySize_x;
2210                         rows = bound(1, floor((sqrt(4 * (3/1) * rows * team_count + rows * rows) + rows + 0.5) / 2), team_count);
2211                         //                               ^^^ ammo item aspect goes here
2212
2213                         columns = ceil(team_count/rows);
2214
2215                         score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2216
2217                         float newSize;
2218                         if(score_size_x/score_size_y > 3)
2219                         {
2220                                 newSize = 3 * score_size_y;
2221                                 offset_x = score_size_x - newSize;
2222                                 pos_x += offset_x/2;
2223                                 score_size_x = newSize;
2224                         }
2225                         else
2226                         {
2227                                 newSize = 1/3 * score_size_x;
2228                                 offset_y = score_size_y - newSize;
2229                                 pos_y += offset_y/2;
2230                                 score_size_y = newSize;
2231                         }
2232                 }
2233                 else
2234                         score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2235
2236                 float max_fragcount;
2237                 max_fragcount = -99;
2238                 draw_beginBoldFont();
2239                 row = column = 0;
2240                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2241                         if(tm.team == NUM_SPECTATOR)
2242                                 continue;
2243                         score = tm.(teamscores[ts_primary]);
2244                         if(autocvar__hud_configure)
2245                                 score = 123;
2246
2247                         if (score > max_fragcount)
2248                                 max_fragcount = score;
2249
2250                         if (spectatee_status == -1)
2251                         {
2252                                 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);
2253                                 if (max_fragcount == score)
2254                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2255                                 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2256                                 ++row;
2257                                 if(row >= rows)
2258                                 {
2259                                         row = 0;
2260                                         ++column;
2261                                 }
2262                         }
2263                         else if(tm.team == myteam) {
2264                                 if (max_fragcount == score)
2265                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2266                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2267                         } else {
2268                                 if (max_fragcount == score)
2269                                         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);
2270                                 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);
2271                                 ++rows;
2272                         }
2273                 }
2274                 draw_endBoldFont();
2275         }
2276 }
2277
2278 // Race timer (#8)
2279 //
2280 void HUD_RaceTimer (void)
2281 {
2282         if(!autocvar__hud_configure)
2283         {
2284                 if(!autocvar_hud_panel_racetimer) return;
2285                 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2286                 if(spectatee_status == -1) return;
2287         }
2288
2289         HUD_Panel_UpdateCvars();
2290
2291         draw_beginBoldFont();
2292
2293         vector pos, mySize;
2294         pos = panel_pos;
2295         mySize = panel_size;
2296
2297         HUD_Panel_DrawBg(1);
2298         if(panel_bg_padding)
2299         {
2300                 pos += '1 1 0' * panel_bg_padding;
2301                 mySize -= '2 2 0' * panel_bg_padding;
2302         }
2303
2304         // always force 4:1 aspect
2305         vector newSize = '0 0 0';
2306         if(mySize_x/mySize_y > 4)
2307         {
2308                 newSize_x = 4 * mySize_y;
2309                 newSize_y = mySize_y;
2310
2311                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2312         }
2313         else
2314         {
2315                 newSize_y = 1/4 * mySize_x;
2316                 newSize_x = mySize_x;
2317
2318                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2319         }
2320         mySize = newSize;
2321
2322         float a, t;
2323         string s, forcetime;
2324
2325         if(autocvar__hud_configure)
2326         {
2327                 s = "0:13:37";
2328                 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);
2329                 s = _("^1Intermediate 1 (+15.42)");
2330                 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);
2331                 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2332                 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);
2333         }
2334         else if(race_checkpointtime)
2335         {
2336                 a = bound(0, 2 - (time - race_checkpointtime), 1);
2337                 s = "";
2338                 forcetime = "";
2339                 if(a > 0) // just hit a checkpoint?
2340                 {
2341                         if(race_checkpoint != 254)
2342                         {
2343                                 if(race_time && race_previousbesttime)
2344                                         s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2345                                 else
2346                                         s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2347                                 if(race_time)
2348                                         forcetime = TIME_ENCODED_TOSTRING(race_time);
2349                         }
2350                 }
2351                 else
2352                 {
2353                         if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2354                         {
2355                                 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2356                                 if(a > 0) // next one?
2357                                 {
2358                                         s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2359                                 }
2360                         }
2361                 }
2362
2363                 if(s != "" && a > 0)
2364                 {
2365                         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);
2366                 }
2367
2368                 if(race_penaltytime)
2369                 {
2370                         a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2371                         if(a > 0)
2372                         {
2373                                 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2374                                 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);
2375                         }
2376                 }
2377
2378                 if(forcetime != "")
2379                 {
2380                         a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2381                         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);
2382                 }
2383                 else
2384                         a = 1;
2385
2386                 if(race_laptime && race_checkpoint != 255)
2387                 {
2388                         s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2389                         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);
2390                 }
2391         }
2392         else
2393         {
2394                 if(race_mycheckpointtime)
2395                 {
2396                         a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2397                         s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2398                         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);
2399                 }
2400                 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2401                 {
2402                         a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2403                         s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2404                         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);
2405                 }
2406
2407                 if(race_penaltytime && !race_penaltyaccumulator)
2408                 {
2409                         t = race_penaltytime * 0.1 + race_penaltyeventtime;
2410                         a = bound(0, (1 + t - time), 1);
2411                         if(a > 0)
2412                         {
2413                                 if(time < t)
2414                                         s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2415                                 else
2416                                         s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2417                                 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);
2418                         }
2419                 }
2420         }
2421
2422         draw_endBoldFont();
2423 }
2424
2425 // Vote window (#9)
2426 //
2427 float vote_yescount;
2428 float vote_nocount;
2429 float vote_needed;
2430 float vote_highlighted; // currently selected vote
2431
2432 float vote_active; // is there an active vote?
2433 float vote_prev; // previous state of vote_active to check for a change
2434 float vote_alpha;
2435 float vote_change; // "time" when vote_active changed
2436
2437 void HUD_Vote(void)
2438 {
2439         if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2440         {
2441                 vote_active = 1;
2442                 if (autocvar__hud_configure)
2443                 {
2444                         vote_yescount = 0;
2445                         vote_nocount = 0;
2446                         print(_("^1You must answer before entering hud configure mode\n"));
2447                         cvar_set("_hud_configure", "0");
2448                 }
2449                 if(vote_called_vote)
2450                         strunzone(vote_called_vote);
2451                 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2452                 uid2name_dialog = 1;
2453         }
2454
2455         if(!autocvar__hud_configure)
2456         {
2457                 if(!autocvar_hud_panel_vote) return;
2458
2459                 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2460                 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2461
2462                 if(panel_bg_alpha_str == "") {
2463                         panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2464                 }
2465                 panel_bg_alpha = stof(panel_bg_alpha_str);
2466         }
2467         else
2468         {
2469                 vote_yescount = 3;
2470                 vote_nocount = 2;
2471                 vote_needed = 4;
2472         }
2473
2474         string s;
2475         float a;
2476         if(vote_active != vote_prev) {
2477                 vote_change = time;
2478                 vote_prev = vote_active;
2479         }
2480
2481         if(vote_active || autocvar__hud_configure)
2482                 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2483         else
2484                 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2485
2486         if(!vote_alpha)
2487                 return;
2488
2489         HUD_Panel_UpdateCvars();
2490
2491         if(uid2name_dialog)
2492         {
2493                 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2494                 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2495         }
2496
2497     // these must be below above block
2498         vector pos, mySize;
2499         pos = panel_pos;
2500         mySize = panel_size;
2501
2502         a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2503         HUD_Panel_DrawBg(a);
2504         a = panel_fg_alpha * a;
2505
2506         if(panel_bg_padding)
2507         {
2508                 pos += '1 1 0' * panel_bg_padding;
2509                 mySize -= '2 2 0' * panel_bg_padding;
2510         }
2511
2512         // always force 3:1 aspect
2513         vector newSize = '0 0 0';
2514         if(mySize_x/mySize_y > 3)
2515         {
2516                 newSize_x = 3 * mySize_y;
2517                 newSize_y = mySize_y;
2518
2519                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2520         }
2521         else
2522         {
2523                 newSize_y = 1/3 * mySize_x;
2524                 newSize_x = mySize_x;
2525
2526                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2527         }
2528         mySize = newSize;
2529
2530         s = _("A vote has been called for:");
2531         if(uid2name_dialog)
2532                 s = _("Allow servers to store and display your name?");
2533         drawstring_aspect(pos, s, eX * mySize_x + eY * (2/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2534         s = textShortenToWidth(vote_called_vote, mySize_x, '1 1 0' * mySize_y * (1/8), stringwidth_colors);
2535         if(autocvar__hud_configure)
2536                 s = _("^1Configure the HUD");
2537         drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize_y, s, eX * mySize_x + eY * (1.75/8) * mySize_y, a, DRAWFLAG_NORMAL);
2538
2539         // print the yes/no counts
2540     s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2541         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);
2542     s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2543         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);
2544
2545         // draw the progress bar backgrounds
2546         drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_back", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2547
2548         // draw the highlights
2549         if(vote_highlighted == 1) {
2550                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5, mySize_y);
2551                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2552         }
2553         else if(vote_highlighted == -1) {
2554                 drawsetcliparea(pos_x + 0.5 * mySize_x, pos_y, mySize_x * 0.5, mySize_y);
2555                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2556         }
2557
2558         // draw the progress bars
2559         if(vote_yescount && vote_needed)
2560         {
2561                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5 * (vote_yescount/vote_needed), mySize_y);
2562                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2563         }
2564
2565         if(vote_nocount && vote_needed)
2566         {
2567                 drawsetcliparea(pos_x + mySize_x - mySize_x * 0.5 * (vote_nocount/vote_needed), pos_y, mySize_x * 0.5, mySize_y);
2568                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2569         }
2570
2571         drawresetcliparea();
2572 }
2573
2574 // Mod icons panel (#10)
2575 //
2576
2577 float mod_active; // is there any active mod icon?
2578
2579 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, float layout, float i)
2580 {
2581         float stat;
2582         string pic;
2583         vector color;
2584 #ifdef GMQCC
2585         stat = -1;
2586         pic = "";
2587         color = '0 0 0';
2588 #endif
2589         switch(i)
2590         {
2591                 case 0:
2592                         stat = getstati(STAT_REDALIVE);
2593                         pic = "player_red.tga";
2594                         color = '1 0 0';
2595                         break;
2596                 case 1:
2597                         stat = getstati(STAT_BLUEALIVE);
2598                         pic = "player_blue.tga";
2599                         color = '0 0 1';
2600                         break;
2601                 case 2:
2602                         stat = getstati(STAT_YELLOWALIVE);
2603                         pic = "player_yellow.tga";
2604                         color = '1 1 0';
2605                         break;
2606                 default:
2607                 case 3:
2608                         stat = getstati(STAT_PINKALIVE);
2609                         pic = "player_pink.tga";
2610                         color = '1 0 1';
2611                         break;
2612         }
2613
2614         if(mySize_x/mySize_y > aspect_ratio)
2615         {
2616                 i = aspect_ratio * mySize_y;
2617                 myPos_x = myPos_x + (mySize_x - i) / 2;
2618                 mySize_x = i;
2619         }
2620         else
2621         {
2622                 i = 1/aspect_ratio * mySize_x;
2623                 myPos_y = myPos_y + (mySize_y - i) / 2;
2624                 mySize_y = i;
2625         }
2626
2627         if(layout)
2628         {
2629                 drawpic_aspect_skin(myPos, pic, eX * 0.7 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2630                 drawstring_aspect(myPos + eX * 0.7 * mySize_x, ftos(stat), eX * 0.3 * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2631         }
2632         else
2633                 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2634 }
2635
2636 // Clan Arena and Freeze Tag HUD modicons
2637 void HUD_Mod_CA(vector myPos, vector mySize)
2638 {
2639         mod_active = 1; // required in each mod function that always shows something
2640
2641         float layout;
2642         if(gametype == MAPINFO_TYPE_CA)
2643                 layout = autocvar_hud_panel_modicons_ca_layout;
2644         else //if(gametype == MAPINFO_TYPE_FREEZETAG)
2645                 layout = autocvar_hud_panel_modicons_freezetag_layout;
2646         float rows, columns, aspect_ratio;
2647         rows = mySize_y/mySize_x;
2648         aspect_ratio = (layout) ? 2 : 1;
2649         rows = bound(1, floor((sqrt((4 * aspect_ratio * team_count + rows) * rows) + rows + 0.5) / 2), team_count);
2650         columns = ceil(team_count/rows);
2651
2652         int i;
2653         float row = 0, column = 0;
2654         vector pos, itemSize;
2655         itemSize = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2656         for(i=0; i<team_count; ++i)
2657         {
2658                 pos = myPos + eX * column * itemSize_x + eY * row * itemSize_y;
2659
2660                 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
2661
2662                 ++row;
2663                 if(row >= rows)
2664                 {
2665                         row = 0;
2666                         ++column;
2667                 }
2668         }
2669 }
2670
2671 // CTF HUD modicon section
2672 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2673 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2674 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2675
2676 void HUD_Mod_CTF_Reset(void)
2677 {
2678         redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2679 }
2680
2681 void HUD_Mod_CTF(vector pos, vector mySize)
2682 {
2683         vector redflag_pos, blueflag_pos;
2684         vector flag_size;
2685         float f; // every function should have that
2686
2687         float redflag, blueflag; // current status
2688         float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2689         float stat_items;
2690
2691         stat_items = getstati(STAT_ITEMS, 0, 24);
2692         redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
2693         blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
2694
2695         if(redflag || blueflag)
2696                 mod_active = 1;
2697         else
2698                 mod_active = 0;
2699
2700         if(autocvar__hud_configure)
2701         {
2702                 redflag = 1;
2703                 blueflag = 2;
2704         }
2705
2706         // when status CHANGES, set old status into prevstatus and current status into status
2707         if (redflag != redflag_prevframe)
2708         {
2709                 redflag_statuschange_time = time;
2710                 redflag_prevstatus = redflag_prevframe;
2711                 redflag_prevframe = redflag;
2712         }
2713
2714         if (blueflag != blueflag_prevframe)
2715         {
2716                 blueflag_statuschange_time = time;
2717                 blueflag_prevstatus = blueflag_prevframe;
2718                 blueflag_prevframe = blueflag;
2719         }
2720
2721         redflag_statuschange_elapsedtime = time - redflag_statuschange_time;
2722         blueflag_statuschange_elapsedtime = time - blueflag_statuschange_time;
2723
2724         float BLINK_FACTOR = 0.15;
2725         float BLINK_BASE = 0.85;
2726         // note:
2727         //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
2728         // thus
2729         //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
2730         // ensure RMS == 1
2731         float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
2732
2733         string red_icon, red_icon_prevstatus;
2734         float red_alpha, red_alpha_prevstatus;
2735         red_alpha = red_alpha_prevstatus = 1;
2736         switch(redflag) {
2737                 case 1: red_icon = "flag_red_taken"; break;
2738                 case 2: red_icon = "flag_red_lost"; break;
2739                 case 3: red_icon = "flag_red_carrying"; red_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2740                 default:
2741                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2742                                 red_icon = "flag_red_shielded";
2743                         else
2744                                 red_icon = string_null;
2745                         break;
2746         }
2747         switch(redflag_prevstatus) {
2748                 case 1: red_icon_prevstatus = "flag_red_taken"; break;
2749                 case 2: red_icon_prevstatus = "flag_red_lost"; break;
2750                 case 3: red_icon_prevstatus = "flag_red_carrying"; red_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2751                 default:
2752                         if(redflag == 3)
2753                                 red_icon_prevstatus = "flag_red_carrying"; // make it more visible
2754                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2755                                 red_icon_prevstatus = "flag_red_shielded";
2756                         else
2757                                 red_icon_prevstatus = string_null;
2758                         break;
2759         }
2760
2761         string blue_icon, blue_icon_prevstatus;
2762         float blue_alpha, blue_alpha_prevstatus;
2763         blue_alpha = blue_alpha_prevstatus = 1;
2764         switch(blueflag) {
2765                 case 1: blue_icon = "flag_blue_taken"; break;
2766                 case 2: blue_icon = "flag_blue_lost"; break;
2767                 case 3: blue_icon = "flag_blue_carrying"; blue_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2768                 default:
2769                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2770                                 blue_icon = "flag_blue_shielded";
2771                         else
2772                                 blue_icon = string_null;
2773                         break;
2774         }
2775         switch(blueflag_prevstatus) {
2776                 case 1: blue_icon_prevstatus = "flag_blue_taken"; break;
2777                 case 2: blue_icon_prevstatus = "flag_blue_lost"; break;
2778                 case 3: blue_icon_prevstatus = "flag_blue_carrying"; blue_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2779                 default:
2780                         if(blueflag == 3)
2781                                 blue_icon_prevstatus = "flag_blue_carrying"; // make it more visible
2782                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2783                                 blue_icon_prevstatus = "flag_blue_shielded";
2784                         else
2785                                 blue_icon_prevstatus = string_null;
2786                         break;
2787         }
2788
2789         if(mySize_x > mySize_y) {
2790                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2791                         redflag_pos = pos;
2792                         blueflag_pos = pos + eX * 0.5 * mySize_x;
2793                 } else {
2794                         blueflag_pos = pos;
2795                         redflag_pos = pos + eX * 0.5 * mySize_x;
2796                 }
2797                 flag_size = eX * 0.5 * mySize_x + eY * mySize_y;
2798         } else {
2799                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2800                         redflag_pos = pos;
2801                         blueflag_pos = pos + eY * 0.5 * mySize_y;
2802                 } else {
2803                         blueflag_pos = pos;
2804                         redflag_pos = pos + eY * 0.5 * mySize_y;
2805                 }
2806                 flag_size = eY * 0.5 * mySize_y + eX * mySize_x;
2807         }
2808
2809         f = bound(0, redflag_statuschange_elapsedtime*2, 1);
2810         if(red_icon_prevstatus && f < 1)
2811                 drawpic_aspect_skin_expanding(redflag_pos, red_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * red_alpha_prevstatus, DRAWFLAG_NORMAL, f);
2812         if(red_icon)
2813                 drawpic_aspect_skin(redflag_pos, red_icon, flag_size, '1 1 1', panel_fg_alpha * red_alpha * f, DRAWFLAG_NORMAL);
2814
2815         f = bound(0, blueflag_statuschange_elapsedtime*2, 1);
2816         if(blue_icon_prevstatus && f < 1)
2817                 drawpic_aspect_skin_expanding(blueflag_pos, blue_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * blue_alpha_prevstatus, DRAWFLAG_NORMAL, f);
2818         if(blue_icon)
2819                 drawpic_aspect_skin(blueflag_pos, blue_icon, flag_size, '1 1 1', panel_fg_alpha * blue_alpha * f, DRAWFLAG_NORMAL);
2820 }
2821
2822 // Keyhunt HUD modicon section
2823 float kh_runheretime;
2824
2825 void HUD_Mod_KH_Reset(void)
2826 {
2827         kh_runheretime = 0;
2828 }
2829
2830 void HUD_Mod_KH(vector pos, vector mySize)
2831 {
2832         mod_active = 1; // keyhunt should never hide the mod icons panel
2833         float kh_keys;
2834         float keyteam;
2835         float a, aa;
2836         vector p = '0 0 0', pa, kh_size = '0 0 0', kh_asize = '0 0 0';
2837
2838         kh_keys = getstati(STAT_KH_KEYS);
2839
2840         p_x = pos_x;
2841         if(mySize_x > mySize_y)
2842         {
2843                 p_y = pos_y + 0.25 * mySize_y;
2844                 pa = p - eY * 0.25 * mySize_y;
2845
2846                 kh_size_x = mySize_x * 0.25;
2847                 kh_size_y = 0.75 * mySize_y;
2848                 kh_asize_x = mySize_x * 0.25;
2849                 kh_asize_y = mySize_y * 0.25;
2850         }
2851         else
2852         {
2853                 p_y = pos_y + 0.125 * mySize_y;
2854                 pa = p - eY * 0.125 * mySize_y;
2855
2856                 kh_size_x = mySize_x * 0.5;
2857                 kh_size_y = 0.375 * mySize_y;
2858                 kh_asize_x = mySize_x * 0.5;
2859                 kh_asize_y = mySize_y * 0.125;
2860         }
2861
2862         float i, key;
2863
2864         float keycount;
2865         keycount = 0;
2866         for(i = 0; i < 4; ++i)
2867         {