Merge branch 'samual/weapons' into Mario/weapons
[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_plasma:  ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma;  break;
766                                                 case ammo_fuel:    ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel;    break;
767                                                 default: ammo_full = 60;
768                                         }
769
770                                         drawsetcliparea(
771                                                 weapon_pos_x + baroffset_x,
772                                                 weapon_pos_y + baroffset_y,
773                                                 barsize_x * bound(0, a/ammo_full, 1),
774                                                 barsize_y
775                                         );
776
777                                         drawpic_aspect_skin(
778                                                 weapon_pos,
779                                                 "weapon_ammo",
780                                                 weapon_size,
781                                                 ammo_color,
782                                                 ammo_alpha,
783                                                 DRAWFLAG_NORMAL
784                                         );
785
786                                         drawresetcliparea();
787                                 }
788                         }
789                 }
790                 else // draw a "ghost weapon icon" if you don't have the weapon
791                 {
792                         drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
793                 }
794
795                 // draw the complain message
796                 if(self.weapon == complain_weapon)
797                 {
798                         if(fadetime)
799                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
800                         else
801                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
802
803                         string s;
804                         if(complain_weapon_type == 0) {
805                                 s = _("Out of ammo");
806                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
807                         }
808                         else if(complain_weapon_type == 1) {
809                                 s = _("Don't have");
810                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
811                         }
812                         else {
813                                 s = _("Unavailable");
814                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
815                         }
816                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
817                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
818                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
819                 }
820
821                 // continue with new position for the next weapon
822                 ++row;
823                 if(row >= rows)
824                 {
825                         row = 0;
826                         ++column;
827                 }
828         }
829
830         draw_endBoldFont();
831 }
832
833 // Ammo (#1)
834 void DrawAmmoItem(vector myPos, vector mySize, .float ammotype, float currently_selected, float infinite_ammo)
835 {
836         float a = 0;
837         if(ammotype != ammo_none)
838         {
839                 if(autocvar__hud_configure)
840                 {
841                         currently_selected = (ammotype == ammo_rockets); //rockets always selected
842                         a = 60;
843                 }
844                 else
845                 {
846                         // how much ammo do we have of this ammotype?
847                         a = getstati(GetAmmoStat(ammotype));
848                 }
849         }
850         else
851         {
852                 #if 0
853                 infinite_ammo = TRUE;
854                 #else
855                 return; // just don't draw infinite ammo at all.
856                 #endif
857         }
858
859         vector color;
860         if(infinite_ammo)
861                 color = '0 0.5 0.75';
862         else if(a < 10)
863                 color = '0.7 0 0';
864         else
865                 color = '1 1 1';
866
867         float theAlpha;
868         if(currently_selected)
869                 theAlpha = 1;
870         else
871                 theAlpha = 0.7;
872
873         vector picpos, numpos;
874         if(autocvar_hud_panel_ammo_iconalign)
875         {
876                 numpos = myPos;
877                 picpos = myPos + eX * 2 * mySize_y;
878         }
879         else
880         {
881                 numpos = myPos + eX * mySize_y;
882                 picpos = myPos;
883         }
884
885         if(currently_selected)
886                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
887
888     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
889         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);
890
891     if(autocvar_hud_panel_ammo_text)
892     {
893         if(a > 0 || infinite_ammo)
894             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
895         else // "ghost" ammo count
896             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
897     }
898         if(a > 0 || infinite_ammo)
899                 drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
900         else // "ghost" ammo icon
901                 drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
902 }
903
904 void HUD_Ammo(void)
905 {
906         if(hud != HUD_NORMAL) return;
907         if(!autocvar__hud_configure)
908         {
909                 if(!autocvar_hud_panel_ammo) return;
910                 if(spectatee_status == -1) return;
911         }
912
913         HUD_Panel_UpdateCvars();
914
915         draw_beginBoldFont();
916
917         vector pos, mySize;
918         pos = panel_pos;
919         mySize = panel_size;
920
921         HUD_Panel_DrawBg(1);
922         if(panel_bg_padding)
923         {
924                 pos += '1 1 0' * panel_bg_padding;
925                 mySize -= '2 2 0' * panel_bg_padding;
926         }
927
928         const float AMMO_COUNT = 5;
929         float rows = 0, columns, row, column;
930         vector ammo_size;
931         if(autocvar_hud_panel_ammo_onlycurrent)
932                 ammo_size = mySize;
933         else
934         {
935                 rows = mySize_y/mySize_x;
936                 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
937                 //                               ^^^ ammo item aspect goes here
938
939                 columns = ceil(AMMO_COUNT/rows);
940
941                 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
942         }
943
944         local vector offset = '0 0 0'; // fteqcc sucks
945         float newSize;
946         if(ammo_size_x/ammo_size_y > 3)
947         {
948                 newSize = 3 * ammo_size_y;
949                 offset_x = ammo_size_x - newSize;
950                 pos_x += offset_x/2;
951                 ammo_size_x = newSize;
952         }
953         else
954         {
955                 newSize = 1/3 * ammo_size_x;
956                 offset_y = ammo_size_y - newSize;
957                 pos_y += offset_y/2;
958                 ammo_size_y = newSize;
959         }
960
961         float i;
962         float infinite_ammo = (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_WEAPON_AMMO);
963         if(autocvar_hud_panel_ammo_onlycurrent)
964         {
965                 if(autocvar__hud_configure)
966                 {
967                         DrawAmmoItem(pos, ammo_size, ammo_rockets, TRUE, FALSE);
968                 }
969                 else
970                 {
971                         DrawAmmoItem(
972                                 pos,
973                                 ammo_size,
974                                 (get_weaponinfo(switchweapon)).ammo_field,
975                                 TRUE,
976                                 infinite_ammo
977                         );
978                 }
979         }
980         else
981         {
982                 .float ammotype;
983                 row = column = 0;
984                 for(i = 0; i < AMMO_COUNT; ++i)
985                 {
986                         ammotype = GetAmmoFieldFromNum(i);
987                         DrawAmmoItem(
988                                 pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y),
989                                 ammo_size,
990                                 ammotype,
991                                 ((get_weaponinfo(switchweapon)).ammo_field == ammotype),
992                                 infinite_ammo
993                         );
994
995                         ++row;
996                         if(row >= rows)
997                         {
998                                 row = 0;
999                                 column = column + 1;
1000                         }
1001                 }
1002         }
1003
1004         draw_endBoldFont();
1005 }
1006
1007 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1008 {
1009         vector newPos = '0 0 0', newSize = '0 0 0';
1010         vector picpos, numpos;
1011
1012         if (vertical)
1013         {
1014                 if(mySize_y/mySize_x > 2)
1015                 {
1016                         newSize_y = 2 * mySize_x;
1017                         newSize_x = mySize_x;
1018
1019                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1020                         newPos_x = myPos_x;
1021                 }
1022                 else
1023                 {
1024                         newSize_x = 1/2 * mySize_y;
1025                         newSize_y = mySize_y;
1026
1027                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1028                         newPos_y = myPos_y;
1029                 }
1030
1031                 if(icon_right_align)
1032                 {
1033                         numpos = newPos;
1034                         picpos = newPos + eY * newSize_x;
1035                 }
1036                 else
1037                 {
1038                         picpos = newPos;
1039                         numpos = newPos + eY * newSize_x;
1040                 }
1041
1042                 newSize_y /= 2;
1043                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1044                 // make number smaller than icon, it looks better
1045                 // reduce only y to draw numbers with different number of digits with the same y size
1046                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1047                 newSize_y *= 0.7;
1048                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1049                 return;
1050         }
1051
1052         if(mySize_x/mySize_y > 3)
1053         {
1054                 newSize_x = 3 * mySize_y;
1055                 newSize_y = mySize_y;
1056
1057                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1058                 newPos_y = myPos_y;
1059         }
1060         else
1061         {
1062                 newSize_y = 1/3 * mySize_x;
1063                 newSize_x = mySize_x;
1064
1065                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1066                 newPos_x = myPos_x;
1067         }
1068
1069         if(icon_right_align) // right align
1070         {
1071                 numpos = newPos;
1072                 picpos = newPos + eX * 2 * newSize_y;
1073         }
1074         else // left align
1075         {
1076                 numpos = newPos + eX * newSize_y;
1077                 picpos = newPos;
1078         }
1079
1080         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1081         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1082         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1083         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1084 }
1085
1086 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1087 {
1088         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1089 }
1090
1091 // Powerups (#2)
1092 //
1093 void HUD_Powerups(void)
1094 {
1095         float strength_time, shield_time, superweapons_time;
1096         if(!autocvar__hud_configure)
1097         {
1098                 if(!autocvar_hud_panel_powerups) return;
1099                 if(spectatee_status == -1) return;
1100                 if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
1101                 if (getstati(STAT_HEALTH) <= 0) return;
1102
1103                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1104                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1105                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1106
1107                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1108                         superweapons_time = 99; // force max
1109
1110                 // prevent stuff to show up on mismatch that will be fixed next frame
1111                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1112                         superweapons_time = 0;
1113         }
1114         else
1115         {
1116                 strength_time = 15;
1117                 shield_time = 27;
1118                 superweapons_time = 13;
1119         }
1120
1121         HUD_Panel_UpdateCvars();
1122
1123         draw_beginBoldFont();
1124
1125         vector pos, mySize;
1126         pos = panel_pos;
1127         mySize = panel_size;
1128
1129         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1130         if(panel_bg_padding)
1131         {
1132                 pos += '1 1 0' * panel_bg_padding;
1133                 mySize -= '2 2 0' * panel_bg_padding;
1134         }
1135
1136         float panel_ar = mySize_x/mySize_y;
1137         float is_vertical = (panel_ar < 1);
1138         vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1139
1140         float superweapons_is = -1;
1141
1142         if(superweapons_time)
1143         {
1144                 if(strength_time)
1145                 {
1146                         if(shield_time)
1147                                 superweapons_is = 0;
1148                         else
1149                                 superweapons_is = 2;
1150                 }
1151                 else
1152                 {
1153                         if(shield_time)
1154                                 superweapons_is = 1;
1155                         else
1156                                 superweapons_is = 2;
1157                 }
1158         }
1159
1160         // FIXME handle superweapons here
1161         if(superweapons_is == 0)
1162         {
1163                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1164                 {
1165                         mySize_x *= (1.0 / 3.0);
1166                         superweapons_offset_x = mySize_x;
1167                         if (autocvar_hud_panel_powerups_flip)
1168                                 shield_offset_x = 2*mySize_x;
1169                         else
1170                                 strength_offset_x = 2*mySize_x;
1171                 }
1172                 else
1173                 {
1174                         mySize_y *= (1.0 / 3.0);
1175                         superweapons_offset_y = mySize_y;
1176                         if (autocvar_hud_panel_powerups_flip)
1177                                 shield_offset_y = 2*mySize_y;
1178                         else
1179                                 strength_offset_y = 2*mySize_y;
1180                 }
1181         }
1182         else
1183         {
1184                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1185                 {
1186                         mySize_x *= 0.5;
1187                         if (autocvar_hud_panel_powerups_flip)
1188                                 shield_offset_x = mySize_x;
1189                         else
1190                                 strength_offset_x = mySize_x;
1191                 }
1192                 else
1193                 {
1194                         mySize_y *= 0.5;
1195                         if (autocvar_hud_panel_powerups_flip)
1196                                 shield_offset_y = mySize_y;
1197                         else
1198                                 strength_offset_y = mySize_y;
1199                 }
1200         }
1201
1202         float shield_baralign, strength_baralign, superweapons_baralign;
1203         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1204
1205         if (autocvar_hud_panel_powerups_flip)
1206         {
1207                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1208                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1209                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1210                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1211         }
1212         else
1213         {
1214                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1215                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1216                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1217                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1218         }
1219
1220         if(superweapons_is == 0)
1221         {
1222                 superweapons_iconalign = strength_iconalign;
1223                 superweapons_baralign = 2;
1224         }
1225         else if(superweapons_is == 1)
1226         {
1227                 superweapons_offset = strength_offset;
1228                 superweapons_iconalign = strength_iconalign;
1229                 superweapons_baralign = strength_baralign;
1230         }
1231         else // if(superweapons_is == 2)
1232         {
1233                 superweapons_offset = shield_offset;
1234                 superweapons_iconalign = shield_iconalign;
1235                 superweapons_baralign = shield_baralign;
1236         }
1237
1238         if(shield_time)
1239         {
1240                 const float maxshield = 30;
1241                 float shield = ceil(shield_time);
1242                 if(autocvar_hud_panel_powerups_progressbar)
1243                         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);
1244                 if(autocvar_hud_panel_powerups_text)
1245                 {
1246                         if(shield > 1)
1247                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1248                         if(shield <= 5)
1249                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1250                 }
1251         }
1252
1253         if(strength_time)
1254         {
1255                 const float maxstrength = 30;
1256                 float strength = ceil(strength_time);
1257                 if(autocvar_hud_panel_powerups_progressbar)
1258                         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);
1259                 if(autocvar_hud_panel_powerups_text)
1260                 {
1261                         if(strength > 1)
1262                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1263                         if(strength <= 5)
1264                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1265                 }
1266         }
1267
1268         if(superweapons_time)
1269         {
1270                 const float maxsuperweapons = 30;
1271                 float superweapons = ceil(superweapons_time);
1272                 if(autocvar_hud_panel_powerups_progressbar)
1273                         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);
1274                 if(autocvar_hud_panel_powerups_text)
1275                 {
1276                         if(superweapons > 1)
1277                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1278                         if(superweapons <= 5)
1279                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1280                 }
1281         }
1282
1283         draw_endBoldFont();
1284 }
1285
1286 // Health/armor (#3)
1287 //
1288
1289 // prev_* vars contain the health/armor at the previous FRAME
1290 // set to -1 when player is dead or was not playing
1291 float prev_health, prev_armor;
1292 float health_damagetime, armor_damagetime;
1293 float health_beforedamage, armor_beforedamage;
1294 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1295 float old_p_health, old_p_armor;
1296 float old_p_healthtime, old_p_armortime;
1297 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1298 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1299 float prev_p_health, prev_p_armor;
1300
1301 void HUD_HealthArmor(void)
1302 {
1303         float armor, health, fuel;
1304         if(!autocvar__hud_configure)
1305         {
1306                 if(!autocvar_hud_panel_healtharmor) return;
1307                 if(hud != HUD_NORMAL) return;
1308                 if(spectatee_status == -1) return;
1309
1310                 health = getstati(STAT_HEALTH);
1311                 if(health <= 0)
1312                 {
1313                         prev_health = -1;
1314                         return;
1315                 }
1316                 armor = getstati(STAT_ARMOR);
1317
1318                 // code to check for spectatee_status changes is in Ent_ClientData()
1319                 // prev_p_health and prev_health can be set to -1 there
1320
1321                 if (prev_p_health == -1)
1322                 {
1323                         // no effect
1324                         health_beforedamage = 0;
1325                         armor_beforedamage = 0;
1326                         health_damagetime = 0;
1327                         armor_damagetime = 0;
1328                         prev_health = health;
1329                         prev_armor = armor;
1330                         old_p_health = health;
1331                         old_p_armor = armor;
1332                         prev_p_health = health;
1333                         prev_p_armor = armor;
1334                 }
1335                 else if (prev_health == -1)
1336                 {
1337                         //start the load effect
1338                         health_damagetime = 0;
1339                         armor_damagetime = 0;
1340                         prev_health = 0;
1341                         prev_armor = 0;
1342                 }
1343                 fuel = getstati(STAT_FUEL);
1344         }
1345         else
1346         {
1347                 health = 150;
1348                 armor = 75;
1349                 fuel = 20;
1350         }
1351
1352         HUD_Panel_UpdateCvars();
1353         vector pos, mySize;
1354         pos = panel_pos;
1355         mySize = panel_size;
1356
1357         HUD_Panel_DrawBg(1);
1358         if(panel_bg_padding)
1359         {
1360                 pos += '1 1 0' * panel_bg_padding;
1361                 mySize -= '2 2 0' * panel_bg_padding;
1362         }
1363
1364         float baralign = autocvar_hud_panel_healtharmor_baralign;
1365         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1366
1367     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1368     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1369         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1370         {
1371                 vector v;
1372                 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
1373
1374                 float x;
1375                 x = floor(v_x + 1);
1376
1377         float maxtotal = maxhealth + maxarmor;
1378                 string biggercount;
1379                 if(v_z) // NOT fully armored
1380                 {
1381                         biggercount = "health";
1382                         if(autocvar_hud_panel_healtharmor_progressbar)
1383                                 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);
1384                         if(armor)
1385             if(autocvar_hud_panel_healtharmor_text)
1386                                 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);
1387                 }
1388                 else
1389                 {
1390                         biggercount = "armor";
1391                         if(autocvar_hud_panel_healtharmor_progressbar)
1392                                 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);
1393                         if(health)
1394             if(autocvar_hud_panel_healtharmor_text)
1395                                 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);
1396                 }
1397         if(autocvar_hud_panel_healtharmor_text)
1398                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1399
1400                 if(fuel)
1401                         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);
1402         }
1403         else
1404         {
1405                 float panel_ar = mySize_x/mySize_y;
1406                 float is_vertical = (panel_ar < 1);
1407                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1408                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1409                 {
1410                         mySize_x *= 0.5;
1411                         if (autocvar_hud_panel_healtharmor_flip)
1412                                 health_offset_x = mySize_x;
1413                         else
1414                                 armor_offset_x = mySize_x;
1415                 }
1416                 else
1417                 {
1418                         mySize_y *= 0.5;
1419                         if (autocvar_hud_panel_healtharmor_flip)
1420                                 health_offset_y = mySize_y;
1421                         else
1422                                 armor_offset_y = mySize_y;
1423                 }
1424
1425                 float health_baralign, armor_baralign, fuel_baralign;
1426                 float health_iconalign, armor_iconalign;
1427                 if (autocvar_hud_panel_healtharmor_flip)
1428                 {
1429                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1430                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1431                         fuel_baralign = health_baralign;
1432                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1433                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1434                 }
1435                 else
1436                 {
1437                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1438                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1439                         fuel_baralign = armor_baralign;
1440                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1441                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1442                 }
1443
1444                 //if(health)
1445                 {
1446                         if(autocvar_hud_panel_healtharmor_progressbar)
1447                         {
1448                                 float p_health, pain_health_alpha;
1449                                 p_health = health;
1450                                 pain_health_alpha = 1;
1451                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1452                                 {
1453                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1454                                         {
1455                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1456                                                 {
1457                                                         if (time - old_p_healthtime < 1)
1458                                                                 old_p_health = prev_p_health;
1459                                                         else
1460                                                                 old_p_health = prev_health;
1461                                                         old_p_healthtime = time;
1462                                                 }
1463                                                 if (time - old_p_healthtime < 1)
1464                                                 {
1465                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1466                                                         prev_p_health = p_health;
1467                                                 }
1468                                         }
1469                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1470                                         {
1471                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1472                                                 {
1473                                                         if (time - health_damagetime >= 1)
1474                                                                 health_beforedamage = prev_health;
1475                                                         health_damagetime = time;
1476                                                 }
1477                                                 if (time - health_damagetime < 1)
1478                                                 {
1479                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1480                                                         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);
1481                                                 }
1482                                         }
1483                                         prev_health = health;
1484
1485                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1486                                         {
1487                                                 float BLINK_FACTOR = 0.15;
1488                                                 float BLINK_BASE = 0.85;
1489                                                 float BLINK_FREQ = 9;
1490                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1491                                         }
1492                                 }
1493                                 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);
1494                         }
1495                         if(autocvar_hud_panel_healtharmor_text)
1496                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1497                 }
1498
1499                 if(armor)
1500                 {
1501                         if(autocvar_hud_panel_healtharmor_progressbar)
1502                         {
1503                                 float p_armor;
1504                                 p_armor = armor;
1505                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1506                                 {
1507                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1508                                         {
1509                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1510                                                 {
1511                                                         if (time - old_p_armortime < 1)
1512                                                                 old_p_armor = prev_p_armor;
1513                                                         else
1514                                                                 old_p_armor = prev_armor;
1515                                                         old_p_armortime = time;
1516                                                 }
1517                                                 if (time - old_p_armortime < 1)
1518                                                 {
1519                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1520                                                         prev_p_armor = p_armor;
1521                                                 }
1522                                         }
1523                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1524                                         {
1525                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1526                                                 {
1527                                                         if (time - armor_damagetime >= 1)
1528                                                                 armor_beforedamage = prev_armor;
1529                                                         armor_damagetime = time;
1530                                                 }
1531                                                 if (time - armor_damagetime < 1)
1532                                                 {
1533                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1534                                                         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);
1535                                                 }
1536                                         }
1537                                         prev_armor = armor;
1538                                 }
1539                                 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);
1540                         }
1541                         if(autocvar_hud_panel_healtharmor_text)
1542                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1543                 }
1544
1545                 if(fuel)
1546                 {
1547                         if (is_vertical)
1548                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1549                         else
1550                                 mySize_y *= 0.2;
1551                         if (panel_ar >= 4)
1552                                 mySize_x *= 2; //restore full panel size
1553                         else if (panel_ar < 1/4)
1554                                 mySize_y *= 2; //restore full panel size
1555                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1556                 }
1557         }
1558 }
1559
1560 // Notification area (#4)
1561 //
1562
1563 void HUD_Notify_Push(string icon, string attacker, string victim)
1564 {
1565         if (icon == "")
1566                 return;
1567
1568         ++notify_count;
1569         --notify_index;
1570
1571         if (notify_index == -1)
1572                 notify_index = NOTIFY_MAX_ENTRIES-1;
1573
1574         // Free old strings
1575         if (notify_attackers[notify_index])
1576                 strunzone(notify_attackers[notify_index]);
1577
1578         if (notify_victims[notify_index])
1579                 strunzone(notify_victims[notify_index]);
1580
1581         if (notify_icons[notify_index])
1582                 strunzone(notify_icons[notify_index]);
1583
1584         // Allocate new strings
1585         if (victim != "")
1586         {
1587                 notify_attackers[notify_index] = strzone(attacker);
1588                 notify_victims[notify_index] = strzone(victim);
1589         }
1590         else
1591         {
1592                 // In case of a notification without a victim, the attacker
1593                 // is displayed on the victim's side. Instead of special
1594                 // treatment later on, we can simply switch them here.
1595                 notify_attackers[notify_index] = string_null;
1596                 notify_victims[notify_index] = strzone(attacker);
1597         }
1598
1599         notify_icons[notify_index] = strzone(icon);
1600         notify_times[notify_index] = time;
1601 }
1602
1603 void HUD_Notify(void)
1604 {
1605         if (!autocvar__hud_configure)
1606                 if (!autocvar_hud_panel_notify)
1607                         return;
1608
1609         HUD_Panel_UpdateCvars();
1610         HUD_Panel_DrawBg(1);
1611
1612         if (!autocvar__hud_configure)
1613                 if (notify_count == 0)
1614                         return;
1615
1616         vector pos, size;
1617         pos  = panel_pos;
1618         size = panel_size;
1619
1620         if (panel_bg_padding)
1621         {
1622                 pos  += '1 1 0' * panel_bg_padding;
1623                 size -= '2 2 0' * panel_bg_padding;
1624         }
1625
1626         float fade_start = max(0, autocvar_hud_panel_notify_time);
1627         float fade_time = max(0, autocvar_hud_panel_notify_fadetime);
1628         float icon_aspect = max(1, autocvar_hud_panel_notify_icon_aspect);
1629
1630         float entry_count = bound(1, floor(NOTIFY_MAX_ENTRIES * size_y / size_x), NOTIFY_MAX_ENTRIES);
1631         float entry_height = size_y / entry_count;
1632
1633         float panel_width_half = size_x * 0.5;
1634         float icon_width_half = entry_height * icon_aspect / 2;
1635         float name_maxwidth = panel_width_half - icon_width_half - size_x * NOTIFY_ICON_MARGIN;
1636
1637         vector font_size = '0.5 0.5 0' * entry_height * autocvar_hud_panel_notify_fontsize;
1638         vector icon_size = (eX * icon_aspect + eY) * entry_height;
1639         vector icon_left = eX * (panel_width_half - icon_width_half);
1640         vector attacker_right = eX * name_maxwidth;
1641         vector victim_left = eX * (size_x - name_maxwidth);
1642
1643         vector attacker_pos, victim_pos, icon_pos;
1644         string attacker, victim, icon;
1645         float i, j, count, step, limit, alpha;
1646
1647         if (autocvar_hud_panel_notify_flip)
1648         {
1649                 // Order items from the top down
1650                 i = 0;
1651                 step = +1;
1652                 limit = entry_count;
1653         }
1654         else
1655         {
1656                 // Order items from the bottom up
1657                 i = entry_count - 1;
1658                 step = -1;
1659                 limit = -1;
1660         }
1661
1662         for (j = notify_index, count = 0; i != limit; i += step, ++j, ++count)
1663         {
1664                 if(autocvar__hud_configure)
1665                 {
1666                         attacker = sprintf(_("Player %d"), count + 1);
1667                         victim = sprintf(_("Player %d"), count + 2);
1668                         icon = get_weaponinfo(min(WEP_FIRST + count * 2, WEP_LAST)).model2;
1669                         alpha = bound(0, 1.2 - count / entry_count, 1);
1670                 }
1671                 else
1672                 {
1673                         if (j == NOTIFY_MAX_ENTRIES)
1674                                 j = 0;
1675
1676                         if (notify_times[j] + fade_start > time)
1677                                 alpha = 1;
1678                         else if (fade_time != 0)
1679                         {
1680                                 alpha = bound(0, (notify_times[j] + fade_start + fade_time - time) / fade_time, 1);
1681                                 if (alpha == 0)
1682                                         break;
1683                         }
1684                         else
1685                                 break;
1686
1687                         attacker = notify_attackers[j];
1688                         victim = notify_victims[j];
1689                         icon = notify_icons[j];
1690                 }
1691
1692                 if (icon != "" && victim != "")
1693                 {
1694                         vector name_top = eY * (i * entry_height + 0.5 * (entry_height - font_size_y));
1695
1696                         icon_pos = pos + icon_left + eY * i * entry_height;
1697                         drawpic_aspect_skin(icon_pos, icon, icon_size, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1698
1699                         victim = textShortenToWidth(victim, name_maxwidth, font_size, stringwidth_colors);
1700                         victim_pos = pos + victim_left + name_top;
1701                         drawcolorcodedstring(victim_pos, victim, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1702
1703                         if (attacker != "")
1704                         {
1705                                 attacker = textShortenToWidth(attacker, name_maxwidth, font_size, stringwidth_colors);
1706                                 attacker_pos = pos + attacker_right - eX * stringwidth(attacker, TRUE, font_size) + name_top;
1707                                 drawcolorcodedstring(attacker_pos, attacker, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1708                         }
1709                 }
1710         }
1711
1712         notify_count = count;
1713 }
1714
1715 // Timer (#5)
1716 //
1717 // TODO: macro
1718 string seconds_tostring(float sec)
1719 {
1720         float minutes;
1721         minutes = floor(sec / 60);
1722
1723         sec -= minutes * 60;
1724         return sprintf("%d:%02d", minutes, sec);
1725 }
1726
1727 void HUD_Timer(void)
1728 {
1729         if(!autocvar__hud_configure)
1730         {
1731                 if(!autocvar_hud_panel_timer) return;
1732         }
1733
1734         HUD_Panel_UpdateCvars();
1735
1736         draw_beginBoldFont();
1737
1738         vector pos, mySize;
1739         pos = panel_pos;
1740         mySize = panel_size;
1741
1742         HUD_Panel_DrawBg(1);
1743         if(panel_bg_padding)
1744         {
1745                 pos += '1 1 0' * panel_bg_padding;
1746                 mySize -= '2 2 0' * panel_bg_padding;
1747         }
1748
1749         string timer;
1750         float timelimit, elapsedTime, timeleft, minutesLeft;
1751
1752         timelimit = getstatf(STAT_TIMELIMIT);
1753
1754         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1755         timeleft = ceil(timeleft);
1756
1757         minutesLeft = floor(timeleft / 60);
1758
1759         vector timer_color;
1760         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1761                 timer_color = '1 1 1'; //white
1762         else if(minutesLeft >= 1)
1763                 timer_color = '1 1 0'; //yellow
1764         else
1765                 timer_color = '1 0 0'; //red
1766
1767         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1768                 if (time < getstatf(STAT_GAMESTARTTIME)) {
1769                         //while restart is still active, show 00:00
1770                         timer = seconds_tostring(0);
1771                 } else {
1772                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1773                         timer = seconds_tostring(elapsedTime);
1774                 }
1775         } else {
1776                 timer = seconds_tostring(timeleft);
1777         }
1778
1779         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1780
1781         draw_endBoldFont();
1782 }
1783
1784 // Radar (#6)
1785 //
1786 void HUD_Radar(void)
1787 {
1788         if (!autocvar__hud_configure)
1789         {
1790                 if (hud_panel_radar_maximized)
1791                 {
1792                         if (!hud_draw_maximized) return;
1793                 }
1794                 else
1795                 {
1796                         if (autocvar_hud_panel_radar == 0) return;
1797                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1798                         if(radar_panel_modified)
1799                         {
1800                                 panel.update_time = time; // forces reload of panel attributes
1801                                 radar_panel_modified = false;
1802                         }
1803                 }
1804         }
1805
1806         HUD_Panel_UpdateCvars();
1807
1808         float f = 0;
1809
1810         if (hud_panel_radar_maximized && !autocvar__hud_configure)
1811         {
1812                 panel_size = autocvar_hud_panel_radar_maximized_size;
1813                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
1814                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
1815                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
1816                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
1817
1818                 string panel_bg;
1819                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
1820                 if(precache_pic(panel_bg) == "")
1821                         panel_bg = "gfx/hud/default/border_default"; // fallback
1822                 if(!radar_panel_modified && panel_bg != panel.current_panel_bg)
1823                         radar_panel_modified = true;
1824                 if(panel.current_panel_bg)
1825                         strunzone(panel.current_panel_bg);
1826                 panel.current_panel_bg = strzone(panel_bg);
1827
1828                 switch(hud_panel_radar_maximized_zoommode)
1829                 {
1830                         default:
1831                         case 0:
1832                                 f = current_zoomfraction;
1833                                 break;
1834                         case 1:
1835                                 f = 1 - current_zoomfraction;
1836                                 break;
1837                         case 2:
1838                                 f = 0;
1839                                 break;
1840                         case 3:
1841                                 f = 1;
1842                                 break;
1843                 }
1844
1845                 switch(hud_panel_radar_maximized_rotation)
1846                 {
1847                         case 0:
1848                                 teamradar_angle = view_angles_y - 90;
1849                                 break;
1850                         default:
1851                                 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
1852                                 break;
1853                 }
1854         }
1855         if (!hud_panel_radar_maximized && !autocvar__hud_configure)
1856         {
1857                 switch(hud_panel_radar_zoommode)
1858                 {
1859                         default:
1860                         case 0:
1861                                 f = current_zoomfraction;
1862                                 break;
1863                         case 1:
1864                                 f = 1 - current_zoomfraction;
1865                                 break;
1866                         case 2:
1867                                 f = 0;
1868                                 break;
1869                         case 3:
1870                                 f = 1;
1871                                 break;
1872                 }
1873
1874                 switch(hud_panel_radar_rotation)
1875                 {
1876                         case 0:
1877                                 teamradar_angle = view_angles_y - 90;
1878                                 break;
1879                         default:
1880                                 teamradar_angle = 90 * hud_panel_radar_rotation;
1881                                 break;
1882                 }
1883         }
1884
1885         vector pos, mySize;
1886         pos = panel_pos;
1887         mySize = panel_size;
1888
1889         HUD_Panel_DrawBg(1);
1890         if(panel_bg_padding)
1891         {
1892                 pos += '1 1 0' * panel_bg_padding;
1893                 mySize -= '2 2 0' * panel_bg_padding;
1894         }
1895
1896         float color2;
1897         entity tm;
1898         float scale2d, normalsize, bigsize;
1899
1900         teamradar_origin2d = pos + 0.5 * mySize;
1901         teamradar_size2d = mySize;
1902
1903         if(minimapname == "")
1904                 return;
1905
1906         teamradar_loadcvars();
1907
1908         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
1909         teamradar_size2d = mySize;
1910
1911         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
1912
1913         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
1914         if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
1915         {
1916                 // max-min distance must fit the radar in any rotation
1917                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
1918         }
1919         else
1920         {
1921                 vector c0, c1, c2, c3, span;
1922                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
1923                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
1924                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
1925                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
1926                 span = '0 0 0';
1927                 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
1928                 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
1929
1930                 // max-min distance must fit the radar in x=x, y=y
1931                 bigsize = min(
1932                         teamradar_size2d_x * scale2d / (1.05 * span_x),
1933                         teamradar_size2d_y * scale2d / (1.05 * span_y)
1934                 );
1935         }
1936
1937         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
1938         if(bigsize > normalsize)
1939                 normalsize = bigsize;
1940
1941         teamradar_size =
1942                   f * bigsize
1943                 + (1 - f) * normalsize;
1944         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
1945                   f * mi_center
1946                 + (1 - f) * view_origin);
1947
1948         drawsetcliparea(
1949                 pos_x,
1950                 pos_y,
1951                 mySize_x,
1952                 mySize_y
1953         );
1954
1955         draw_teamradar_background(hud_panel_radar_foreground_alpha);
1956
1957         for(tm = world; (tm = find(tm, classname, "radarlink")); )
1958                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
1959         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
1960                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
1961         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
1962         {
1963                 color2 = GetPlayerColor(tm.sv_entnum);
1964                 //if(color == NUM_SPECTATOR || color == color2)
1965                         draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
1966         }
1967         draw_teamradar_player(view_origin, view_angles, '1 1 1');
1968
1969         drawresetcliparea();
1970 }
1971
1972 // Score (#7)
1973 //
1974 void HUD_UpdatePlayerTeams();
1975 void HUD_Score_Rankings(vector pos, vector mySize, entity me)
1976 {
1977         float score;
1978         entity tm = world, pl;
1979 #define SCOREPANEL_MAX_ENTRIES 6
1980 #define SCOREPANEL_ASPECTRATIO 2
1981         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
1982         vector fontsize = '1 1 0' * (mySize_y/entries);
1983
1984         vector rgb, score_color;
1985         rgb = '1 1 1';
1986         score_color = '1 1 1';
1987
1988         float name_size = mySize_x*0.75;
1989         float spacing_size = mySize_x*0.04;
1990         const float highlight_alpha = 0.2;
1991         float i = 0, me_printed = 0, first_pl = 0;
1992         string s;
1993         if (autocvar__hud_configure)
1994         {
1995                 float players_per_team = 0;
1996                 if (team_count)
1997                 {
1998                         // show team scores in the first line
1999                         float score_size = mySize_x / team_count;
2000                         players_per_team = max(2, ceil((entries - 1) / team_count));
2001                         for(i=0; i<team_count; ++i) {
2002                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2003                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2004                                 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);
2005                         }
2006                         first_pl = 1;
2007                         pos_y += fontsize_y;
2008                 }
2009                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2010                 for (i=first_pl; i<entries; ++i)
2011                 {
2012                         //simulate my score is lower than all displayed players,
2013                         //so that I don't appear at all showing pure rankings.
2014                         //This is to better show the difference between the 2 ranking views
2015                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2016                         {
2017                                 rgb = '1 1 0';
2018                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2019                                 s = GetPlayerName(player_localnum);
2020                                 score = 7;
2021                         }
2022                         else
2023                         {
2024                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2025                                 score -= 3;
2026                         }
2027
2028                         if (team_count)
2029                                 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2030                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2031                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2032                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2033                         pos_y += fontsize_y;
2034                 }
2035                 return;
2036         }
2037
2038         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2039                 HUD_UpdatePlayerTeams();
2040         if (team_count)
2041         {
2042                 // show team scores in the first line
2043                 float score_size = mySize_x / team_count;
2044                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2045                         if(tm.team == NUM_SPECTATOR)
2046                                 continue;
2047                         if (tm.team == myteam)
2048                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2049                         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);
2050                         ++i;
2051                 }
2052                 first_pl = 1;
2053                 pos_y += fontsize_y;
2054                 tm = teams.sort_next;
2055         }
2056         i = first_pl;
2057
2058         do
2059         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2060         {
2061                 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2062                         continue;
2063
2064                 if (i == entries-1 && !me_printed && pl != me)
2065                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2066                 {
2067                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2068                                 if (pl.team != NUM_SPECTATOR)
2069                                         break;
2070
2071                         if (pl)
2072                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2073                         else
2074                                 rgb = '1 0 0'; //last: red
2075                         pl = me;
2076                 }
2077
2078                 if (pl == me)
2079                 {
2080                         if (i == first_pl)
2081                                 rgb = '0 1 0'; //first: green
2082                         me_printed = 1;
2083                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2084                 }
2085                 if (team_count)
2086                         score_color = Team_ColorRGB(pl.team) * 0.8;
2087                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2088                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2089                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2090                 pos_y += fontsize_y;
2091                 ++i;
2092         }
2093         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2094 }
2095
2096 void HUD_Score(void)
2097 {
2098         if(!autocvar__hud_configure)
2099         {
2100                 if(!autocvar_hud_panel_score) return;
2101                 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2102         }
2103
2104         HUD_Panel_UpdateCvars();
2105         vector pos, mySize;
2106         pos = panel_pos;
2107         mySize = panel_size;
2108
2109         HUD_Panel_DrawBg(1);
2110         if(panel_bg_padding)
2111         {
2112                 pos += '1 1 0' * panel_bg_padding;
2113                 mySize -= '2 2 0' * panel_bg_padding;
2114         }
2115
2116         float score, distribution = 0;
2117         string sign;
2118         vector distribution_color;
2119         entity tm, pl, me;
2120
2121 #ifdef COMPAT_XON050_ENGINE
2122         me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2123 #else
2124         me = playerslots[player_localentnum - 1];
2125 #endif
2126
2127         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2128                 string timer, distrtimer;
2129
2130                 pl = players.sort_next;
2131                 if(pl == me)
2132                         pl = pl.sort_next;
2133                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2134                         if(pl.scores[ps_primary] == 0)
2135                                 pl = world;
2136
2137                 score = me.(scores[ps_primary]);
2138                 timer = TIME_ENCODED_TOSTRING(score);
2139
2140                 draw_beginBoldFont();
2141                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2142                         // distribution display
2143                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2144
2145                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2146
2147                         if (distribution <= 0) {
2148                                 distribution_color = '0 1 0';
2149                                 sign = "-";
2150                         }
2151                         else {
2152                                 distribution_color = '1 0 0';
2153                                 sign = "+";
2154                         }
2155                         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);
2156                 }
2157                 // race record display
2158                 if (distribution <= 0)
2159                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2160                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2161                 draw_endBoldFont();
2162         } else if (!teamplay) { // non-teamgames
2163                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2164                 {
2165                         HUD_Score_Rankings(pos, mySize, me);
2166                         return;
2167                 }
2168                 // me vector := [team/connected frags id]
2169                 pl = players.sort_next;
2170                 if(pl == me)
2171                         pl = pl.sort_next;
2172
2173                 if(autocvar__hud_configure)
2174                         distribution = 42;
2175                 else if(pl)
2176                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2177                 else
2178                         distribution = 0;
2179
2180                 score = me.(scores[ps_primary]);
2181                 if(autocvar__hud_configure)
2182                         score = 123;
2183
2184                 if(distribution >= 5)
2185                         distribution_color = eY;
2186                 else if(distribution >= 0)
2187                         distribution_color = '1 1 1';
2188                 else if(distribution >= -5)
2189                         distribution_color = '1 1 0';
2190                 else
2191                         distribution_color = eX;
2192
2193                 string distribution_str;
2194                 distribution_str = ftos(distribution);
2195                 draw_beginBoldFont();
2196                 if (distribution >= 0)
2197                 {
2198                         if (distribution > 0)
2199                                 distribution_str = strcat("+", distribution_str);
2200                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2201                 }
2202                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2203                 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);
2204                 draw_endBoldFont();
2205         } else { // teamgames
2206                 float row, column, rows = 0, columns = 0;
2207                 local noref vector offset = '0 0 0';
2208                 vector score_pos, score_size; //for scores other than myteam
2209                 if(autocvar_hud_panel_score_rankings)
2210                 {
2211                         HUD_Score_Rankings(pos, mySize, me);
2212                         return;
2213                 }
2214                 if(spectatee_status == -1)
2215                 {
2216                         rows = mySize_y/mySize_x;
2217                         rows = bound(1, floor((sqrt(4 * (3/1) * rows * team_count + rows * rows) + rows + 0.5) / 2), team_count);
2218                         //                               ^^^ ammo item aspect goes here
2219
2220                         columns = ceil(team_count/rows);
2221
2222                         score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2223
2224                         float newSize;
2225                         if(score_size_x/score_size_y > 3)
2226                         {
2227                                 newSize = 3 * score_size_y;
2228                                 offset_x = score_size_x - newSize;
2229                                 pos_x += offset_x/2;
2230                                 score_size_x = newSize;
2231                         }
2232                         else
2233                         {
2234                                 newSize = 1/3 * score_size_x;
2235                                 offset_y = score_size_y - newSize;
2236                                 pos_y += offset_y/2;
2237                                 score_size_y = newSize;
2238                         }
2239                 }
2240                 else
2241                         score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2242
2243                 float max_fragcount;
2244                 max_fragcount = -99;
2245                 draw_beginBoldFont();
2246                 row = column = 0;
2247                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2248                         if(tm.team == NUM_SPECTATOR)
2249                                 continue;
2250                         score = tm.(teamscores[ts_primary]);
2251                         if(autocvar__hud_configure)
2252                                 score = 123;
2253
2254                         if (score > max_fragcount)
2255                                 max_fragcount = score;
2256
2257                         if (spectatee_status == -1)
2258                         {
2259                                 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);
2260                                 if (max_fragcount == score)
2261                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2262                                 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2263                                 ++row;
2264                                 if(row >= rows)
2265                                 {
2266                                         row = 0;
2267                                         ++column;
2268                                 }
2269                         }
2270                         else if(tm.team == myteam) {
2271                                 if (max_fragcount == score)
2272                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2273                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2274                         } else {
2275                                 if (max_fragcount == score)
2276                                         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);
2277                                 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);
2278                                 ++rows;
2279                         }
2280                 }
2281                 draw_endBoldFont();
2282         }
2283 }
2284
2285 // Race timer (#8)
2286 //
2287 void HUD_RaceTimer (void)
2288 {
2289         if(!autocvar__hud_configure)
2290         {
2291                 if(!autocvar_hud_panel_racetimer) return;
2292                 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2293                 if(spectatee_status == -1) return;
2294         }
2295
2296         HUD_Panel_UpdateCvars();
2297
2298         draw_beginBoldFont();
2299
2300         vector pos, mySize;
2301         pos = panel_pos;
2302         mySize = panel_size;
2303
2304         HUD_Panel_DrawBg(1);
2305         if(panel_bg_padding)
2306         {
2307                 pos += '1 1 0' * panel_bg_padding;
2308                 mySize -= '2 2 0' * panel_bg_padding;
2309         }
2310
2311         // always force 4:1 aspect
2312         vector newSize = '0 0 0';
2313         if(mySize_x/mySize_y > 4)
2314         {
2315                 newSize_x = 4 * mySize_y;
2316                 newSize_y = mySize_y;
2317
2318                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2319         }
2320         else
2321         {
2322                 newSize_y = 1/4 * mySize_x;
2323                 newSize_x = mySize_x;
2324
2325                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2326         }
2327         mySize = newSize;
2328
2329         float a, t;
2330         string s, forcetime;
2331
2332         if(autocvar__hud_configure)
2333         {
2334                 s = "0:13:37";
2335                 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);
2336                 s = _("^1Intermediate 1 (+15.42)");
2337                 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);
2338                 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2339                 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);
2340         }
2341         else if(race_checkpointtime)
2342         {
2343                 a = bound(0, 2 - (time - race_checkpointtime), 1);
2344                 s = "";
2345                 forcetime = "";
2346                 if(a > 0) // just hit a checkpoint?
2347                 {
2348                         if(race_checkpoint != 254)
2349                         {
2350                                 if(race_time && race_previousbesttime)
2351                                         s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2352                                 else
2353                                         s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2354                                 if(race_time)
2355                                         forcetime = TIME_ENCODED_TOSTRING(race_time);
2356                         }
2357                 }
2358                 else
2359                 {
2360                         if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2361                         {
2362                                 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2363                                 if(a > 0) // next one?
2364                                 {
2365                                         s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2366                                 }
2367                         }
2368                 }
2369
2370                 if(s != "" && a > 0)
2371                 {
2372                         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);
2373                 }
2374
2375                 if(race_penaltytime)
2376                 {
2377                         a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2378                         if(a > 0)
2379                         {
2380                                 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2381                                 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);
2382                         }
2383                 }
2384
2385                 if(forcetime != "")
2386                 {
2387                         a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2388                         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);
2389                 }
2390                 else
2391                         a = 1;
2392
2393                 if(race_laptime && race_checkpoint != 255)
2394                 {
2395                         s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2396                         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);
2397                 }
2398         }
2399         else
2400         {
2401                 if(race_mycheckpointtime)
2402                 {
2403                         a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2404                         s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2405                         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);
2406                 }
2407                 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2408                 {
2409                         a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2410                         s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2411                         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);
2412                 }
2413
2414                 if(race_penaltytime && !race_penaltyaccumulator)
2415                 {
2416                         t = race_penaltytime * 0.1 + race_penaltyeventtime;
2417                         a = bound(0, (1 + t - time), 1);
2418                         if(a > 0)
2419                         {
2420                                 if(time < t)
2421                                         s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2422                                 else
2423                                         s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2424                                 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);
2425                         }
2426                 }
2427         }
2428
2429         draw_endBoldFont();
2430 }
2431
2432 // Vote window (#9)
2433 //
2434 float vote_yescount;
2435 float vote_nocount;
2436 float vote_needed;
2437 float vote_highlighted; // currently selected vote
2438
2439 float vote_active; // is there an active vote?
2440 float vote_prev; // previous state of vote_active to check for a change
2441 float vote_alpha;
2442 float vote_change; // "time" when vote_active changed
2443
2444 void HUD_Vote(void)
2445 {
2446         if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2447         {
2448                 vote_active = 1;
2449                 if (autocvar__hud_configure)
2450                 {
2451                         vote_yescount = 0;
2452                         vote_nocount = 0;
2453                         print(_("^1You must answer before entering hud configure mode\n"));
2454                         cvar_set("_hud_configure", "0");
2455                 }
2456                 if(vote_called_vote)
2457                         strunzone(vote_called_vote);
2458                 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2459                 uid2name_dialog = 1;
2460         }
2461
2462         if(!autocvar__hud_configure)
2463         {
2464                 if(!autocvar_hud_panel_vote) return;
2465
2466                 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2467                 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2468
2469                 if(panel_bg_alpha_str == "") {
2470                         panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2471                 }
2472                 panel_bg_alpha = stof(panel_bg_alpha_str);
2473         }
2474         else
2475         {
2476                 vote_yescount = 3;
2477                 vote_nocount = 2;
2478                 vote_needed = 4;
2479         }
2480
2481         string s;
2482         float a;
2483         if(vote_active != vote_prev) {
2484                 vote_change = time;
2485                 vote_prev = vote_active;
2486         }
2487
2488         if(vote_active || autocvar__hud_configure)
2489                 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2490         else
2491                 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2492
2493         if(!vote_alpha)
2494                 return;
2495
2496         HUD_Panel_UpdateCvars();
2497
2498         if(uid2name_dialog)
2499         {
2500                 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2501                 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2502         }
2503
2504     // these must be below above block
2505         vector pos, mySize;
2506         pos = panel_pos;
2507         mySize = panel_size;
2508
2509         a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2510         HUD_Panel_DrawBg(a);
2511         a = panel_fg_alpha * a;
2512
2513         if(panel_bg_padding)
2514         {
2515                 pos += '1 1 0' * panel_bg_padding;
2516                 mySize -= '2 2 0' * panel_bg_padding;
2517         }
2518
2519         // always force 3:1 aspect
2520         vector newSize = '0 0 0';
2521         if(mySize_x/mySize_y > 3)
2522         {
2523                 newSize_x = 3 * mySize_y;
2524                 newSize_y = mySize_y;
2525
2526                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2527         }
2528         else
2529         {
2530                 newSize_y = 1/3 * mySize_x;
2531                 newSize_x = mySize_x;
2532
2533                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2534         }
2535         mySize = newSize;
2536
2537         s = _("A vote has been called for:");
2538         if(uid2name_dialog)
2539                 s = _("Allow servers to store and display your name?");
2540         drawstring_aspect(pos, s, eX * mySize_x + eY * (2/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2541         s = textShortenToWidth(vote_called_vote, mySize_x, '1 1 0' * mySize_y * (1/8), stringwidth_colors);
2542         if(autocvar__hud_configure)
2543                 s = _("^1Configure the HUD");
2544         drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize_y, s, eX * mySize_x + eY * (1.75/8) * mySize_y, a, DRAWFLAG_NORMAL);
2545
2546         // print the yes/no counts
2547     s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2548         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);
2549     s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2550         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);
2551
2552         // draw the progress bar backgrounds
2553         drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_back", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2554
2555         // draw the highlights
2556         if(vote_highlighted == 1) {
2557                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5, mySize_y);
2558                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2559         }
2560         else if(vote_highlighted == -1) {
2561                 drawsetcliparea(pos_x + 0.5 * mySize_x, pos_y, mySize_x * 0.5, mySize_y);
2562                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2563         }
2564
2565         // draw the progress bars
2566         if(vote_yescount && vote_needed)
2567         {
2568                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5 * (vote_yescount/vote_needed), mySize_y);
2569                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2570         }
2571
2572         if(vote_nocount && vote_needed)
2573         {
2574                 drawsetcliparea(pos_x + mySize_x - mySize_x * 0.5 * (vote_nocount/vote_needed), pos_y, mySize_x * 0.5, mySize_y);
2575                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2576         }
2577
2578         drawresetcliparea();
2579 }
2580
2581 // Mod icons panel (#10)
2582 //
2583
2584 float mod_active; // is there any active mod icon?
2585
2586 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, float layout, float i)
2587 {
2588         float stat;
2589         string pic;
2590         vector color;
2591 #ifdef GMQCC
2592         stat = -1;
2593         pic = "";
2594         color = '0 0 0';
2595 #endif
2596         switch(i)
2597         {
2598                 case 0:
2599                         stat = getstati(STAT_REDALIVE);
2600                         pic = "player_red.tga";
2601                         color = '1 0 0';
2602                         break;
2603                 case 1:
2604                         stat = getstati(STAT_BLUEALIVE);
2605                         pic = "player_blue.tga";
2606                         color = '0 0 1';
2607                         break;
2608                 case 2:
2609                         stat = getstati(STAT_YELLOWALIVE);
2610                         pic = "player_yellow.tga";
2611                         color = '1 1 0';
2612                         break;
2613                 default:
2614                 case 3:
2615                         stat = getstati(STAT_PINKALIVE);
2616                         pic = "player_pink.tga";
2617                         color = '1 0 1';
2618                         break;
2619         }
2620
2621         if(mySize_x/mySize_y > aspect_ratio)
2622         {
2623                 i = aspect_ratio * mySize_y;
2624                 myPos_x = myPos_x + (mySize_x - i) / 2;
2625                 mySize_x = i;
2626         }
2627         else
2628         {
2629                 i = 1/aspect_ratio * mySize_x;
2630                 myPos_y = myPos_y + (mySize_y - i) / 2;
2631                 mySize_y = i;
2632         }
2633
2634         if(layout)
2635         {
2636                 drawpic_aspect_skin(myPos, pic, eX * 0.7 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2637                 drawstring_aspect(myPos + eX * 0.7 * mySize_x, ftos(stat), eX * 0.3 * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2638         }
2639         else
2640                 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2641 }
2642
2643 // Clan Arena and Freeze Tag HUD modicons
2644 void HUD_Mod_CA(vector myPos, vector mySize)
2645 {
2646         mod_active = 1; // required in each mod function that always shows something
2647
2648         float layout;
2649         if(gametype == MAPINFO_TYPE_CA)
2650                 layout = autocvar_hud_panel_modicons_ca_layout;
2651         else //if(gametype == MAPINFO_TYPE_FREEZETAG)
2652                 layout = autocvar_hud_panel_modicons_freezetag_layout;
2653         float rows, columns, aspect_ratio;
2654         rows = mySize_y/mySize_x;
2655         aspect_ratio = (layout) ? 2 : 1;
2656         rows = bound(1, floor((sqrt((4 * aspect_ratio * team_count + rows) * rows) + rows + 0.5) / 2), team_count);
2657         columns = ceil(team_count/rows);
2658
2659         int i;
2660         float row = 0, column = 0;
2661         vector pos, itemSize;
2662         itemSize = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2663         for(i=0; i<team_count; ++i)
2664         {
2665                 pos = myPos + eX * column * itemSize_x + eY * row * itemSize_y;
2666
2667                 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
2668
2669                 ++row;
2670                 if(row >= rows)
2671                 {
2672                         row = 0;
2673                         ++column;
2674                 }
2675         }
2676 }
2677
2678 // CTF HUD modicon section
2679 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2680 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2681 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2682
2683 void HUD_Mod_CTF_Reset(void)
2684 {
2685         redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2686 }
2687
2688 void HUD_Mod_CTF(vector pos, vector mySize)
2689 {
2690         vector redflag_pos, blueflag_pos;
2691         vector flag_size;
2692         float f; // every function should have that
2693
2694         float redflag, blueflag; // current status
2695         float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2696         float stat_items;
2697
2698         stat_items = getstati(STAT_ITEMS, 0, 24);
2699         redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
2700         blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
2701
2702         if(redflag || blueflag)
2703                 mod_active = 1;
2704         else
2705                 mod_active = 0;
2706
2707         if(autocvar__hud_configure)
2708         {
2709                 redflag = 1;
2710                 blueflag = 2;
2711         }
2712
2713         // when status CHANGES, set old status into prevstatus and current status into status
2714         if (redflag != redflag_prevframe)
2715         {
2716                 redflag_statuschange_time = time;
2717                 redflag_prevstatus = redflag_prevframe;
2718                 redflag_prevframe = redflag;
2719         }
2720
2721         if (blueflag != blueflag_prevframe)
2722         {
2723                 blueflag_statuschange_time = time;
2724                 blueflag_prevstatus = blueflag_prevframe;
2725                 blueflag_prevframe = blueflag;
2726         }
2727
2728         redflag_statuschange_elapsedtime = time - redflag_statuschange_time;
2729         blueflag_statuschange_elapsedtime = time - blueflag_statuschange_time;
2730
2731         float BLINK_FACTOR = 0.15;
2732         float BLINK_BASE = 0.85;
2733         // note:
2734         //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
2735         // thus
2736         //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
2737         // ensure RMS == 1
2738         float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
2739
2740         string red_icon, red_icon_prevstatus;
2741         float red_alpha, red_alpha_prevstatus;
2742         red_alpha = red_alpha_prevstatus = 1;
2743         switch(redflag) {
2744                 case 1: red_icon = "flag_red_taken"; break;
2745                 case 2: red_icon = "flag_red_lost"; break;
2746                 case 3: red_icon = "flag_red_carrying"; red_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2747                 default:
2748                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2749                                 red_icon = "flag_red_shielded";
2750                         else
2751                                 red_icon = string_null;
2752                         break;
2753         }
2754         switch(redflag_prevstatus) {
2755                 case 1: red_icon_prevstatus = "flag_red_taken"; break;
2756                 case 2: red_icon_prevstatus = "flag_red_lost"; break;
2757                 case 3: red_icon_prevstatus = "flag_red_carrying"; red_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2758                 default:
2759                         if(redflag == 3)
2760                                 red_icon_prevstatus = "flag_red_carrying"; // make it more visible
2761                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2762                                 red_icon_prevstatus = "flag_red_shielded";
2763                         else
2764                                 red_icon_prevstatus = string_null;
2765                         break;
2766         }
2767
2768         string blue_icon, blue_icon_prevstatus;
2769         float blue_alpha, blue_alpha_prevstatus;
2770         blue_alpha = blue_alpha_prevstatus = 1;
2771         switch(blueflag) {
2772                 case 1: blue_icon = "flag_blue_taken"; break;
2773                 case 2: blue_icon = "flag_blue_lost"; break;
2774                 case 3: blue_icon = "flag_blue_carrying"; blue_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2775                 default:
2776                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2777                                 blue_icon = "flag_blue_shielded";
2778                         else
2779                                 blue_icon = string_null;
2780                         break;
2781         }
2782         switch(blueflag_prevstatus) {
2783                 case 1: blue_icon_prevstatus = "flag_blue_taken"; break;
2784                 case 2: blue_icon_prevstatus = "flag_blue_lost"; break;
2785                 case 3: blue_icon_prevstatus = "flag_blue_carrying"; blue_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2786                 default:
2787                         if(blueflag == 3)
2788                                 blue_icon_prevstatus = "flag_blue_carrying"; // make it more visible
2789                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2790                                 blue_icon_prevstatus = "flag_blue_shielded";
2791                         else
2792                                 blue_icon_prevstatus = string_null;
2793                         break;
2794         }
2795
2796         if(mySize_x > mySize_y) {
2797                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2798                         redflag_pos = pos;
2799                         blueflag_pos = pos + eX * 0.5 * mySize_x;
2800                 } else {
2801                         blueflag_pos = pos;
2802                         redflag_pos = pos + eX * 0.5 * mySize_x;
2803                 }
2804                 flag_size = eX * 0.5 * mySize_x + eY * mySize_y;
2805         } else {
2806                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2807                         redflag_pos = pos;
2808                         blueflag_pos = pos + eY * 0.5 * mySize_y;
2809                 } else {
2810                         blueflag_pos = pos;
2811                         redflag_pos = pos + eY * 0.5 * mySize_y;
2812                 }
2813                 flag_size = eY * 0.5 * mySize_y + eX * mySize_x;
2814         }
2815
2816         f = bound(0, redflag_statuschange_elapsedtime*2, 1);
2817         if(red_icon_prevstatus && f < 1)
2818                 drawpic_aspect_skin_expanding(redflag_pos, red_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * red_alpha_prevstatus, DRAWFLAG_NORMAL, f);
2819         if(red_icon)
2820                 drawpic_aspect_skin(redflag_pos, red_icon, flag_size, '1 1 1', panel_fg_alpha * red_alpha * f, DRAWFLAG_NORMAL);
2821
2822         f = bound(0, blueflag_statuschange_elapsedtime*2, 1);
2823         if(blue_icon_prevstatus && f < 1)
2824                 drawpic_aspect_skin_expanding(blueflag_pos, blue_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * blue_alpha_prevstatus, DRAWFLAG_NORMAL, f);
2825         if(blue_icon)
2826                 drawpic_aspect_skin(blueflag_pos, blue_icon, flag_size, '1 1 1', panel_fg_alpha * blue_alpha * f, DRAWFLAG_NORMAL);
2827 }
2828
2829 // Keyhunt HUD modicon section
2830 float kh_runheretime;
2831
2832 void HUD_Mod_KH_Reset(void)
2833 {
2834         kh_runheretime = 0;
2835 }
2836
2837 void HUD_Mod_KH(vector pos, vector mySize)
2838 {
2839         mod_active = 1; // keyhunt should never hide the mod icons panel
2840         float kh_keys;
2841         float keyteam;
2842         float a, aa;
2843         vector p = '0 0 0', pa, kh_size = '0 0 0', kh_asize = '0 0 0';
2844
2845         kh_keys = getstati(STAT_KH_KEYS);
2846
2847         p_x = pos_x;
2848         if(mySize_x > mySize_y)
2849         {
2850                 p_y = pos_y + 0.25 * mySize_y;
2851                 pa = p - eY * 0.25 * mySize_y;
2852
2853                 kh_size_x = mySize_x * 0.25;
2854                 kh_size_y = 0.75 * mySize_y;
2855                 kh_asize_x = mySize_x * 0.25;
2856                 kh_asize_y = mySize_y * 0.25;
2857         }
2858         else
2859         {
2860                 p_y = pos_y + 0.125 * mySize_y;
2861                 pa = p - eY * 0.125 * mySize_y;
2862
2863                 kh_size_x = mySize_x * 0.5;
2864                 kh_size_y = 0.375 * mySize_y;
2865                 kh_asize_x = mySize_x * 0.5;
2866                 kh_asize_y = mySize_y * 0.125;
2867         }
2868
2869         float i, key;
2870
2871         float keycount;
2872         keycount = 0;
2873         for(i = 0; i < 4; ++i)
2874         {
2875                 key = floor(kh_keys / pow(32, i)) & 31;
2876                 keyteam = key - 1;