b928aa512a514ddd6181c409bc46b630dc91c831
[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 DrawNadeScoreBar(vector myPos, vector mySize, vector color)
835 {
836         
837         HUD_Panel_DrawProgressBar(
838                 myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, 
839                 mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, 
840                 autocvar_hud_panel_ammo_progressbar_name, 
841                 getstatf(STAT_NADE_BONUS_SCORE), 0, 0, color, 
842                 autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
843
844 }
845
846 void DrawAmmoNades(vector myPos, vector mySize, float draw_expanding, float expand_time)
847 {
848         float theAlpha = 1, a, b;
849         vector nade_color, picpos, numpos;
850         
851         nade_color = Nade_Color(getstati(STAT_NADE_BONUS_TYPE));
852         
853         a = getstatf(STAT_NADE_BONUS);
854         b = getstatf(STAT_NADE_BONUS_SCORE);
855         
856         if(autocvar_hud_panel_ammo_iconalign)
857         {
858                 numpos = myPos;
859                 picpos = myPos + eX * 2 * mySize_y;
860         }
861         else
862         {
863                 numpos = myPos + eX * mySize_y;
864                 picpos = myPos;
865         }
866
867         DrawNadeScoreBar(myPos, mySize, nade_color);
868
869         if(b > 0 || a > 0)
870         {
871                 if(autocvar_hud_panel_ammo_text)
872                         drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
873                 
874                 if(draw_expanding)
875                         drawpic_aspect_skin_expanding(picpos, "nade_nbg", '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, expand_time);
876                         
877                 drawpic_aspect_skin(picpos, "nade_bg" , '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
878                 drawpic_aspect_skin(picpos, "nade_nbg" , '1 1 0' * mySize_y, nade_color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
879         }
880 }
881
882 void DrawAmmoItem(vector myPos, vector mySize, .float ammotype, float currently_selected, float infinite_ammo)
883 {
884         float a = 0;
885         if(ammotype != ammo_none)
886         {
887                 if(autocvar__hud_configure)
888                 {
889                         currently_selected = (ammotype == ammo_rockets); //rockets always selected
890                         a = 60;
891                 }
892                 else
893                 {
894                         // how much ammo do we have of this ammotype?
895                         a = getstati(GetAmmoStat(ammotype));
896                 }
897         }
898         else
899         {
900                 #if 0
901                 infinite_ammo = TRUE;
902                 #else
903                 return; // just don't draw infinite ammo at all.
904                 #endif
905         }
906
907         vector color;
908         if(infinite_ammo)
909                 color = '0 0.5 0.75';
910         else if(a < 10)
911                 color = '0.7 0 0';
912         else
913                 color = '1 1 1';
914
915         float theAlpha;
916         if(currently_selected)
917                 theAlpha = 1;
918         else
919                 theAlpha = 0.7;
920
921         vector picpos, numpos;
922         if(autocvar_hud_panel_ammo_iconalign)
923         {
924                 numpos = myPos;
925                 picpos = myPos + eX * 2 * mySize_y;
926         }
927         else
928         {
929                 numpos = myPos + eX * mySize_y;
930                 picpos = myPos;
931         }
932
933         if(currently_selected)
934                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
935
936     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
937         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);
938
939     if(autocvar_hud_panel_ammo_text)
940     {
941         if(a > 0 || infinite_ammo)
942             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
943         else // "ghost" ammo count
944             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
945     }
946         if(a > 0 || infinite_ammo)
947                 drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
948         else // "ghost" ammo icon
949                 drawpic_aspect_skin(picpos, GetAmmoPicture(ammotype), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
950 }
951
952 float nade_prevstatus;
953 float nade_prevframe;
954 float nade_statuschange_time;
955 void HUD_Ammo(void)
956 {
957         if(hud != HUD_NORMAL) return;
958         if(!autocvar__hud_configure)
959         {
960                 if(!autocvar_hud_panel_ammo) return;
961                 if(spectatee_status == -1) return;
962         }
963
964         HUD_Panel_UpdateCvars();
965
966         draw_beginBoldFont();
967
968         vector pos, mySize;
969         pos = panel_pos;
970         mySize = panel_size;
971
972         HUD_Panel_DrawBg(1);
973         if(panel_bg_padding)
974         {
975                 pos += '1 1 0' * panel_bg_padding;
976                 mySize -= '2 2 0' * panel_bg_padding;
977         }
978
979         float rows = 0, columns, row, column;
980         float nade_cnt = getstatf(STAT_NADE_BONUS), nade_score = getstatf(STAT_NADE_BONUS_SCORE);
981         float draw_nades = (nade_cnt > 0 || nade_score > 0), nade_statuschange_elapsedtime;
982         float total_ammo_count;
983
984         vector ammo_size;
985         if (autocvar_hud_panel_ammo_onlycurrent)
986                 total_ammo_count = 1;
987         else
988                 total_ammo_count = AMMO_COUNT - 1; // fuel
989
990         if(draw_nades)
991         {
992                 ++total_ammo_count;
993                 if (nade_cnt != nade_prevframe)
994                 {
995                         nade_statuschange_time = time;
996                         nade_prevstatus = nade_prevframe;
997                         nade_prevframe = nade_cnt;
998                 }
999         }
1000         else
1001                 nade_prevstatus = nade_prevframe = nade_statuschange_time = 0;
1002
1003         rows = mySize_y/mySize_x;
1004         rows = bound(1, floor((sqrt(4 * (3/1) * rows * (total_ammo_count) + rows * rows) + rows + 0.5) / 2), (total_ammo_count));
1005         //                               ^^^ ammo item aspect goes here
1006
1007         columns = ceil((total_ammo_count)/rows);
1008
1009         ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
1010         
1011
1012         local vector offset = '0 0 0'; // fteqcc sucks
1013         float newSize;
1014         if(ammo_size_x/ammo_size_y > 3)
1015         {
1016                 newSize = 3 * ammo_size_y;
1017                 offset_x = ammo_size_x - newSize;
1018                 pos_x += offset_x/2;
1019                 ammo_size_x = newSize;
1020         }
1021         else
1022         {
1023                 newSize = 1/3 * ammo_size_x;
1024                 offset_y = ammo_size_y - newSize;
1025                 pos_y += offset_y/2;
1026                 ammo_size_y = newSize;
1027         }
1028
1029         float i;
1030         float infinite_ammo = (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_WEAPON_AMMO);
1031         row = column = 0;
1032         if(autocvar_hud_panel_ammo_onlycurrent)
1033         {
1034                 if(autocvar__hud_configure)
1035                 {
1036                         DrawAmmoItem(pos, ammo_size, ammo_rockets, TRUE, FALSE);
1037                 }
1038                 else
1039                 {
1040                         DrawAmmoItem(
1041                                 pos,
1042                                 ammo_size,
1043                                 (get_weaponinfo(switchweapon)).ammo_field,
1044                                 TRUE,
1045                                 infinite_ammo
1046                         );
1047
1048                 ++row;
1049                 if(row >= rows)
1050                 {
1051                         row = 0;
1052                         column = column + 1;
1053                 }
1054                 }
1055         }
1056         else
1057         {
1058                 .float ammotype;
1059                 row = column = 0;
1060                 for(i = 0; i < AMMO_COUNT; ++i)
1061                 {
1062                         if(i == 4) continue; // fuel
1063                         ammotype = GetAmmoFieldFromNum(i);
1064                         DrawAmmoItem(
1065                                 pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y),
1066                                 ammo_size,
1067                                 ammotype,
1068                                 ((get_weaponinfo(switchweapon)).ammo_field == ammotype),
1069                                 infinite_ammo
1070                         );
1071
1072                         ++row;
1073                         if(row >= rows)
1074                         {
1075                                 row = 0;
1076                                 column = column + 1;
1077                         }
1078                 }
1079         }
1080
1081         if (draw_nades)
1082         {
1083                 nade_statuschange_elapsedtime = time - nade_statuschange_time;
1084
1085                 float f = bound(0, nade_statuschange_elapsedtime*2, 1);
1086
1087                 DrawAmmoNades(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, nade_prevstatus < nade_cnt && nade_cnt != 0 && f < 1, f);
1088         }
1089
1090         draw_endBoldFont();
1091 }
1092
1093 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1094 {
1095         vector newPos = '0 0 0', newSize = '0 0 0';
1096         vector picpos, numpos;
1097
1098         if (vertical)
1099         {
1100                 if(mySize_y/mySize_x > 2)
1101                 {
1102                         newSize_y = 2 * mySize_x;
1103                         newSize_x = mySize_x;
1104
1105                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1106                         newPos_x = myPos_x;
1107                 }
1108                 else
1109                 {
1110                         newSize_x = 1/2 * mySize_y;
1111                         newSize_y = mySize_y;
1112
1113                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1114                         newPos_y = myPos_y;
1115                 }
1116
1117                 if(icon_right_align)
1118                 {
1119                         numpos = newPos;
1120                         picpos = newPos + eY * newSize_x;
1121                 }
1122                 else
1123                 {
1124                         picpos = newPos;
1125                         numpos = newPos + eY * newSize_x;
1126                 }
1127
1128                 newSize_y /= 2;
1129                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1130                 // make number smaller than icon, it looks better
1131                 // reduce only y to draw numbers with different number of digits with the same y size
1132                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1133                 newSize_y *= 0.7;
1134                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1135                 return;
1136         }
1137
1138         if(mySize_x/mySize_y > 3)
1139         {
1140                 newSize_x = 3 * mySize_y;
1141                 newSize_y = mySize_y;
1142
1143                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1144                 newPos_y = myPos_y;
1145         }
1146         else
1147         {
1148                 newSize_y = 1/3 * mySize_x;
1149                 newSize_x = mySize_x;
1150
1151                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1152                 newPos_x = myPos_x;
1153         }
1154
1155         if(icon_right_align) // right align
1156         {
1157                 numpos = newPos;
1158                 picpos = newPos + eX * 2 * newSize_y;
1159         }
1160         else // left align
1161         {
1162                 numpos = newPos + eX * newSize_y;
1163                 picpos = newPos;
1164         }
1165
1166         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1167         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1168         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1169         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1170 }
1171
1172 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1173 {
1174         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1175 }
1176
1177 // Powerups (#2)
1178 //
1179 void HUD_Powerups(void)
1180 {
1181         float strength_time, shield_time, superweapons_time;
1182         if(!autocvar__hud_configure)
1183         {
1184                 if(!autocvar_hud_panel_powerups) return;
1185                 if(spectatee_status == -1) return;
1186                 if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
1187                 if (getstati(STAT_HEALTH) <= 0) return;
1188
1189                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1190                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1191                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1192
1193                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1194                         superweapons_time = 99; // force max
1195
1196                 // prevent stuff to show up on mismatch that will be fixed next frame
1197                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1198                         superweapons_time = 0;
1199         }
1200         else
1201         {
1202                 strength_time = 15;
1203                 shield_time = 27;
1204                 superweapons_time = 13;
1205         }
1206
1207         HUD_Panel_UpdateCvars();
1208
1209         draw_beginBoldFont();
1210
1211         vector pos, mySize;
1212         pos = panel_pos;
1213         mySize = panel_size;
1214
1215         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1216         if(panel_bg_padding)
1217         {
1218                 pos += '1 1 0' * panel_bg_padding;
1219                 mySize -= '2 2 0' * panel_bg_padding;
1220         }
1221
1222         float panel_ar = mySize_x/mySize_y;
1223         float is_vertical = (panel_ar < 1);
1224         vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1225
1226         float superweapons_is = -1;
1227
1228         if(superweapons_time)
1229         {
1230                 if(strength_time)
1231                 {
1232                         if(shield_time)
1233                                 superweapons_is = 0;
1234                         else
1235                                 superweapons_is = 2;
1236                 }
1237                 else
1238                 {
1239                         if(shield_time)
1240                                 superweapons_is = 1;
1241                         else
1242                                 superweapons_is = 2;
1243                 }
1244         }
1245
1246         // FIXME handle superweapons here
1247         if(superweapons_is == 0)
1248         {
1249                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1250                 {
1251                         mySize_x *= (1.0 / 3.0);
1252                         superweapons_offset_x = mySize_x;
1253                         if (autocvar_hud_panel_powerups_flip)
1254                                 shield_offset_x = 2*mySize_x;
1255                         else
1256                                 strength_offset_x = 2*mySize_x;
1257                 }
1258                 else
1259                 {
1260                         mySize_y *= (1.0 / 3.0);
1261                         superweapons_offset_y = mySize_y;
1262                         if (autocvar_hud_panel_powerups_flip)
1263                                 shield_offset_y = 2*mySize_y;
1264                         else
1265                                 strength_offset_y = 2*mySize_y;
1266                 }
1267         }
1268         else
1269         {
1270                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1271                 {
1272                         mySize_x *= 0.5;
1273                         if (autocvar_hud_panel_powerups_flip)
1274                                 shield_offset_x = mySize_x;
1275                         else
1276                                 strength_offset_x = mySize_x;
1277                 }
1278                 else
1279                 {
1280                         mySize_y *= 0.5;
1281                         if (autocvar_hud_panel_powerups_flip)
1282                                 shield_offset_y = mySize_y;
1283                         else
1284                                 strength_offset_y = mySize_y;
1285                 }
1286         }
1287
1288         float shield_baralign, strength_baralign, superweapons_baralign;
1289         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1290
1291         if (autocvar_hud_panel_powerups_flip)
1292         {
1293                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1294                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1295                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1296                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1297         }
1298         else
1299         {
1300                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1301                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1302                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1303                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1304         }
1305
1306         if(superweapons_is == 0)
1307         {
1308                 superweapons_iconalign = strength_iconalign;
1309                 superweapons_baralign = 2;
1310         }
1311         else if(superweapons_is == 1)
1312         {
1313                 superweapons_offset = strength_offset;
1314                 superweapons_iconalign = strength_iconalign;
1315                 superweapons_baralign = strength_baralign;
1316         }
1317         else // if(superweapons_is == 2)
1318         {
1319                 superweapons_offset = shield_offset;
1320                 superweapons_iconalign = shield_iconalign;
1321                 superweapons_baralign = shield_baralign;
1322         }
1323
1324         if(shield_time)
1325         {
1326                 const float maxshield = 30;
1327                 float shield = ceil(shield_time);
1328                 if(autocvar_hud_panel_powerups_progressbar)
1329                         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);
1330                 if(autocvar_hud_panel_powerups_text)
1331                 {
1332                         if(shield > 1)
1333                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1334                         if(shield <= 5)
1335                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1336                 }
1337         }
1338
1339         if(strength_time)
1340         {
1341                 const float maxstrength = 30;
1342                 float strength = ceil(strength_time);
1343                 if(autocvar_hud_panel_powerups_progressbar)
1344                         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);
1345                 if(autocvar_hud_panel_powerups_text)
1346                 {
1347                         if(strength > 1)
1348                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1349                         if(strength <= 5)
1350                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1351                 }
1352         }
1353
1354         if(superweapons_time)
1355         {
1356                 const float maxsuperweapons = 30;
1357                 float superweapons = ceil(superweapons_time);
1358                 if(autocvar_hud_panel_powerups_progressbar)
1359                         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);
1360                 if(autocvar_hud_panel_powerups_text)
1361                 {
1362                         if(superweapons > 1)
1363                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1364                         if(superweapons <= 5)
1365                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1366                 }
1367         }
1368
1369         draw_endBoldFont();
1370 }
1371
1372 // Health/armor (#3)
1373 //
1374
1375 // prev_* vars contain the health/armor at the previous FRAME
1376 // set to -1 when player is dead or was not playing
1377 float prev_health, prev_armor;
1378 float health_damagetime, armor_damagetime;
1379 float health_beforedamage, armor_beforedamage;
1380 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1381 float old_p_health, old_p_armor;
1382 float old_p_healthtime, old_p_armortime;
1383 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1384 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1385 float prev_p_health, prev_p_armor;
1386
1387 void HUD_HealthArmor(void)
1388 {
1389         float armor, health, fuel;
1390         if(!autocvar__hud_configure)
1391         {
1392                 if(!autocvar_hud_panel_healtharmor) return;
1393                 if(hud != HUD_NORMAL) return;
1394                 if(spectatee_status == -1) return;
1395
1396                 health = getstati(STAT_HEALTH);
1397                 if(health <= 0)
1398                 {
1399                         prev_health = -1;
1400                         return;
1401                 }
1402                 armor = getstati(STAT_ARMOR);
1403
1404                 // code to check for spectatee_status changes is in Ent_ClientData()
1405                 // prev_p_health and prev_health can be set to -1 there
1406
1407                 if (prev_p_health == -1)
1408                 {
1409                         // no effect
1410                         health_beforedamage = 0;
1411                         armor_beforedamage = 0;
1412                         health_damagetime = 0;
1413                         armor_damagetime = 0;
1414                         prev_health = health;
1415                         prev_armor = armor;
1416                         old_p_health = health;
1417                         old_p_armor = armor;
1418                         prev_p_health = health;
1419                         prev_p_armor = armor;
1420                 }
1421                 else if (prev_health == -1)
1422                 {
1423                         //start the load effect
1424                         health_damagetime = 0;
1425                         armor_damagetime = 0;
1426                         prev_health = 0;
1427                         prev_armor = 0;
1428                 }
1429                 fuel = getstati(STAT_FUEL);
1430         }
1431         else
1432         {
1433                 health = 150;
1434                 armor = 75;
1435                 fuel = 20;
1436         }
1437
1438         HUD_Panel_UpdateCvars();
1439         vector pos, mySize;
1440         pos = panel_pos;
1441         mySize = panel_size;
1442
1443         HUD_Panel_DrawBg(1);
1444         if(panel_bg_padding)
1445         {
1446                 pos += '1 1 0' * panel_bg_padding;
1447                 mySize -= '2 2 0' * panel_bg_padding;
1448         }
1449
1450         float baralign = autocvar_hud_panel_healtharmor_baralign;
1451         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1452
1453     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1454     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1455         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1456         {
1457                 vector v;
1458                 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
1459
1460                 float x;
1461                 x = floor(v_x + 1);
1462
1463         float maxtotal = maxhealth + maxarmor;
1464                 string biggercount;
1465                 if(v_z) // NOT fully armored
1466                 {
1467                         biggercount = "health";
1468                         if(autocvar_hud_panel_healtharmor_progressbar)
1469                                 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);
1470                         if(armor)
1471             if(autocvar_hud_panel_healtharmor_text)
1472                                 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);
1473                 }
1474                 else
1475                 {
1476                         biggercount = "armor";
1477                         if(autocvar_hud_panel_healtharmor_progressbar)
1478                                 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);
1479                         if(health)
1480             if(autocvar_hud_panel_healtharmor_text)
1481                                 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);
1482                 }
1483         if(autocvar_hud_panel_healtharmor_text)
1484                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1485
1486                 if(fuel)
1487                         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);
1488         }
1489         else
1490         {
1491                 float panel_ar = mySize_x/mySize_y;
1492                 float is_vertical = (panel_ar < 1);
1493                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1494                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1495                 {
1496                         mySize_x *= 0.5;
1497                         if (autocvar_hud_panel_healtharmor_flip)
1498                                 health_offset_x = mySize_x;
1499                         else
1500                                 armor_offset_x = mySize_x;
1501                 }
1502                 else
1503                 {
1504                         mySize_y *= 0.5;
1505                         if (autocvar_hud_panel_healtharmor_flip)
1506                                 health_offset_y = mySize_y;
1507                         else
1508                                 armor_offset_y = mySize_y;
1509                 }
1510
1511                 float health_baralign, armor_baralign, fuel_baralign;
1512                 float health_iconalign, armor_iconalign;
1513                 if (autocvar_hud_panel_healtharmor_flip)
1514                 {
1515                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1516                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1517                         fuel_baralign = health_baralign;
1518                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1519                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1520                 }
1521                 else
1522                 {
1523                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1524                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1525                         fuel_baralign = armor_baralign;
1526                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1527                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1528                 }
1529
1530                 //if(health)
1531                 {
1532                         if(autocvar_hud_panel_healtharmor_progressbar)
1533                         {
1534                                 float p_health, pain_health_alpha;
1535                                 p_health = health;
1536                                 pain_health_alpha = 1;
1537                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1538                                 {
1539                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1540                                         {
1541                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1542                                                 {
1543                                                         if (time - old_p_healthtime < 1)
1544                                                                 old_p_health = prev_p_health;
1545                                                         else
1546                                                                 old_p_health = prev_health;
1547                                                         old_p_healthtime = time;
1548                                                 }
1549                                                 if (time - old_p_healthtime < 1)
1550                                                 {
1551                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1552                                                         prev_p_health = p_health;
1553                                                 }
1554                                         }
1555                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1556                                         {
1557                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1558                                                 {
1559                                                         if (time - health_damagetime >= 1)
1560                                                                 health_beforedamage = prev_health;
1561                                                         health_damagetime = time;
1562                                                 }
1563                                                 if (time - health_damagetime < 1)
1564                                                 {
1565                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1566                                                         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);
1567                                                 }
1568                                         }
1569                                         prev_health = health;
1570
1571                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1572                                         {
1573                                                 float BLINK_FACTOR = 0.15;
1574                                                 float BLINK_BASE = 0.85;
1575                                                 float BLINK_FREQ = 9;
1576                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1577                                         }
1578                                 }
1579                                 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);
1580                         }
1581                         if(autocvar_hud_panel_healtharmor_text)
1582                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1583                 }
1584
1585                 if(armor)
1586                 {
1587                         if(autocvar_hud_panel_healtharmor_progressbar)
1588                         {
1589                                 float p_armor;
1590                                 p_armor = armor;
1591                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1592                                 {
1593                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1594                                         {
1595                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1596                                                 {
1597                                                         if (time - old_p_armortime < 1)
1598                                                                 old_p_armor = prev_p_armor;
1599                                                         else
1600                                                                 old_p_armor = prev_armor;
1601                                                         old_p_armortime = time;
1602                                                 }
1603                                                 if (time - old_p_armortime < 1)
1604                                                 {
1605                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1606                                                         prev_p_armor = p_armor;
1607                                                 }
1608                                         }
1609                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1610                                         {
1611                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1612                                                 {
1613                                                         if (time - armor_damagetime >= 1)
1614                                                                 armor_beforedamage = prev_armor;
1615                                                         armor_damagetime = time;
1616                                                 }
1617                                                 if (time - armor_damagetime < 1)
1618                                                 {
1619                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1620                                                         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);
1621                                                 }
1622                                         }
1623                                         prev_armor = armor;
1624                                 }
1625                                 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);
1626                         }
1627                         if(autocvar_hud_panel_healtharmor_text)
1628                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1629                 }
1630
1631                 if(fuel)
1632                 {
1633                         if (is_vertical)
1634                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1635                         else
1636                                 mySize_y *= 0.2;
1637                         if (panel_ar >= 4)
1638                                 mySize_x *= 2; //restore full panel size
1639                         else if (panel_ar < 1/4)
1640                                 mySize_y *= 2; //restore full panel size
1641                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1642                 }
1643         }
1644 }
1645
1646 // Notification area (#4)
1647 //
1648
1649 void HUD_Notify_Push(string icon, string attacker, string victim)
1650 {
1651         if (icon == "")
1652                 return;
1653
1654         ++notify_count;
1655         --notify_index;
1656
1657         if (notify_index == -1)
1658                 notify_index = NOTIFY_MAX_ENTRIES-1;
1659
1660         // Free old strings
1661         if (notify_attackers[notify_index])
1662                 strunzone(notify_attackers[notify_index]);
1663
1664         if (notify_victims[notify_index])
1665                 strunzone(notify_victims[notify_index]);
1666
1667         if (notify_icons[notify_index])
1668                 strunzone(notify_icons[notify_index]);
1669
1670         // Allocate new strings
1671         if (victim != "")
1672         {
1673                 notify_attackers[notify_index] = strzone(attacker);
1674                 notify_victims[notify_index] = strzone(victim);
1675         }
1676         else
1677         {
1678                 // In case of a notification without a victim, the attacker
1679                 // is displayed on the victim's side. Instead of special
1680                 // treatment later on, we can simply switch them here.
1681                 notify_attackers[notify_index] = string_null;
1682                 notify_victims[notify_index] = strzone(attacker);
1683         }
1684
1685         notify_icons[notify_index] = strzone(icon);
1686         notify_times[notify_index] = time;
1687 }
1688
1689 void HUD_Notify(void)
1690 {
1691         if (!autocvar__hud_configure)
1692                 if (!autocvar_hud_panel_notify)
1693                         return;
1694
1695         HUD_Panel_UpdateCvars();
1696         HUD_Panel_DrawBg(1);
1697
1698         if (!autocvar__hud_configure)
1699                 if (notify_count == 0)
1700                         return;
1701
1702         vector pos, size;
1703         pos  = panel_pos;
1704         size = panel_size;
1705
1706         if (panel_bg_padding)
1707         {
1708                 pos  += '1 1 0' * panel_bg_padding;
1709                 size -= '2 2 0' * panel_bg_padding;
1710         }
1711
1712         float fade_start = max(0, autocvar_hud_panel_notify_time);
1713         float fade_time = max(0, autocvar_hud_panel_notify_fadetime);
1714         float icon_aspect = max(1, autocvar_hud_panel_notify_icon_aspect);
1715
1716         float entry_count = bound(1, floor(NOTIFY_MAX_ENTRIES * size_y / size_x), NOTIFY_MAX_ENTRIES);
1717         float entry_height = size_y / entry_count;
1718
1719         float panel_width_half = size_x * 0.5;
1720         float icon_width_half = entry_height * icon_aspect / 2;
1721         float name_maxwidth = panel_width_half - icon_width_half - size_x * NOTIFY_ICON_MARGIN;
1722
1723         vector font_size = '0.5 0.5 0' * entry_height * autocvar_hud_panel_notify_fontsize;
1724         vector icon_size = (eX * icon_aspect + eY) * entry_height;
1725         vector icon_left = eX * (panel_width_half - icon_width_half);
1726         vector attacker_right = eX * name_maxwidth;
1727         vector victim_left = eX * (size_x - name_maxwidth);
1728
1729         vector attacker_pos, victim_pos, icon_pos;
1730         string attacker, victim, icon;
1731         float i, j, count, step, limit, alpha;
1732
1733         if (autocvar_hud_panel_notify_flip)
1734         {
1735                 // Order items from the top down
1736                 i = 0;
1737                 step = +1;
1738                 limit = entry_count;
1739         }
1740         else
1741         {
1742                 // Order items from the bottom up
1743                 i = entry_count - 1;
1744                 step = -1;
1745                 limit = -1;
1746         }
1747
1748         for (j = notify_index, count = 0; i != limit; i += step, ++j, ++count)
1749         {
1750                 if(autocvar__hud_configure)
1751                 {
1752                         attacker = sprintf(_("Player %d"), count + 1);
1753                         victim = sprintf(_("Player %d"), count + 2);
1754                         icon = get_weaponinfo(min(WEP_FIRST + count * 2, WEP_LAST)).model2;
1755                         alpha = bound(0, 1.2 - count / entry_count, 1);
1756                 }
1757                 else
1758                 {
1759                         if (j == NOTIFY_MAX_ENTRIES)
1760                                 j = 0;
1761
1762                         if (notify_times[j] + fade_start > time)
1763                                 alpha = 1;
1764                         else if (fade_time != 0)
1765                         {
1766                                 alpha = bound(0, (notify_times[j] + fade_start + fade_time - time) / fade_time, 1);
1767                                 if (alpha == 0)
1768                                         break;
1769                         }
1770                         else
1771                                 break;
1772
1773                         attacker = notify_attackers[j];
1774                         victim = notify_victims[j];
1775                         icon = notify_icons[j];
1776                 }
1777
1778                 if (icon != "" && victim != "")
1779                 {
1780                         vector name_top = eY * (i * entry_height + 0.5 * (entry_height - font_size_y));
1781
1782                         icon_pos = pos + icon_left + eY * i * entry_height;
1783                         drawpic_aspect_skin(icon_pos, icon, icon_size, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1784
1785                         victim = textShortenToWidth(victim, name_maxwidth, font_size, stringwidth_colors);
1786                         victim_pos = pos + victim_left + name_top;
1787                         drawcolorcodedstring(victim_pos, victim, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1788
1789                         if (attacker != "")
1790                         {
1791                                 attacker = textShortenToWidth(attacker, name_maxwidth, font_size, stringwidth_colors);
1792                                 attacker_pos = pos + attacker_right - eX * stringwidth(attacker, TRUE, font_size) + name_top;
1793                                 drawcolorcodedstring(attacker_pos, attacker, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1794                         }
1795                 }
1796         }
1797
1798         notify_count = count;
1799 }
1800
1801 // Timer (#5)
1802 //
1803 // TODO: macro
1804 string seconds_tostring(float sec)
1805 {
1806         float minutes;
1807         minutes = floor(sec / 60);
1808
1809         sec -= minutes * 60;
1810         return sprintf("%d:%02d", minutes, sec);
1811 }
1812
1813 void HUD_Timer(void)
1814 {
1815         if(!autocvar__hud_configure)
1816         {
1817                 if(!autocvar_hud_panel_timer) return;
1818         }
1819
1820         HUD_Panel_UpdateCvars();
1821
1822         draw_beginBoldFont();
1823
1824         vector pos, mySize;
1825         pos = panel_pos;
1826         mySize = panel_size;
1827
1828         HUD_Panel_DrawBg(1);
1829         if(panel_bg_padding)
1830         {
1831                 pos += '1 1 0' * panel_bg_padding;
1832                 mySize -= '2 2 0' * panel_bg_padding;
1833         }
1834
1835         string timer;
1836         float timelimit, elapsedTime, timeleft, minutesLeft;
1837
1838         timelimit = getstatf(STAT_TIMELIMIT);
1839
1840         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1841         timeleft = ceil(timeleft);
1842
1843         minutesLeft = floor(timeleft / 60);
1844
1845         vector timer_color;
1846         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1847                 timer_color = '1 1 1'; //white
1848         else if(minutesLeft >= 1)
1849                 timer_color = '1 1 0'; //yellow
1850         else
1851                 timer_color = '1 0 0'; //red
1852
1853         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1854                 if (time < getstatf(STAT_GAMESTARTTIME)) {
1855                         //while restart is still active, show 00:00
1856                         timer = seconds_tostring(0);
1857                 } else {
1858                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1859                         timer = seconds_tostring(elapsedTime);
1860                 }
1861         } else {
1862                 timer = seconds_tostring(timeleft);
1863         }
1864
1865         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1866
1867         draw_endBoldFont();
1868 }
1869
1870 // Radar (#6)
1871 //
1872 void HUD_Radar(void)
1873 {
1874         if (!autocvar__hud_configure)
1875         {
1876                 if (hud_panel_radar_maximized)
1877                 {
1878                         if (!hud_draw_maximized) return;
1879                 }
1880                 else
1881                 {
1882                         if (autocvar_hud_panel_radar == 0) return;
1883                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1884                         if(radar_panel_modified)
1885                         {
1886                                 panel.update_time = time; // forces reload of panel attributes
1887                                 radar_panel_modified = false;
1888                         }
1889                 }
1890         }
1891
1892         HUD_Panel_UpdateCvars();
1893
1894         float f = 0;
1895
1896         if (hud_panel_radar_maximized && !autocvar__hud_configure)
1897         {
1898                 panel_size = autocvar_hud_panel_radar_maximized_size;
1899                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
1900                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
1901                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
1902                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
1903
1904                 string panel_bg;
1905                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
1906                 if(precache_pic(panel_bg) == "")
1907                         panel_bg = "gfx/hud/default/border_default"; // fallback
1908                 if(!radar_panel_modified && panel_bg != panel.current_panel_bg)
1909                         radar_panel_modified = true;
1910                 if(panel.current_panel_bg)
1911                         strunzone(panel.current_panel_bg);
1912                 panel.current_panel_bg = strzone(panel_bg);
1913
1914                 switch(hud_panel_radar_maximized_zoommode)
1915                 {
1916                         default:
1917                         case 0:
1918                                 f = current_zoomfraction;
1919                                 break;
1920                         case 1:
1921                                 f = 1 - current_zoomfraction;
1922                                 break;
1923                         case 2:
1924                                 f = 0;
1925                                 break;
1926                         case 3:
1927                                 f = 1;
1928                                 break;
1929                 }
1930
1931                 switch(hud_panel_radar_maximized_rotation)
1932                 {
1933                         case 0:
1934                                 teamradar_angle = view_angles_y - 90;
1935                                 break;
1936                         default:
1937                                 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
1938                                 break;
1939                 }
1940         }
1941         if (!hud_panel_radar_maximized && !autocvar__hud_configure)
1942         {
1943                 switch(hud_panel_radar_zoommode)
1944                 {
1945                         default:
1946                         case 0:
1947                                 f = current_zoomfraction;
1948                                 break;
1949                         case 1:
1950                                 f = 1 - current_zoomfraction;
1951                                 break;
1952                         case 2:
1953                                 f = 0;
1954                                 break;
1955                         case 3:
1956                                 f = 1;
1957                                 break;
1958                 }
1959
1960                 switch(hud_panel_radar_rotation)
1961                 {
1962                         case 0:
1963                                 teamradar_angle = view_angles_y - 90;
1964                                 break;
1965                         default:
1966                                 teamradar_angle = 90 * hud_panel_radar_rotation;
1967                                 break;
1968                 }
1969         }
1970
1971         vector pos, mySize;
1972         pos = panel_pos;
1973         mySize = panel_size;
1974
1975         HUD_Panel_DrawBg(1);
1976         if(panel_bg_padding)
1977         {
1978                 pos += '1 1 0' * panel_bg_padding;
1979                 mySize -= '2 2 0' * panel_bg_padding;
1980         }
1981
1982         float color2;
1983         entity tm;
1984         float scale2d, normalsize, bigsize;
1985
1986         teamradar_origin2d = pos + 0.5 * mySize;
1987         teamradar_size2d = mySize;
1988
1989         if(minimapname == "")
1990                 return;
1991
1992         teamradar_loadcvars();
1993
1994         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
1995         teamradar_size2d = mySize;
1996
1997         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
1998
1999         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
2000         if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
2001         {
2002                 // max-min distance must fit the radar in any rotation
2003                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
2004         }
2005         else
2006         {
2007                 vector c0, c1, c2, c3, span;
2008                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
2009                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
2010                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
2011                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
2012                 span = '0 0 0';
2013                 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
2014                 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
2015
2016                 // max-min distance must fit the radar in x=x, y=y
2017                 bigsize = min(
2018                         teamradar_size2d_x * scale2d / (1.05 * span_x),
2019                         teamradar_size2d_y * scale2d / (1.05 * span_y)
2020                 );
2021         }
2022
2023         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
2024         if(bigsize > normalsize)
2025                 normalsize = bigsize;
2026
2027         teamradar_size =
2028                   f * bigsize
2029                 + (1 - f) * normalsize;
2030         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2031                   f * mi_center
2032                 + (1 - f) * view_origin);
2033
2034         drawsetcliparea(
2035                 pos_x,
2036                 pos_y,
2037                 mySize_x,
2038                 mySize_y
2039         );
2040
2041         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2042
2043         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2044                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2045         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2046                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2047         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2048         {
2049                 color2 = GetPlayerColor(tm.sv_entnum);
2050                 //if(color == NUM_SPECTATOR || color == color2)
2051                         draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
2052         }
2053         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2054
2055         drawresetcliparea();
2056 }
2057
2058 // Score (#7)
2059 //
2060 void HUD_UpdatePlayerTeams();
2061 void HUD_Score_Rankings(vector pos, vector mySize, entity me)
2062 {
2063         float score;
2064         entity tm = world, pl;
2065 #define SCOREPANEL_MAX_ENTRIES 6
2066 #define SCOREPANEL_ASPECTRATIO 2
2067         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2068         vector fontsize = '1 1 0' * (mySize_y/entries);
2069
2070         vector rgb, score_color;
2071         rgb = '1 1 1';
2072         score_color = '1 1 1';
2073
2074         float name_size = mySize_x*0.75;
2075         float spacing_size = mySize_x*0.04;
2076         const float highlight_alpha = 0.2;
2077         float i = 0, me_printed = 0, first_pl = 0;
2078         string s;
2079         if (autocvar__hud_configure)
2080         {
2081                 float players_per_team = 0;
2082                 if (team_count)
2083                 {
2084                         // show team scores in the first line
2085                         float score_size = mySize_x / team_count;
2086                         players_per_team = max(2, ceil((entries - 1) / team_count));
2087                         for(i=0; i<team_count; ++i) {
2088                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2089                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2090                                 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);
2091                         }
2092                         first_pl = 1;
2093                         pos_y += fontsize_y;
2094                 }
2095                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2096                 for (i=first_pl; i<entries; ++i)
2097                 {
2098                         //simulate my score is lower than all displayed players,
2099                         //so that I don't appear at all showing pure rankings.
2100                         //This is to better show the difference between the 2 ranking views
2101                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2102                         {
2103                                 rgb = '1 1 0';
2104                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2105                                 s = GetPlayerName(player_localnum);
2106                                 score = 7;
2107                         }
2108                         else
2109                         {
2110                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2111                                 score -= 3;
2112                         }
2113
2114                         if (team_count)
2115                                 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2116                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2117                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2118                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2119                         pos_y += fontsize_y;
2120                 }
2121                 return;
2122         }
2123
2124         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2125                 HUD_UpdatePlayerTeams();
2126         if (team_count)
2127         {
2128                 // show team scores in the first line
2129                 float score_size = mySize_x / team_count;
2130                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2131                         if(tm.team == NUM_SPECTATOR)
2132                                 continue;
2133                         if (tm.team == myteam)
2134                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2135                         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);
2136                         ++i;
2137                 }
2138                 first_pl = 1;
2139                 pos_y += fontsize_y;
2140                 tm = teams.sort_next;
2141         }
2142         i = first_pl;
2143
2144         do
2145         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2146         {
2147                 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2148                         continue;
2149
2150                 if (i == entries-1 && !me_printed && pl != me)
2151                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2152                 {
2153                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2154                                 if (pl.team != NUM_SPECTATOR)
2155                                         break;
2156
2157                         if (pl)
2158                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2159                         else
2160                                 rgb = '1 0 0'; //last: red
2161                         pl = me;
2162                 }
2163
2164                 if (pl == me)
2165                 {
2166                         if (i == first_pl)
2167                                 rgb = '0 1 0'; //first: green
2168                         me_printed = 1;
2169                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2170                 }
2171                 if (team_count)
2172                         score_color = Team_ColorRGB(pl.team) * 0.8;
2173                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2174                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2175                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2176                 pos_y += fontsize_y;
2177                 ++i;
2178         }
2179         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2180 }
2181
2182 void HUD_Score(void)
2183 {
2184         if(!autocvar__hud_configure)
2185         {
2186                 if(!autocvar_hud_panel_score) return;
2187                 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2188         }
2189
2190         HUD_Panel_UpdateCvars();
2191         vector pos, mySize;
2192         pos = panel_pos;
2193         mySize = panel_size;
2194
2195         HUD_Panel_DrawBg(1);
2196         if(panel_bg_padding)
2197         {
2198                 pos += '1 1 0' * panel_bg_padding;
2199                 mySize -= '2 2 0' * panel_bg_padding;
2200         }
2201
2202         float score, distribution = 0;
2203         string sign;
2204         vector distribution_color;
2205         entity tm, pl, me;
2206
2207 #ifdef COMPAT_XON050_ENGINE
2208         me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2209 #else
2210         me = playerslots[player_localentnum - 1];
2211 #endif
2212
2213         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2214                 string timer, distrtimer;
2215
2216                 pl = players.sort_next;
2217                 if(pl == me)
2218                         pl = pl.sort_next;
2219                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2220                         if(pl.scores[ps_primary] == 0)
2221                                 pl = world;
2222
2223                 score = me.(scores[ps_primary]);
2224                 timer = TIME_ENCODED_TOSTRING(score);
2225
2226                 draw_beginBoldFont();
2227                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2228                         // distribution display
2229                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2230
2231                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2232
2233                         if (distribution <= 0) {
2234                                 distribution_color = '0 1 0';
2235                                 sign = "-";
2236                         }
2237                         else {
2238                                 distribution_color = '1 0 0';
2239                                 sign = "+";
2240                         }
2241                         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);
2242                 }
2243                 // race record display
2244                 if (distribution <= 0)
2245                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2246                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2247                 draw_endBoldFont();
2248         } else if (!teamplay) { // non-teamgames
2249                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2250                 {
2251                         HUD_Score_Rankings(pos, mySize, me);
2252                         return;
2253                 }
2254                 // me vector := [team/connected frags id]
2255                 pl = players.sort_next;
2256                 if(pl == me)
2257                         pl = pl.sort_next;
2258
2259                 if(autocvar__hud_configure)
2260                         distribution = 42;
2261                 else if(pl)
2262                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2263                 else
2264                         distribution = 0;
2265
2266                 score = me.(scores[ps_primary]);
2267                 if(autocvar__hud_configure)
2268                         score = 123;
2269
2270                 if(distribution >= 5)
2271                         distribution_color = eY;
2272                 else if(distribution >= 0)
2273                         distribution_color = '1 1 1';
2274                 else if(distribution >= -5)
2275                         distribution_color = '1 1 0';
2276                 else
2277                         distribution_color = eX;
2278
2279                 string distribution_str;
2280                 distribution_str = ftos(distribution);
2281                 draw_beginBoldFont();
2282                 if (distribution >= 0)
2283                 {
2284                         if (distribution > 0)
2285                                 distribution_str = strcat("+", distribution_str);
2286                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2287                 }
2288                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2289                 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);
2290                 draw_endBoldFont();
2291         } else { // teamgames
2292                 float row, column, rows = 0, columns = 0;
2293                 local noref vector offset = '0 0 0';
2294                 vector score_pos, score_size; //for scores other than myteam
2295                 if(autocvar_hud_panel_score_rankings)
2296                 {
2297                         HUD_Score_Rankings(pos, mySize, me);
2298                         return;
2299                 }
2300                 if(spectatee_status == -1)
2301                 {
2302                         rows = mySize_y/mySize_x;
2303                         rows = bound(1, floor((sqrt(4 * (3/1) * rows * team_count + rows * rows) + rows + 0.5) / 2), team_count);
2304                         //                               ^^^ ammo item aspect goes here
2305
2306                         columns = ceil(team_count/rows);
2307
2308                         score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2309
2310                         float newSize;
2311                         if(score_size_x/score_size_y > 3)
2312                         {
2313                                 newSize = 3 * score_size_y;
2314                                 offset_x = score_size_x - newSize;
2315                                 pos_x += offset_x/2;
2316                                 score_size_x = newSize;
2317                         }
2318                         else
2319                         {
2320                                 newSize = 1/3 * score_size_x;
2321                                 offset_y = score_size_y - newSize;
2322                                 pos_y += offset_y/2;
2323                                 score_size_y = newSize;
2324                         }
2325                 }
2326                 else
2327                         score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2328
2329                 float max_fragcount;
2330                 max_fragcount = -99;
2331                 draw_beginBoldFont();
2332                 row = column = 0;
2333                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2334                         if(tm.team == NUM_SPECTATOR)
2335                                 continue;
2336                         score = tm.(teamscores[ts_primary]);
2337                         if(autocvar__hud_configure)
2338                                 score = 123;
2339
2340                         if (score > max_fragcount)
2341                                 max_fragcount = score;
2342
2343                         if (spectatee_status == -1)
2344                         {
2345                                 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);
2346                                 if (max_fragcount == score)
2347                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2348                                 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2349                                 ++row;
2350                                 if(row >= rows)
2351                                 {
2352                                         row = 0;
2353                                         ++column;
2354                                 }
2355                         }
2356                         else if(tm.team == myteam) {
2357                                 if (max_fragcount == score)
2358                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2359                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2360                         } else {
2361                                 if (max_fragcount == score)
2362                                         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);
2363                                 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);
2364                                 ++rows;
2365                         }
2366                 }
2367                 draw_endBoldFont();
2368         }
2369 }
2370
2371 // Race timer (#8)
2372 //
2373 void HUD_RaceTimer (void)
2374 {
2375         if(!autocvar__hud_configure)
2376         {
2377                 if(!autocvar_hud_panel_racetimer) return;
2378                 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2379                 if(spectatee_status == -1) return;
2380         }
2381
2382         HUD_Panel_UpdateCvars();
2383
2384         draw_beginBoldFont();
2385
2386         vector pos, mySize;
2387         pos = panel_pos;
2388         mySize = panel_size;
2389
2390         HUD_Panel_DrawBg(1);
2391         if(panel_bg_padding)
2392         {
2393                 pos += '1 1 0' * panel_bg_padding;
2394                 mySize -= '2 2 0' * panel_bg_padding;
2395         }
2396
2397         // always force 4:1 aspect
2398         vector newSize = '0 0 0';
2399         if(mySize_x/mySize_y > 4)
2400         {
2401                 newSize_x = 4 * mySize_y;
2402                 newSize_y = mySize_y;
2403
2404                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2405         }
2406         else
2407         {
2408                 newSize_y = 1/4 * mySize_x;
2409                 newSize_x = mySize_x;
2410
2411                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2412         }
2413         mySize = newSize;
2414
2415         float a, t;
2416         string s, forcetime;
2417
2418         if(autocvar__hud_configure)
2419         {
2420                 s = "0:13:37";
2421                 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);
2422                 s = _("^1Intermediate 1 (+15.42)");
2423                 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);
2424                 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2425                 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);
2426         }
2427         else if(race_checkpointtime)
2428         {
2429                 a = bound(0, 2 - (time - race_checkpointtime), 1);
2430                 s = "";
2431                 forcetime = "";
2432                 if(a > 0) // just hit a checkpoint?
2433                 {
2434                         if(race_checkpoint != 254)
2435                         {
2436                                 if(race_time && race_previousbesttime)
2437                                         s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2438                                 else
2439                                         s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2440                                 if(race_time)
2441                                         forcetime = TIME_ENCODED_TOSTRING(race_time);
2442                         }
2443                 }
2444                 else
2445                 {
2446                         if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2447                         {
2448                                 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2449                                 if(a > 0) // next one?
2450                                 {
2451                                         s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2452                                 }
2453                         }
2454                 }
2455
2456                 if(s != "" && a > 0)
2457                 {
2458                         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);
2459                 }
2460
2461                 if(race_penaltytime)
2462                 {
2463                         a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2464                         if(a > 0)
2465                         {
2466                                 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2467                                 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);
2468                         }
2469                 }
2470
2471                 if(forcetime != "")
2472                 {
2473                         a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2474                         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);
2475                 }
2476                 else
2477                         a = 1;
2478
2479                 if(race_laptime && race_checkpoint != 255)
2480                 {
2481                         s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2482                         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);
2483                 }
2484         }
2485         else
2486         {
2487                 if(race_mycheckpointtime)
2488                 {
2489                         a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2490                         s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2491                         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);
2492                 }
2493                 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2494                 {
2495                         a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2496                         s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2497                         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);
2498                 }
2499
2500                 if(race_penaltytime && !race_penaltyaccumulator)
2501                 {
2502                         t = race_penaltytime * 0.1 + race_penaltyeventtime;
2503                         a = bound(0, (1 + t - time), 1);
2504                         if(a > 0)
2505                         {
2506                                 if(time < t)
2507                                         s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2508                                 else
2509                                         s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2510                                 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);
2511                         }
2512                 }
2513         }
2514
2515         draw_endBoldFont();
2516 }
2517
2518 // Vote window (#9)
2519 //
2520 float vote_yescount;
2521 float vote_nocount;
2522 float vote_needed;
2523 float vote_highlighted; // currently selected vote
2524
2525 float vote_active; // is there an active vote?
2526 float vote_prev; // previous state of vote_active to check for a change
2527 float vote_alpha;
2528 float vote_change; // "time" when vote_active changed
2529
2530 void HUD_Vote(void)
2531 {
2532         if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2533         {
2534                 vote_active = 1;
2535                 if (autocvar__hud_configure)
2536                 {
2537                         vote_yescount = 0;
2538                         vote_nocount = 0;
2539                         print(_("^1You must answer before entering hud configure mode\n"));
2540                         cvar_set("_hud_configure", "0");
2541                 }
2542                 if(vote_called_vote)
2543                         strunzone(vote_called_vote);
2544                 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2545                 uid2name_dialog = 1;
2546         }
2547
2548         if(!autocvar__hud_configure)
2549         {
2550                 if(!autocvar_hud_panel_vote) return;
2551
2552                 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2553                 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2554
2555                 if(panel_bg_alpha_str == "") {
2556                         panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2557                 }
2558                 panel_bg_alpha = stof(panel_bg_alpha_str);
2559         }
2560         else
2561         {
2562                 vote_yescount = 3;
2563                 vote_nocount = 2;
2564                 vote_needed = 4;
2565         }
2566
2567         string s;
2568         float a;
2569         if(vote_active != vote_prev) {
2570                 vote_change = time;
2571                 vote_prev = vote_active;
2572         }
2573
2574         if(vote_active || autocvar__hud_configure)
2575                 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2576         else
2577                 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2578
2579         if(!vote_alpha)
2580                 return;
2581
2582         HUD_Panel_UpdateCvars();
2583
2584         if(uid2name_dialog)
2585         {
2586                 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2587                 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2588         }
2589
2590     // these must be below above block
2591         vector pos, mySize;
2592         pos = panel_pos;
2593         mySize = panel_size;
2594
2595         a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2596         HUD_Panel_DrawBg(a);
2597         a = panel_fg_alpha * a;
2598
2599         if(panel_bg_padding)
2600         {
2601                 pos += '1 1 0' * panel_bg_padding;
2602                 mySize -= '2 2 0' * panel_bg_padding;
2603         }
2604
2605         // always force 3:1 aspect
2606         vector newSize = '0 0 0';
2607         if(mySize_x/mySize_y > 3)
2608         {
2609                 newSize_x = 3 * mySize_y;
2610                 newSize_y = mySize_y;
2611
2612                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2613         }
2614         else
2615         {
2616                 newSize_y = 1/3 * mySize_x;
2617                 newSize_x = mySize_x;
2618
2619                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2620         }
2621         mySize = newSize;
2622
2623         s = _("A vote has been called for:");
2624         if(uid2name_dialog)
2625                 s = _("Allow servers to store and display your name?");
2626         drawstring_aspect(pos, s, eX * mySize_x + eY * (2/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2627         s = textShortenToWidth(vote_called_vote, mySize_x, '1 1 0' * mySize_y * (1/8), stringwidth_colors);
2628         if(autocvar__hud_configure)
2629                 s = _("^1Configure the HUD");
2630         drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize_y, s, eX * mySize_x + eY * (1.75/8) * mySize_y, a, DRAWFLAG_NORMAL);
2631
2632         // print the yes/no counts
2633     s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2634         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);
2635     s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2636         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);
2637
2638         // draw the progress bar backgrounds
2639         drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_back", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2640
2641         // draw the highlights
2642         if(vote_highlighted == 1) {
2643                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5, mySize_y);
2644                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2645         }
2646         else if(vote_highlighted == -1) {
2647                 drawsetcliparea(pos_x + 0.5 * mySize_x, pos_y, mySize_x * 0.5, mySize_y);
2648                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2649         }
2650
2651         // draw the progress bars
2652         if(vote_yescount && vote_needed)
2653         {
2654                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5 * (vote_yescount/vote_needed), mySize_y);
2655                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2656         }
2657
2658         if(vote_nocount && vote_needed)
2659         {
2660                 drawsetcliparea(pos_x + mySize_x - mySize_x * 0.5 * (vote_nocount/vote_needed), pos_y, mySize_x * 0.5, mySize_y);
2661                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2662         }
2663
2664         drawresetcliparea();
2665 }
2666
2667 // Mod icons panel (#10)
2668 //
2669
2670 float mod_active; // is there any active mod icon?
2671
2672 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, float layout, float i)
2673 {
2674         float stat;
2675         string pic;
2676         vector color;
2677 #ifdef GMQCC
2678         stat = -1;
2679         pic = "";
2680         color = '0 0 0';
2681 #endif
2682         switch(i)
2683         {
2684                 case 0:
2685                         stat = getstati(STAT_REDALIVE);
2686                         pic = "player_red.tga";
2687                         color = '1 0 0';
2688                         break;
2689                 case 1:
2690                         stat = getstati(STAT_BLUEALIVE);
2691                         pic = "player_blue.tga";
2692                         color = '0 0 1';
2693                         break;
2694                 case 2:
2695                         stat = getstati(STAT_YELLOWALIVE);
2696                         pic = "player_yellow.tga";
2697                         color = '1 1 0';
2698                         break;
2699                 default:
2700                 case 3:
2701                         stat = getstati(STAT_PINKALIVE);
2702                         pic = "player_pink.tga";
2703                         color = '1 0 1';
2704                         break;
2705         }
2706
2707         if(mySize_x/mySize_y > aspect_ratio)
2708         {
2709                 i = aspect_ratio * mySize_y;
2710                 myPos_x = myPos_x + (mySize_x - i) / 2;
2711                 mySize_x = i;
2712         }
2713         else
2714         {
2715                 i = 1/aspect_ratio * mySize_x;
2716                 myPos_y = myPos_y + (mySize_y - i) / 2;
2717                 mySize_y = i;
2718         }
2719
2720         if(layout)
2721         {
2722                 drawpic_aspect_skin(myPos, pic, eX * 0.7 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2723                 drawstring_aspect(myPos + eX * 0.7 * mySize_x, ftos(stat), eX * 0.3 * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2724         }
2725         else
2726                 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2727 }
2728
2729 // Clan Arena and Freeze Tag HUD modicons
2730 void HUD_Mod_CA(vector myPos, vector mySize)
2731 {
2732         mod_active = 1; // required in each mod function that always shows something
2733
2734         float layout;
2735         if(gametype == MAPINFO_TYPE_CA)
2736                 layout = autocvar_hud_panel_modicons_ca_layout;
2737         else //if(gametype == MAPINFO_TYPE_FREEZETAG)
2738                 layout = autocvar_hud_panel_modicons_freezetag_layout;
2739         float rows, columns, aspect_ratio;
2740         rows = mySize_y/mySize_x;
2741         aspect_ratio = (layout) ? 2 : 1;
2742         rows = bound(1, floor((sqrt((4 * aspect_ratio * team_count + rows) * rows) + rows + 0.5) / 2), team_count);
2743         columns = ceil(team_count/rows);
2744
2745         int i;
2746         float row = 0, column = 0;
2747         vector pos, itemSize;
2748         itemSize = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2749         for(i=0; i<team_count; ++i)
2750         {
2751                 pos = myPos + eX * column * itemSize_x + eY * row * itemSize_y;
2752
2753                 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
2754
2755                 ++row;
2756                 if(row >= rows)
2757                 {
2758                         row = 0;
2759                         ++column;
2760                 }
2761         }
2762 }
2763
2764 // CTF HUD modicon section
2765 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2766 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2767 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2768
2769 void HUD_Mod_CTF_Reset(void)
2770 {
2771         redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2772 }
2773
2774 void HUD_Mod_CTF(vector pos, vector mySize)
2775 {
2776         vector redflag_pos, blueflag_pos;
2777         vector flag_size;
2778         float f; // every function should have that
2779
2780         float redflag, blueflag; // current status
2781         float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2782         float stat_items;
2783
2784         stat_items = getstati(STAT_ITEMS, 0, 24);
2785         redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
2786         blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
2787
2788         if(redflag || blueflag)
2789                 mod_active = 1;
2790         else
2791                 mod_active = 0;
2792
2793         if(autocvar__hud_configure)
2794         {
2795                 redflag = 1;
2796                 blueflag = 2;
2797         }
2798
2799         // when status CHANGES, set old status into prevstatus and current status into status
2800         if (redflag != redflag_prevframe)
2801         {
2802                 redflag_statuschange_time = time;
2803                 redflag_prevstatus = redflag_prevframe;
2804                 redflag_prevframe = redflag;
2805         }
2806
2807         if (blueflag != blueflag_prevframe)
2808         {
2809                 blueflag_statuschange_time = time;
2810                 blueflag_prevstatus = blueflag_prevframe;
2811                 blueflag_prevframe = blueflag;
2812         }
2813
2814         redflag_statuschange_elapsedtime = time - redflag_statuschange_time;
2815         blueflag_statuschange_elapsedtime = time - blueflag_statuschange_time;
2816
2817         float BLINK_FACTOR = 0.15;
2818         float BLINK_BASE = 0.85;
2819         // note:
2820         //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
2821         // thus
2822         //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
2823         // ensure RMS == 1
2824         float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
2825
2826         string red_icon, red_icon_prevstatus;
2827         float red_alpha, red_alpha_prevstatus;
2828         red_alpha = red_alpha_prevstatus = 1;
2829         switch(redflag) {
2830                 case 1: red_icon = "flag_red_taken"; break;
2831                 case 2: red_icon = "flag_red_lost"; break;
2832                 case 3: red_icon = "flag_red_carrying"; red_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2833                 default:
2834                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2835                                 red_icon = "flag_red_shielded";
2836                         else
2837                                 red_icon = string_null;
2838                         break;
2839         }
2840         switch(redflag_prevstatus) {
2841                 case 1: red_icon_prevstatus = "flag_red_taken"; break;
2842                 case 2: red_icon_prevstatus = "flag_red_lost"; break;
2843                 case 3: red_icon_prevstatus = "flag_red_carrying"; red_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2844                 default:
2845                         if(redflag == 3)
2846                                 red_icon_prevstatus = "flag_red_carrying"; // make it more visible
2847                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2848                                 red_icon_prevstatus = "flag_red_shielded";
2849                         else
2850                                 red_icon_prevstatus = string_null;
2851                         break;
2852         }
2853
2854         string blue_icon, blue_icon_prevstatus;
2855         float blue_alpha, blue_alpha_prevstatus;
2856         blue_alpha = blue_alpha_prevstatus = 1;
2857         switch(blueflag) {
2858                 case 1: blue_icon = "flag_blue_taken"; break;
2859                 case 2: blue_icon = "flag_blue_lost"; break;
2860                 case 3: blue_icon = "flag_blue_carrying"; blue_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2861                 default:
2862                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2863                                 blue_icon = "flag_blue_shielded";
2864                         else
2865                                 blue_icon = string_null;
2866                         break;
2867         }
2868         switch(blueflag_prevstatus) {
2869                 case 1: blue_icon_prevstatus = "flag_blue_taken"; break;
2870                 case 2: blue_icon_prevstatus = "flag_blue_lost"; break;
2871                 case 3: blue_icon_prevstatus = "flag_blue_carrying"; blue_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2872                 default:
2873                         if(blueflag == 3)
2874                                 blue_icon_prevstatus = "flag_blue_carrying"; // make it more visible
2875                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2876                                 blue_icon_prevstatus = "flag_blue_shielded";
2877                         else
2878                                 blue_icon_prevstatus = string_null;
2879                         break;
2880         }
2881
2882         if(mySize_x > mySize_y) {
2883                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2884                         redflag_pos = pos;
2885                         blueflag_pos = pos + eX * 0.5 * mySize_x;
2886                 } else {
2887                         blueflag_pos = pos;
2888                         redflag_pos = pos + eX * 0.5 * mySize_x;
2889                 }
2890                 flag_size = eX * 0.5 * mySize_x + eY * mySize_y;
2891         } else {
2892                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2893                         redflag_pos = pos;
2894                         blueflag_pos = pos + eY * 0.5 * mySize_y;
2895                 } else {
2896                         blueflag_pos = pos;
2897                         redflag_pos = pos + eY * 0.5 * mySize_y;
2898                 }
2899                 flag_size = eY * 0.5 * mySize_y + eX * mySize_x;
2900         }
2901
2902         f = bound(0, redflag_statuschange_elapsedtime*2, 1);
2903         if(red_icon_prevstatus && f < 1)
2904                 drawpic_aspect_skin_expanding(redflag_pos, red_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * red_alpha_prevstatus, DRAWFLAG_NORMAL, f);
2905         if(red_icon)
2906                 drawpic_aspect_skin(redflag_pos, red_icon, flag_size, '1 1 1', panel_fg_alpha * red_alpha * f, DRAWFLAG_NORMAL);
2907
2908         f = bound(0, blueflag_statuschange_elapsedtime*2, 1);
2909         if(blue_icon_prevstatus && f < 1)
2910                 drawpic_aspect_skin_expanding(blueflag_pos, blue_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * blue_alpha_prevstatus, DRAWFLAG_NORMAL, f);
2911         if(blue_icon)
2912                 drawpic_aspect_skin(blueflag_pos, blue_icon, flag_size, '1 1 1', panel_fg_alpha * blue_alpha * f, DRAWFLAG_NORMAL);
2913 }
2914
2915 // Keyhunt HUD modicon section
2916 float kh_runheretime;
2917
2918 void HUD_Mod_KH_Reset(void)
2919 {
2920         kh_runheretime = 0;
2921 }
2922
2923 void HUD_Mod_KH(vector pos, vector mySize)
2924 {
2925         mod_active = 1; // keyhunt should never hide the mod icons panel
2926         float kh_keys;
2927         float keyteam;
2928         float a, aa;
2929         vector p = '0 0 0', pa, kh_size = '0 0 0', kh_asize = '0 0 0';
2930
2931         kh_keys = getstati(STAT_KH_KEYS);
2932
2933         p_x = pos_x;
2934         if(mySize_x > mySize_y)
2935         {
2936                 p_y = pos_y + 0.25 * mySize_y;
2937                 pa = p - eY * 0.25 * mySize_y;
2938
2939                 kh_size_x = mySize_x * 0.25;
2940                 kh_size_y = 0.75 * mySize_y;
2941                 kh_asize_x = mySize_x * 0.25;
2942                 kh_asize_y = mySize_y * 0.25;
2943         }
2944         else
2945         {
2946                 p_y = pos_y + 0.125 * mySize_y;
2947                 pa = p - eY * 0.125 * mySize_y;
2948
2949                 kh_size_x = mySize_x * 0.5;
2950                 kh_size_y = 0.375 * mySize_y;
2951                 kh_asize_x = mySize_x * 0.5;
2952                 kh_asize_y = mySize_y * 0.125;
2953         }
2954
2955         float i, key;
2956
2957         float keycount;
2958         keycount = 0;
2959         for(i = 0; i < 4; ++i)
2960         {
2961                 key = floor(kh_keys / pow(32, i)) & 31;
2962                 keyteam = key - 1;
2963                 if(keyteam == 30 && keycount <= 4)
2964                         keycount += 4;
2965                 if(keyteam == myteam || keyteam == -1 || keyteam == 30)
2966                         keycount += 1;
2967         }
2968
2969         // this yields 8 exactly if "RUN HERE" shows
2970
2971         if(keycount == 8)
2972         {
2973                 if(!kh_runheretime)
2974                         kh_runheretime = time;
2975                 pa_y -= fabs(sin((time - kh_runheretime) * 3.5)) * 6; // make the arrows jump in case of RUN HERE
2976         }
2977         else
2978                 kh_runheretime = 0;
2979
2980         for(i = 0; i < 4; ++i)
2981         {
2982                 key = floor(kh_keys / pow(32, i)) & 31;
2983                 keyteam = key - 1;
2984                 switch(keyteam)
2985                 {
2986                         case 30: // my key
2987                                 keyteam = myteam;
2988                                 a = 1;
2989                                 aa = 1;
2990                                 break;
2991                         case -1: // no key
2992                                 a = 0;
2993                                 aa = 0;
2994                                 break;
2995                         default: // owned or dropped
2996                                 a = 0.2;
2997                                 aa = 0.5;
2998                                 break;
2999                 }
3000                 a = a * panel_fg_alpha;
3001                 aa = aa * panel_fg_alpha;
3002                 if(a > 0)
3003                 {
3004                         switch(keyteam)
3005                         {
3006                                 case NUM_TEAM_1:
3007                                         drawpic_aspect_skin(pa, "kh_redarrow", kh_asize, '1 1 1', aa, DRAWFLAG_NORMAL);  // show 30% theAlpha key
3008                                         break;
3009                                 case NUM_TEAM_2:
3010                                         drawpic_aspect_skin(pa, "kh_bluearrow", kh_asize, '1 1 1', aa, DRAWFLAG_NORMAL);  // show 30% theAlpha key
3011                                         break;
3012                                 case NUM_TEAM_3:
3013                                         drawpic_aspect_skin(pa, "kh_yellowarrow", kh_asize, '1 1 1', aa, DRAWFLAG_NORMAL);  // show 30% theAlpha key
3014                                         break;
3015                                 case NUM_TEAM_4:
3016                                         drawpic_aspect_skin(pa, "kh_pinkarrow", kh_asize, '1 1 1', aa, DRAWFLAG_NORMAL);  // show 30% theAlpha key
3017                                         break;
3018                                 default:
3019                                         break;
3020                         }
3021                         switch(i) // YAY! switch(i) inside a for loop for i. DailyWTF, here we come!
3022                         {
3023                                 case 0:
3024                                         drawpic_aspect_skin(p, "kh_red", kh_size, '1 1 1', a, DRAWFLAG_NORMAL);  // show 30% theAlpha key
3025                                         break;
3026                                 case 1:
3027                                         drawpic_aspect_skin(p, "kh_blue", kh_size, '1 1 1', a, DRAWFLAG_NORMAL);  // show 30% theAlpha key
3028                                         break;
3029                                 case 2:
3030                                         drawpic_aspect_skin(p, "kh_yellow", kh_size, '1 1 1', a, DRAWFLAG_NORMAL);  // show 30% theAlpha key
3031                                         break;
3032                                 case 3:
3033                                         drawpic_aspect_skin(p, "kh_pink", kh_size, '1 1 1', a, DRAWFLAG_NORMAL);  // show 30% theAlpha key
3034                                         break;
3035                         }
3036                 }
3037                 if(mySize_x > mySize_y)
3038                 {
3039                         p_x += 0.25 * mySize_x;
3040                         pa_x += 0.25 * mySize_x;
3041                 }
3042                 else
3043                 {
3044                         if(i == 1)
3045                         {
3046                                 p_y = pos_y + 0.625 * mySize_y;
3047                                 pa_y = pos_y + 0.5 * mySize_y;
3048                                 p_x = pos_x;
3049                                 pa_x = pos_x;
3050                         }
3051                         else
3052                         {
3053                                 p_x += 0.5 * mySize_x;
3054                                 pa_x += 0.5 * mySize_x;
3055                         }
3056                 }
3057         }
3058 }
3059
3060 // Keepaway HUD mod icon
3061 float kaball_prevstatus; // last remembered status
3062 float kaball_statuschange_time; // time when the status changed
3063
3064 // we don't need to reset for keepaway since it immediately
3065 // autocorrects prevstatus as to if the player has the ball or not
3066
3067 void HUD_Mod_Keepaway(vector pos, vector mySize)
3068 {
3069         mod_active = 1; // keepaway should always show the mod HUD
3070
3071         float BLINK_FACTOR = 0.15;
3072         float BLINK_BASE = 0.85;
3073         float BLINK_FREQ = 5;
3074         float kaball_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
3075
3076         float stat_items = getstati(STAT_ITEMS, 0, 24);
3077         float kaball = (stat_items/IT_KEY1) & 1;
3078
3079         if(kaball != kaball_prevstatus)
3080         {
3081                 kaball_statuschange_time = time;
3082                 kaball_prevstatus = kaball;
3083         }
3084
3085         vector kaball_pos, kaball_size;
3086
3087         if(mySize_x > mySize_y) {
3088                 kaball_pos = pos + eX * 0.25 * mySize_x;
3089                 kaball_size = eX * 0.5 * mySize_x + eY * mySize_y;
3090         } else {
3091                 kaball_pos = pos + eY * 0.25 * mySize_y;
3092                 kaball_size = eY * 0.5 * mySize_y + eX * mySize_x;
3093         }
3094
3095         float kaball_statuschange_elapsedtime = time - kaball_statuschange_time;
3096         float f = bound(0, kaball_statuschange_elapsedtime*2, 1);
3097
3098         if(kaball_prevstatus && f < 1)
3099                 drawpic_aspect_skin_expanding(kaball_pos, "keepawayball_carrying", kaball_size, '1 1 1', panel_fg_alpha * kaball_alpha, DRAWFLAG_NORMAL, f);
3100
3101         if(kaball)
3102                 drawpic_aspect_skin(pos, "keepawayball_carrying", eX * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha * kaball_alpha * f, DRAWFLAG_NORMAL);
3103 }
3104
3105
3106 // Nexball HUD mod icon
3107 void HUD_Mod_NexBall(vector pos, vector mySize)
3108 {
3109         float stat_items, nb_pb_starttime, dt, p;
3110
3111         stat_items = getstati(STAT_ITEMS, 0, 24);
3112         nb_pb_starttime = getstatf(STAT_NB_METERSTART);
3113
3114         if (stat_items & IT_KEY1)
3115                 mod_active = 1;
3116         else
3117                 mod_active = 0;
3118
3119         //Manage the progress bar if any
3120         if (nb_pb_starttime > 0)
3121         {
3122                 dt = mod(time - nb_pb_starttime, nb_pb_period);
3123                 // one period of positive triangle
3124                 p = 2 * dt / nb_pb_period;
3125                 if (p > 1)
3126                         p = 2 - p;
3127
3128                 HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", p, (mySize_x <= mySize_y), 0, autocvar_hud_progressbar_nexball_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
3129         }
3130
3131         if (stat_items & IT_KEY1)
3132                 drawpic_aspect_skin(pos, "nexball_carrying", eX * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
3133 }
3134
3135 // Race/CTS HUD mod icons
3136 float crecordtime_prev; // last remembered crecordtime
3137 float crecordtime_change_time; // time when crecordtime last changed
3138 float srecordtime_prev; // last remembered srecordtime
3139 float srecordtime_change_time; // time when srecordtime last changed
3140
3141 float race_status_time;
3142 float race_status_prev;
3143 string race_status_name_prev;
3144 void HUD_Mod_Race(vector pos, vector mySize)
3145 {
3146         mod_active = 1; // race should never hide the mod icons panel
3147         entity me;
3148         me = playerslots[player_localnum];
3149         float t, score;
3150         float f; // yet another function has this
3151         score = me.(scores[ps_primary]);
3152
3153         if(!(scores_flags[ps_primary] & SFL_TIME) || teamplay) // race/cts record display on HUD
3154                 return; // no records in the actual race
3155
3156         // clientside personal record
3157         string rr;
3158         if(gametype == MAPINFO_TYPE_CTS)
3159                 rr = CTS_RECORD;
3160         else
3161                 rr = RACE_RECORD;
3162         t = stof(db_get(ClientProgsDB, strcat(shortmapname, rr, "time")));
3163
3164         if(score && (score < t || !t)) {
3165                 db_put(ClientProgsDB, strcat(shortmapname, rr, "time"), ftos(score));
3166                 if(autocvar_cl_autodemo_delete_keeprecords)
3167                 {
3168                         f = autocvar_cl_autodemo_delete;
3169                         f &= ~1;
3170                         cvar_set("cl_autodemo_delete", ftos(f)); // don't delete demo with new record!
3171                 }
3172         }
3173
3174         if(t != crecordtime_prev) {
3175                 crecordtime_prev = t;
3176                 crecordtime_change_time = time;
3177         }
3178
3179         vector textPos, medalPos;
3180         float squareSize;
3181         if(mySize_x > mySize_y) {
3182                 // text on left side
3183                 squareSize = min(mySize_y, mySize_x/2);
3184                 textPos = pos + eX * 0.5 * max(0, mySize_x/2 - squareSize) + eY * 0.5 * (mySize_y - squareSize);
3185                 medalPos = pos + eX * 0.5 * max(0, mySize_x/2 - squareSize) + eX * 0.5 * mySize_x + eY * 0.5 * (mySize_y - squareSize);
3186         } else {
3187                 // text on top
3188                 squareSize = min(mySize_x, mySize_y/2);
3189                 textPos = pos + eY * 0.5 * max(0, mySize_y/2 - squareSize) + eX * 0.5 * (mySize_x - squareSize);
3190                 medalPos = pos + eY * 0.5 * max(0, mySize_y/2 - squareSize) + eY * 0.5 * mySize_y + eX * 0.5 * (mySize_x - squareSize);
3191         }
3192
3193         f = time - crecordtime_change_time;
3194
3195         if (f > 1) {
3196                 drawstring_aspect(textPos, _("Personal best"), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
3197                 drawstring_aspect(textPos + eY * 0.25 * squareSize, TIME_ENCODED_TOSTRING(t), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
3198         } else {
3199                 drawstring_aspect(textPos, _("Personal best"), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
3200                 drawstring_aspect(textPos + eY * 0.25 * squareSize, TIME_ENCODED_TOSTRING(t), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
3201                 drawstring_aspect_expanding(pos, _("Personal best"), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, f);
3202                 drawstring_aspect_expanding(pos + eY * 0.25 * squareSize, TIME_ENCODED_TOSTRING(t), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, f);
3203         }
3204
3205         // server record
3206         t = race_server_record;
3207         if(t != srecordtime_prev) {
3208                 srecordtime_prev = t;
3209                 srecordtime_change_time = time;
3210         }
3211         f = time - srecordtime_change_time;
3212
3213         if (f > 1) {
3214                 drawstring_aspect(textPos + eY * 0.5 * squareSize, _("Server best"), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
3215                 drawstring_aspect(textPos + eY * 0.75 * squareSize, TIME_ENCODED_TOSTRING(t), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
3216         } else {
3217                 drawstring_aspect(textPos + eY * 0.5 * squareSize, _("Server best"), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
3218                 drawstring_aspect(textPos + eY * 0.75 * squareSize, TIME_ENCODED_TOSTRING(t), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
3219                 drawstring_aspect_expanding(textPos + eY * 0.5 * squareSize, _("Server best"), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, f);
3220                 drawstring_aspect_expanding(textPos + eY * 0.75 * squareSize, TIME_ENCODED_TOSTRING(t), eX * squareSize + eY * 0.25 * squareSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, f);
3221         }
3222
3223         if (race_status != race_status_prev || race_status_name != race_status_name_prev) {
3224                 race_status_time = time + 5;
3225                 race_status_prev = race_status;
3226                 if (race_status_name_prev)
3227                         strunzone(race_status_name_prev);
3228                 race_status_name_prev = strzone(race_status_name);
3229         }
3230
3231         // race "awards"
3232         float a;
3233         a = bound(0, race_status_time - time, 1);
3234
3235         string s;
3236         s = textShortenToWidth(race_status_name, squareSize, '1 1 0' * 0.1 * squareSize, stringwidth_colors);
3237
3238         float rank;
3239         if(race_status > 0)
3240                 rank = race_CheckName(race_status_name);
3241         else
3242                 rank = 0;
3243         string rankname;
3244         rankname = count_ordinal(rank);
3245
3246         vector namepos;
3247         namepos = medalPos + '0 0.8 0' * squareSize;
3248         vector rankpos;
3249         rankpos = medalPos + '0 0.15 0' * squareSize;
3250
3251         if(race_status == 0)
3252                 drawpic_aspect_skin(medalPos, "race_newfail", '1 1 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
3253         else if(race_status == 1) {
3254                 drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newtime", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
3255                 drawcolorcodedstring_aspect(namepos, s, '1 0.2 0' * squareSize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
3256                 drawstring_aspect(rankpos, rankname, '1 0.15 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
3257         } else if(race_status == 2) {
3258                 if(race_status_name == GetPlayerName(player_localnum) || !race_myrank || race_myrank < rank)
3259                         drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newrankgreen", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
3260                 else
3261                         drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newrankyellow", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
3262                 drawcolorcodedstring_aspect(namepos, s, '1 0.2 0' * squareSize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
3263                 drawstring_aspect(rankpos, rankname, '1 0.15 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
3264         } else if(race_status == 3) {
3265                 drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newrecordserver", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
3266                 drawcolorcodedstring_aspect(namepos, s, '1 0.2 0' * squareSize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
3267                 drawstring_aspect(rankpos, rankname, '1 0.15 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
3268         }
3269
3270         if (race_status_time - time <= 0) {
3271                 race_status_prev = -1;
3272                 race_status = -1;
3273                 if(race_status_name)
3274                         strunzone(race_status_name);
3275                 race_status_name = string_null;
3276                 if(race_status_name_prev)
3277                         strunzone(race_status_name_prev);
3278                 race_status_name_prev = string_null;
3279         }
3280 }
3281
3282 void DrawDomItem(vector myPos, vector mySize, float aspect_ratio, float layout, float i)
3283 {
3284         float stat, pps_ratio;
3285         string pic;