Merge branch 'master' into Mario/buffs
[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 float GetAmmoStat(float i)
412 {
413         switch(i)
414         {
415                 case 0: return STAT_SHELLS;
416                 case 1: return STAT_NAILS;
417                 case 2: return STAT_ROCKETS;
418                 case 3: return STAT_CELLS;
419                 case 4: return STAT_FUEL;
420                 default: return -1;
421         }
422 }
423
424 float GetAmmoTypeForWep(float i)
425 {
426         switch(i)
427         {
428                 case WEP_SHOTGUN: return 0;
429                 case WEP_UZI: return 1;
430                 case WEP_GRENADE_LAUNCHER: return 2;
431                 case WEP_MINE_LAYER: return 2;
432                 case WEP_ELECTRO: return 3;
433                 case WEP_CRYLINK: return 3;
434                 case WEP_HLAC: return 3;
435                 case WEP_MINSTANEX: return 3;
436                 case WEP_NEX: return 3;
437                 case WEP_RIFLE: return 1;
438                 case WEP_HAGAR: return 2;
439                 case WEP_ROCKET_LAUNCHER: return 2;
440                 case WEP_SEEKER: return 2;
441                 case WEP_FIREBALL: return 4;
442                 case WEP_HOOK: return 3;
443                 default: return -1;
444         }
445 }
446
447 void HUD_Weapons(void)
448 {
449         // declarations
450         WepSet weapons_stat = WepSet_GetFromStat();
451         float i, f, a;
452         float screen_ar, center_x = 0, center_y;
453         float weapon_count, weapon_id;
454         float row, column, rows = 0, columns;
455         float aspect = autocvar_hud_panel_weapons_aspect;
456
457         float panel_weapon_accuracy;
458
459         float timeout = autocvar_hud_panel_weapons_timeout;
460         float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
461         float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
462
463         float ammo_type, ammo_full;
464         float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
465         vector ammo_color = '1 0 1';
466         float ammo_alpha = 1;
467
468         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
469         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
470
471         vector weapon_pos, weapon_size = '0 0 0';
472         local noref vector old_panel_size; // fteqcc sucks
473         vector color;
474
475         // check to see if we want to continue
476         if(hud != HUD_NORMAL) { return; }
477
478         if(!autocvar__hud_configure)
479         {
480                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
481                         return;
482                 if(timeout && time >= weapontime + timeout + timeout_effect_length)
483                 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)))
484                 {
485                         weaponprevtime = time;
486                         return;
487                 }
488         }
489
490         // update generic hud functions
491         HUD_Panel_UpdateCvars();
492
493         draw_beginBoldFont();
494
495         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
496         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
497         {
498                 float weapon_cnt;
499                 if(weaponorder_bypriority)
500                         strunzone(weaponorder_bypriority);
501                 if(weaponorder_byimpulse)
502                         strunzone(weaponorder_byimpulse);
503
504                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
505                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
506                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
507
508                 weapon_cnt = 0;
509                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
510                 {
511                         self = get_weaponinfo(i);
512                         if(self.impulse >= 0)
513                         {
514                                 weaponorder[weapon_cnt] = self;
515                                 ++weapon_cnt;
516                         }
517                 }
518                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
519                         weaponorder[i] = world;
520                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
521
522                 weaponorder_cmp_str = string_null;
523         }
524
525         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
526                 complain_weapon = 0;
527
528         // determine which weapons are going to be shown
529         if (autocvar_hud_panel_weapons_onlyowned)
530         {
531                 if(autocvar__hud_configure)
532                 {
533                         if (!weapons_stat)
534                                 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
535                                         weapons_stat |= WepSet_FromWeapon(i);
536
537                         if(menu_enabled != 2)
538                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
539                 }
540
541                 // do we own this weapon?
542                 weapon_count = 0;
543                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
544                         if(weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon))
545                                 ++weapon_count;
546
547                 // add it anyway if weaponcomplain is shown
548                 if(complain_weapon)
549                         ++weapon_count;
550
551                 // might as well commit suicide now, no reason to live ;)
552                 if (weapon_count == 0)
553                 {
554                         draw_endBoldFont();
555                         return;
556                 }
557
558                 old_panel_size = panel_size;
559                 if(panel_bg_padding)
560                         old_panel_size -= '2 2 0' * panel_bg_padding;
561
562                 // first find values for the standard table (with all the weapons)
563                 rows = old_panel_size_y/old_panel_size_x;
564                 rows = bound(1, floor((sqrt(4 * aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
565                 columns = ceil(WEP_COUNT/rows);
566                 weapon_size_x = old_panel_size_x / columns;
567                 weapon_size_y = old_panel_size_y / rows;
568
569                 // change table values to include only the owned weapons
570                 float columns_save = columns;
571                 if(weapon_count <= rows)
572                 {
573                         rows = weapon_count;
574                         columns = 1;
575                 }
576                 else
577                         columns = ceil(weapon_count / rows);
578
579                 // enlarge weapon_size to match desired aspect ratio in order to capitalize on panel space
580                 if(columns < columns_save)
581                         weapon_size_x = min(old_panel_size_x / columns, aspect * weapon_size_y);
582
583                 // reduce size of the panel
584                 panel_size_x = columns * weapon_size_x;
585                 panel_size_y = rows * weapon_size_y;
586                 panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
587                 panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
588                 if(panel_bg_padding)
589                         panel_size += '2 2 0' * panel_bg_padding;
590         }
591         else
592                 weapon_count = WEP_COUNT;
593
594         // animation for fading in/out the panel respectively when not in use
595         if(!autocvar__hud_configure)
596         {
597                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
598                 {
599                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
600
601                         // fade the panel alpha
602                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
603                         {
604                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
605                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
606                         }
607                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
608                         {
609                                 panel_bg_alpha *= (1 - f);
610                                 panel_fg_alpha *= (1 - f);
611                         }
612
613                         // move the panel off the screen
614                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
615                         {
616                                 f *= f; // for a cooler movement
617                                 center_x = panel_pos_x + panel_size_x/2;
618                                 center_y = panel_pos_y + panel_size_y/2;
619                                 screen_ar = vid_conwidth/vid_conheight;
620                                 if (center_x/center_y < screen_ar) //bottom left
621                                 {
622                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
623                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
624                                         else //left
625                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
626                                 }
627                                 else //top right
628                                 {
629                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
630                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
631                                         else //top
632                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
633                                 }
634                                 if(f == 1)
635                                         center_x = -1; // mark the panel as off screen
636                         }
637                         weaponprevtime = time - (1 - f) * timein_effect_length;
638                 }
639                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
640                 {
641                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
642
643                         // fade the panel alpha
644                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
645                         {
646                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
647                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
648                         }
649                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
650                         {
651                                 panel_bg_alpha *= (f);
652                                 panel_fg_alpha *= (f);
653                         }
654
655                         // move the panel back on screen
656                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
657                         {
658                                 f *= f; // for a cooler movement
659                                 f = 1 - f;
660                                 center_x = panel_pos_x + panel_size_x/2;
661                                 center_y = panel_pos_y + panel_size_y/2;
662                                 screen_ar = vid_conwidth/vid_conheight;
663                                 if (center_x/center_y < screen_ar) //bottom left
664                                 {
665                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
666                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
667                                         else //left
668                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
669                                 }
670                                 else //top right
671                                 {
672                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
673                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
674                                         else //top
675                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
676                                 }
677                         }
678                 }
679         }
680
681         // draw the background, then change the virtual size of it to better fit other items inside
682         HUD_Panel_DrawBg(1);
683
684         if(center_x == -1)
685         {
686                 draw_endBoldFont();
687                 return;
688         }
689
690         if(panel_bg_padding)
691         {
692                 panel_pos += '1 1 0' * panel_bg_padding;
693                 panel_size -= '2 2 0' * panel_bg_padding;
694         }
695
696         // after the sizing and animations are done, update the other values
697
698         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
699         {
700                 rows = panel_size_y/panel_size_x;
701                 rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
702                 columns = ceil(weapon_count/rows);
703                 weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
704         }
705
706         // calculate position/size for visual bar displaying ammount of ammo status
707         if (autocvar_hud_panel_weapons_ammo)
708         {
709                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
710                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
711
712                 if(weapon_size_x/weapon_size_y > aspect)
713                 {
714                         barsize_x = aspect * weapon_size_y;
715                         barsize_y = weapon_size_y;
716                         baroffset_x = (weapon_size_x - barsize_x) / 2;
717                 }
718                 else
719                 {
720                         barsize_y = 1/aspect * weapon_size_x;
721                         barsize_x = weapon_size_x;
722                         baroffset_y = (weapon_size_y - barsize_y) / 2;
723                 }
724         }
725         if(autocvar_hud_panel_weapons_accuracy)
726                 Accuracy_LoadColors();
727
728         row = column = 0;
729         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
730         {
731                 // retrieve information about the current weapon to be drawn
732                 self = weaponorder[i];
733                 weapon_id = self.impulse;
734
735                 // skip if this weapon doesn't exist
736                 if(!self || weapon_id < 0) { continue; }
737
738                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
739                 if(autocvar_hud_panel_weapons_onlyowned)
740                 if (!((weapons_stat & WepSet_FromWeapon(self.weapon)) || (self.weapon == complain_weapon)))
741                         continue;
742
743                 // figure out the drawing position of weapon
744                 weapon_pos = (panel_pos
745                         + eX * column * weapon_size_x
746                         + eY * row * weapon_size_y);
747
748                 // draw background behind currently selected weapon
749                 if(self.weapon == switchweapon)
750                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
751
752                 // draw the weapon accuracy
753                 if(autocvar_hud_panel_weapons_accuracy)
754                 {
755                         panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
756                         if(panel_weapon_accuracy >= 0)
757                         {
758                                 color = Accuracy_GetColor(panel_weapon_accuracy);
759                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
760                         }
761                 }
762
763                 // drawing all the weapon items
764                 if(weapons_stat & WepSet_FromWeapon(self.weapon))
765                 {
766                         // draw the weapon image
767                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
768
769                         // draw weapon label string
770                         switch(autocvar_hud_panel_weapons_label)
771                         {
772                                 case 1: // weapon number
773                                         drawstring(weapon_pos, ftos(weapon_id), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
774                                         break;
775
776                                 case 2: // bind
777                                         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);
778                                         break;
779
780                                 case 3: // weapon name
781                                         drawstring(weapon_pos, self.netname, '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
782                                         break;
783
784                                 default: // nothing
785                                         break;
786                         }
787
788                         // draw ammo status bar
789                         if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
790                         {
791                                 a = 0;
792                                 ammo_type = GetAmmoTypeForWep(self.weapon);
793                                 if(ammo_type != -1)
794                                         a = getstati(GetAmmoStat(ammo_type)); // how much ammo do we have?
795
796                                 if(a > 0)
797                                 {
798                                         switch(ammo_type) {
799                                                 case 0: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
800                                                 case 1: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
801                                                 case 2: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
802                                                 case 3: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
803                                                 case 4: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
804                                                 default: ammo_full = 60;
805                                         }
806
807                                         drawsetcliparea(
808                                                 weapon_pos_x + baroffset_x,
809                                                 weapon_pos_y + baroffset_y,
810                                                 barsize_x * bound(0, a/ammo_full, 1),
811                                                 barsize_y);
812                                         drawpic_aspect_skin(weapon_pos, "weapon_ammo", weapon_size, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
813                                         drawresetcliparea();
814                                 }
815                         }
816                 }
817                 else // draw a "ghost weapon icon" if you don't have the weapon
818                 {
819                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
820                 }
821
822                 // draw the complain message
823                 if(self.weapon == complain_weapon)
824                 {
825                         if(fadetime)
826                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
827                         else
828                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
829
830                         string s;
831                         if(complain_weapon_type == 0) {
832                                 s = _("Out of ammo");
833                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
834                         }
835                         else if(complain_weapon_type == 1) {
836                                 s = _("Don't have");
837                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
838                         }
839                         else {
840                                 s = _("Unavailable");
841                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
842                         }
843                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
844                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
845                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
846                 }
847
848                 // continue with new position for the next weapon
849                 ++row;
850                 if(row >= rows)
851                 {
852                         row = 0;
853                         ++column;
854                 }
855         }
856
857         draw_endBoldFont();
858 }
859
860 // Ammo (#1)
861 //
862 // TODO: macro
863 float GetAmmoItemCode(float i)
864 {
865         switch(i)
866         {
867                 case 0: return IT_SHELLS;
868                 case 1: return IT_NAILS;
869                 case 2: return IT_ROCKETS;
870                 case 3: return IT_CELLS;
871                 case 4: return IT_FUEL;
872                 default: return -1;
873         }
874 }
875
876 string GetAmmoPicture(float i)
877 {
878         switch(i)
879         {
880                 case 0: return "ammo_shells";
881                 case 1: return "ammo_bullets";
882                 case 2: return "ammo_rockets";
883                 case 3: return "ammo_cells";
884                 case 4: return "ammo_fuel";
885                 default: return "";
886         }
887 }
888
889 void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected, float infinite_ammo)
890 {
891         float a;
892         if(autocvar__hud_configure)
893         {
894                 currently_selected = (itemcode == 2); //rockets always selected
895                 a = 31 + mod(itemcode*93, 128);
896         }
897         else
898                 a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
899
900         vector color;
901         if(infinite_ammo)
902                 color = '0 0.5 0.75';
903         else if(a < 10)
904                 color = '0.7 0 0';
905         else
906                 color = '1 1 1';
907
908         float theAlpha;
909         if(currently_selected)
910                 theAlpha = 1;
911         else
912                 theAlpha = 0.7;
913
914         vector picpos, numpos;
915         if(autocvar_hud_panel_ammo_iconalign)
916         {
917                 numpos = myPos;
918                 picpos = myPos + eX * 2 * mySize_y;
919         }
920         else
921         {
922                 numpos = myPos + eX * mySize_y;
923                 picpos = myPos;
924         }
925
926         if (currently_selected)
927                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
928
929     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
930         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);
931
932     if(autocvar_hud_panel_ammo_text)
933     {
934         if(a > 0 || infinite_ammo)
935             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
936         else // "ghost" ammo count
937             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
938     }
939         if(a > 0 || infinite_ammo)
940                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
941         else // "ghost" ammo icon
942                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
943 }
944
945 void HUD_Ammo(void)
946 {
947         if(hud != HUD_NORMAL) return;
948         if(!autocvar__hud_configure)
949         {
950                 if(!autocvar_hud_panel_ammo) return;
951                 if(spectatee_status == -1) return;
952         }
953
954         HUD_Panel_UpdateCvars();
955
956         draw_beginBoldFont();
957
958         vector pos, mySize;
959         pos = panel_pos;
960         mySize = panel_size;
961
962         HUD_Panel_DrawBg(1);
963         if(panel_bg_padding)
964         {
965                 pos += '1 1 0' * panel_bg_padding;
966                 mySize -= '2 2 0' * panel_bg_padding;
967         }
968
969         const float AMMO_COUNT = 4;
970         float rows = 0, columns, row, column;
971         vector ammo_size;
972         if (autocvar_hud_panel_ammo_onlycurrent)
973                 ammo_size = mySize;
974         else
975         {
976                 rows = mySize_y/mySize_x;
977                 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
978                 //                               ^^^ ammo item aspect goes here
979
980                 columns = ceil(AMMO_COUNT/rows);
981
982                 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
983         }
984
985         local vector offset = '0 0 0'; // fteqcc sucks
986         float newSize;
987         if(ammo_size_x/ammo_size_y > 3)
988         {
989                 newSize = 3 * ammo_size_y;
990                 offset_x = ammo_size_x - newSize;
991                 pos_x += offset_x/2;
992                 ammo_size_x = newSize;
993         }
994         else
995         {
996                 newSize = 1/3 * ammo_size_x;
997                 offset_y = ammo_size_y - newSize;
998                 pos_y += offset_y/2;
999                 ammo_size_y = newSize;
1000         }
1001
1002         float i, stat_items, currently_selected, infinite_ammo;
1003         infinite_ammo = FALSE;
1004         if (autocvar_hud_panel_ammo_onlycurrent)
1005         {
1006                 if(autocvar__hud_configure)
1007                 {
1008                         DrawAmmoItem(pos, ammo_size, 2, true, FALSE); //show rockets
1009                 }
1010                 else
1011                 {
1012                         stat_items = getstati(STAT_ITEMS, 0, 24);
1013                         if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
1014                                 infinite_ammo = TRUE;
1015                         for (i = 0; i < AMMO_COUNT; ++i) {
1016                                 currently_selected = stat_items & GetAmmoItemCode(i);
1017                                 if (currently_selected)
1018                                 {
1019                                         DrawAmmoItem(pos, ammo_size, i, true, infinite_ammo);
1020                                         break;
1021                                 }
1022                         }
1023                 }
1024         }
1025         else
1026         {
1027                 stat_items = getstati(STAT_ITEMS, 0, 24);
1028                 if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
1029                         infinite_ammo = TRUE;
1030                 row = column = 0;
1031                 for (i = 0; i < AMMO_COUNT; ++i) {
1032                         currently_selected = stat_items & GetAmmoItemCode(i);
1033                         DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
1034                         ++row;
1035                         if(row >= rows)
1036                         {
1037                                 row = 0;
1038                                 column = column + 1;
1039                         }
1040                 }
1041         }
1042
1043         draw_endBoldFont();
1044 }
1045
1046 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1047 {
1048         vector newPos = '0 0 0', newSize = '0 0 0';
1049         vector picpos, numpos;
1050
1051         if (vertical)
1052         {
1053                 if(mySize_y/mySize_x > 2)
1054                 {
1055                         newSize_y = 2 * mySize_x;
1056                         newSize_x = mySize_x;
1057
1058                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1059                         newPos_x = myPos_x;
1060                 }
1061                 else
1062                 {
1063                         newSize_x = 1/2 * mySize_y;
1064                         newSize_y = mySize_y;
1065
1066                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1067                         newPos_y = myPos_y;
1068                 }
1069
1070                 if(icon_right_align)
1071                 {
1072                         numpos = newPos;
1073                         picpos = newPos + eY * newSize_x;
1074                 }
1075                 else
1076                 {
1077                         picpos = newPos;
1078                         numpos = newPos + eY * newSize_x;
1079                 }
1080
1081                 newSize_y /= 2;
1082                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1083                 // make number smaller than icon, it looks better
1084                 // reduce only y to draw numbers with different number of digits with the same y size
1085                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1086                 newSize_y *= 0.7;
1087                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1088                 return;
1089         }
1090
1091         if(mySize_x/mySize_y > 3)
1092         {
1093                 newSize_x = 3 * mySize_y;
1094                 newSize_y = mySize_y;
1095
1096                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1097                 newPos_y = myPos_y;
1098         }
1099         else
1100         {
1101                 newSize_y = 1/3 * mySize_x;
1102                 newSize_x = mySize_x;
1103
1104                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1105                 newPos_x = myPos_x;
1106         }
1107
1108         if(icon_right_align) // right align
1109         {
1110                 numpos = newPos;
1111                 picpos = newPos + eX * 2 * newSize_y;
1112         }
1113         else // left align
1114         {
1115                 numpos = newPos + eX * newSize_y;
1116                 picpos = newPos;
1117         }
1118
1119         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1120         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1121         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1122         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1123 }
1124
1125 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1126 {
1127         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1128 }
1129
1130 // Powerups (#2)
1131 //
1132 void HUD_Powerups(void)
1133 {
1134         float strength_time, shield_time, superweapons_time;
1135         if(!autocvar__hud_configure)
1136         {
1137                 if(!autocvar_hud_panel_powerups) return;
1138                 if(spectatee_status == -1) return;
1139                 if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
1140                 if (getstati(STAT_HEALTH) <= 0) return;
1141
1142                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1143                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1144                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1145
1146                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1147                         superweapons_time = 99; // force max
1148
1149                 // prevent stuff to show up on mismatch that will be fixed next frame
1150                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1151                         superweapons_time = 0;
1152         }
1153         else
1154         {
1155                 strength_time = 15;
1156                 shield_time = 27;
1157                 superweapons_time = 13;
1158         }
1159
1160         HUD_Panel_UpdateCvars();
1161
1162         draw_beginBoldFont();
1163
1164         vector pos, mySize;
1165         pos = panel_pos;
1166         mySize = panel_size;
1167
1168         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1169         if(panel_bg_padding)
1170         {
1171                 pos += '1 1 0' * panel_bg_padding;
1172                 mySize -= '2 2 0' * panel_bg_padding;
1173         }
1174
1175         float panel_ar = mySize_x/mySize_y;
1176         float is_vertical = (panel_ar < 1);
1177         vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1178
1179         float superweapons_is = -1;
1180
1181         if(superweapons_time)
1182         {
1183                 if(strength_time)
1184                 {
1185                         if(shield_time)
1186                                 superweapons_is = 0;
1187                         else
1188                                 superweapons_is = 2;
1189                 }
1190                 else
1191                 {
1192                         if(shield_time)
1193                                 superweapons_is = 1;
1194                         else
1195                                 superweapons_is = 2;
1196                 }
1197         }
1198
1199         // FIXME handle superweapons here
1200         if(superweapons_is == 0)
1201         {
1202                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1203                 {
1204                         mySize_x *= (1.0 / 3.0);
1205                         superweapons_offset_x = mySize_x;
1206                         if (autocvar_hud_panel_powerups_flip)
1207                                 shield_offset_x = 2*mySize_x;
1208                         else
1209                                 strength_offset_x = 2*mySize_x;
1210                 }
1211                 else
1212                 {
1213                         mySize_y *= (1.0 / 3.0);
1214                         superweapons_offset_y = mySize_y;
1215                         if (autocvar_hud_panel_powerups_flip)
1216                                 shield_offset_y = 2*mySize_y;
1217                         else
1218                                 strength_offset_y = 2*mySize_y;
1219                 }
1220         }
1221         else
1222         {
1223                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1224                 {
1225                         mySize_x *= 0.5;
1226                         if (autocvar_hud_panel_powerups_flip)
1227                                 shield_offset_x = mySize_x;
1228                         else
1229                                 strength_offset_x = mySize_x;
1230                 }
1231                 else
1232                 {
1233                         mySize_y *= 0.5;
1234                         if (autocvar_hud_panel_powerups_flip)
1235                                 shield_offset_y = mySize_y;
1236                         else
1237                                 strength_offset_y = mySize_y;
1238                 }
1239         }
1240
1241         float shield_baralign, strength_baralign, superweapons_baralign;
1242         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1243
1244         if (autocvar_hud_panel_powerups_flip)
1245         {
1246                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1247                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1248                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1249                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1250         }
1251         else
1252         {
1253                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1254                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1255                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1256                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1257         }
1258
1259         if(superweapons_is == 0)
1260         {
1261                 superweapons_iconalign = strength_iconalign;
1262                 superweapons_baralign = 2;
1263         }
1264         else if(superweapons_is == 1)
1265         {
1266                 superweapons_offset = strength_offset;
1267                 superweapons_iconalign = strength_iconalign;
1268                 superweapons_baralign = strength_baralign;
1269         }
1270         else // if(superweapons_is == 2)
1271         {
1272                 superweapons_offset = shield_offset;
1273                 superweapons_iconalign = shield_iconalign;
1274                 superweapons_baralign = shield_baralign;
1275         }
1276
1277         if(shield_time)
1278         {
1279                 const float maxshield = 30;
1280                 float shield = ceil(shield_time);
1281                 if(autocvar_hud_panel_powerups_progressbar)
1282                         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);
1283                 if(autocvar_hud_panel_powerups_text)
1284                 {
1285                         if(shield > 1)
1286                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1287                         if(shield <= 5)
1288                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1289                 }
1290         }
1291
1292         if(strength_time)
1293         {
1294                 const float maxstrength = 30;
1295                 float strength = ceil(strength_time);
1296                 if(autocvar_hud_panel_powerups_progressbar)
1297                         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);
1298                 if(autocvar_hud_panel_powerups_text)
1299                 {
1300                         if(strength > 1)
1301                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1302                         if(strength <= 5)
1303                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1304                 }
1305         }
1306
1307         if(superweapons_time)
1308         {
1309                 const float maxsuperweapons = 30;
1310                 float superweapons = ceil(superweapons_time);
1311                 if(autocvar_hud_panel_powerups_progressbar)
1312                         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);
1313                 if(autocvar_hud_panel_powerups_text)
1314                 {
1315                         if(superweapons > 1)
1316                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1317                         if(superweapons <= 5)
1318                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1319                 }
1320         }
1321
1322         draw_endBoldFont();
1323 }
1324
1325 // Health/armor (#3)
1326 //
1327
1328 // prev_* vars contain the health/armor at the previous FRAME
1329 // set to -1 when player is dead or was not playing
1330 float prev_health, prev_armor;
1331 float health_damagetime, armor_damagetime;
1332 float health_beforedamage, armor_beforedamage;
1333 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1334 float old_p_health, old_p_armor;
1335 float old_p_healthtime, old_p_armortime;
1336 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1337 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1338 float prev_p_health, prev_p_armor;
1339
1340 void HUD_HealthArmor(void)
1341 {
1342         float armor, health, fuel;
1343         if(!autocvar__hud_configure)
1344         {
1345                 if(!autocvar_hud_panel_healtharmor) return;
1346                 if(hud != HUD_NORMAL) return;
1347                 if(spectatee_status == -1) return;
1348
1349                 health = getstati(STAT_HEALTH);
1350                 if(health <= 0)
1351                 {
1352                         prev_health = -1;
1353                         return;
1354                 }
1355                 armor = getstati(STAT_ARMOR);
1356
1357                 // code to check for spectatee_status changes is in Ent_ClientData()
1358                 // prev_p_health and prev_health can be set to -1 there
1359
1360                 if (prev_p_health == -1)
1361                 {
1362                         // no effect
1363                         health_beforedamage = 0;
1364                         armor_beforedamage = 0;
1365                         health_damagetime = 0;
1366                         armor_damagetime = 0;
1367                         prev_health = health;
1368                         prev_armor = armor;
1369                         old_p_health = health;
1370                         old_p_armor = armor;
1371                         prev_p_health = health;
1372                         prev_p_armor = armor;
1373                 }
1374                 else if (prev_health == -1)
1375                 {
1376                         //start the load effect
1377                         health_damagetime = 0;
1378                         armor_damagetime = 0;
1379                         prev_health = 0;
1380                         prev_armor = 0;
1381                 }
1382                 fuel = getstati(STAT_FUEL);
1383         }
1384         else
1385         {
1386                 health = 150;
1387                 armor = 75;
1388                 fuel = 20;
1389         }
1390
1391         HUD_Panel_UpdateCvars();
1392         vector pos, mySize;
1393         pos = panel_pos;
1394         mySize = panel_size;
1395
1396         HUD_Panel_DrawBg(1);
1397         if(panel_bg_padding)
1398         {
1399                 pos += '1 1 0' * panel_bg_padding;
1400                 mySize -= '2 2 0' * panel_bg_padding;
1401         }
1402
1403         float baralign = autocvar_hud_panel_healtharmor_baralign;
1404         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1405
1406     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1407     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1408         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1409         {
1410                 vector v;
1411                 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
1412
1413                 float x;
1414                 x = floor(v_x + 1);
1415
1416         float maxtotal = maxhealth + maxarmor;
1417                 string biggercount;
1418                 if(v_z) // NOT fully armored
1419                 {
1420                         biggercount = "health";
1421                         if(autocvar_hud_panel_healtharmor_progressbar)
1422                                 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);
1423                         if(armor)
1424             if(autocvar_hud_panel_healtharmor_text)
1425                                 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);
1426                 }
1427                 else
1428                 {
1429                         biggercount = "armor";
1430                         if(autocvar_hud_panel_healtharmor_progressbar)
1431                                 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);
1432                         if(health)
1433             if(autocvar_hud_panel_healtharmor_text)
1434                                 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);
1435                 }
1436         if(autocvar_hud_panel_healtharmor_text)
1437                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1438
1439                 if(fuel)
1440                         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);
1441         }
1442         else
1443         {
1444                 float panel_ar = mySize_x/mySize_y;
1445                 float is_vertical = (panel_ar < 1);
1446                 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1447                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1448                 {
1449                         mySize_x *= 0.5;
1450                         if (autocvar_hud_panel_healtharmor_flip)
1451                                 health_offset_x = mySize_x;
1452                         else
1453                                 armor_offset_x = mySize_x;
1454                 }
1455                 else
1456                 {
1457                         mySize_y *= 0.5;
1458                         if (autocvar_hud_panel_healtharmor_flip)
1459                                 health_offset_y = mySize_y;
1460                         else
1461                                 armor_offset_y = mySize_y;
1462                 }
1463
1464                 float health_baralign, armor_baralign, fuel_baralign;
1465                 float health_iconalign, armor_iconalign;
1466                 if (autocvar_hud_panel_healtharmor_flip)
1467                 {
1468                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1469                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1470                         fuel_baralign = health_baralign;
1471                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1472                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1473                 }
1474                 else
1475                 {
1476                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1477                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1478                         fuel_baralign = armor_baralign;
1479                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1480                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1481                 }
1482
1483                 //if(health)
1484                 {
1485                         if(autocvar_hud_panel_healtharmor_progressbar)
1486                         {
1487                                 float p_health, pain_health_alpha;
1488                                 p_health = health;
1489                                 pain_health_alpha = 1;
1490                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1491                                 {
1492                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1493                                         {
1494                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1495                                                 {
1496                                                         if (time - old_p_healthtime < 1)
1497                                                                 old_p_health = prev_p_health;
1498                                                         else
1499                                                                 old_p_health = prev_health;
1500                                                         old_p_healthtime = time;
1501                                                 }
1502                                                 if (time - old_p_healthtime < 1)
1503                                                 {
1504                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1505                                                         prev_p_health = p_health;
1506                                                 }
1507                                         }
1508                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1509                                         {
1510                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1511                                                 {
1512                                                         if (time - health_damagetime >= 1)
1513                                                                 health_beforedamage = prev_health;
1514                                                         health_damagetime = time;
1515                                                 }
1516                                                 if (time - health_damagetime < 1)
1517                                                 {
1518                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1519                                                         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);
1520                                                 }
1521                                         }
1522                                         prev_health = health;
1523
1524                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1525                                         {
1526                                                 float BLINK_FACTOR = 0.15;
1527                                                 float BLINK_BASE = 0.85;
1528                                                 float BLINK_FREQ = 9;
1529                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1530                                         }
1531                                 }
1532                                 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);
1533                         }
1534                         if(autocvar_hud_panel_healtharmor_text)
1535                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1536                 }
1537
1538                 if(armor)
1539                 {
1540                         if(autocvar_hud_panel_healtharmor_progressbar)
1541                         {
1542                                 float p_armor;
1543                                 p_armor = armor;
1544                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1545                                 {
1546                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1547                                         {
1548                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1549                                                 {
1550                                                         if (time - old_p_armortime < 1)
1551                                                                 old_p_armor = prev_p_armor;
1552                                                         else
1553                                                                 old_p_armor = prev_armor;
1554                                                         old_p_armortime = time;
1555                                                 }
1556                                                 if (time - old_p_armortime < 1)
1557                                                 {
1558                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1559                                                         prev_p_armor = p_armor;
1560                                                 }
1561                                         }
1562                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1563                                         {
1564                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1565                                                 {
1566                                                         if (time - armor_damagetime >= 1)
1567                                                                 armor_beforedamage = prev_armor;
1568                                                         armor_damagetime = time;
1569                                                 }
1570                                                 if (time - armor_damagetime < 1)
1571                                                 {
1572                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1573                                                         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);
1574                                                 }
1575                                         }
1576                                         prev_armor = armor;
1577                                 }
1578                                 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);
1579                         }
1580                         if(autocvar_hud_panel_healtharmor_text)
1581                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1582                 }
1583
1584                 if(fuel)
1585                 {
1586                         if (is_vertical)
1587                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1588                         else
1589                                 mySize_y *= 0.2;
1590                         if (panel_ar >= 4)
1591                                 mySize_x *= 2; //restore full panel size
1592                         else if (panel_ar < 1/4)
1593                                 mySize_y *= 2; //restore full panel size
1594                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, autocvar_hud_progressbar_fuel_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1595                 }
1596         }
1597 }
1598
1599 // Notification area (#4)
1600 //
1601
1602 void HUD_Notify_Push(string icon, string attacker, string victim)
1603 {
1604         if (icon == "")
1605                 return;
1606
1607         ++notify_count;
1608         --notify_index;
1609
1610         if (notify_index == -1)
1611                 notify_index = NOTIFY_MAX_ENTRIES-1;
1612
1613         // Free old strings
1614         if (notify_attackers[notify_index])
1615                 strunzone(notify_attackers[notify_index]);
1616
1617         if (notify_victims[notify_index])
1618                 strunzone(notify_victims[notify_index]);
1619
1620         if (notify_icons[notify_index])
1621                 strunzone(notify_icons[notify_index]);
1622
1623         // Allocate new strings
1624         if (victim != "")
1625         {
1626                 notify_attackers[notify_index] = strzone(attacker);
1627                 notify_victims[notify_index] = strzone(victim);
1628         }
1629         else
1630         {
1631                 // In case of a notification without a victim, the attacker
1632                 // is displayed on the victim's side. Instead of special
1633                 // treatment later on, we can simply switch them here.
1634                 notify_attackers[notify_index] = string_null;
1635                 notify_victims[notify_index] = strzone(attacker);
1636         }
1637
1638         notify_icons[notify_index] = strzone(icon);
1639         notify_times[notify_index] = time;
1640 }
1641
1642 void HUD_Notify(void)
1643 {
1644         if (!autocvar__hud_configure)
1645                 if (!autocvar_hud_panel_notify)
1646                         return;
1647
1648         HUD_Panel_UpdateCvars();
1649         HUD_Panel_DrawBg(1);
1650
1651         if (!autocvar__hud_configure)
1652                 if (notify_count == 0)
1653                         return;
1654
1655         vector pos, size;
1656         pos  = panel_pos;
1657         size = panel_size;
1658
1659         if (panel_bg_padding)
1660         {
1661                 pos  += '1 1 0' * panel_bg_padding;
1662                 size -= '2 2 0' * panel_bg_padding;
1663         }
1664
1665         float fade_start = max(0, autocvar_hud_panel_notify_time);
1666         float fade_time = max(0, autocvar_hud_panel_notify_fadetime);
1667         float icon_aspect = max(1, autocvar_hud_panel_notify_icon_aspect);
1668
1669         float entry_count = bound(1, floor(NOTIFY_MAX_ENTRIES * size_y / size_x), NOTIFY_MAX_ENTRIES);
1670         float entry_height = size_y / entry_count;
1671
1672         float panel_width_half = size_x * 0.5;
1673         float icon_width_half = entry_height * icon_aspect / 2;
1674         float name_maxwidth = panel_width_half - icon_width_half - size_x * NOTIFY_ICON_MARGIN;
1675
1676         vector font_size = '0.5 0.5 0' * entry_height * autocvar_hud_panel_notify_fontsize;
1677         vector icon_size = (eX * icon_aspect + eY) * entry_height;
1678         vector icon_left = eX * (panel_width_half - icon_width_half);
1679         vector attacker_right = eX * name_maxwidth;
1680         vector victim_left = eX * (size_x - name_maxwidth);
1681
1682         vector attacker_pos, victim_pos, icon_pos;
1683         string attacker, victim, icon;
1684         float i, j, count, step, limit, alpha;
1685
1686         if (autocvar_hud_panel_notify_flip)
1687         {
1688                 // Order items from the top down
1689                 i = 0;
1690                 step = +1;
1691                 limit = entry_count;
1692         }
1693         else
1694         {
1695                 // Order items from the bottom up
1696                 i = entry_count - 1;
1697                 step = -1;
1698                 limit = -1;
1699         }
1700
1701         for (j = notify_index, count = 0; i != limit; i += step, ++j, ++count)
1702         {
1703                 if(autocvar__hud_configure)
1704                 {
1705                         attacker = sprintf(_("Player %d"), count + 1);
1706                         victim = sprintf(_("Player %d"), count + 2);
1707                         icon = strcat("weapon", get_weaponinfo(min(WEP_FIRST + count * 2, WEP_LAST)).netname);
1708                         alpha = bound(0, 1.2 - count / entry_count, 1);
1709                 }
1710                 else
1711                 {
1712                         if (j == NOTIFY_MAX_ENTRIES)
1713                                 j = 0;
1714
1715                         if (notify_times[j] + fade_start > time)
1716                                 alpha = 1;
1717                         else if (fade_time != 0)
1718                         {
1719                                 alpha = bound(0, (notify_times[j] + fade_start + fade_time - time) / fade_time, 1);
1720                                 if (alpha == 0)
1721                                         break;
1722                         }
1723                         else
1724                                 break;
1725
1726                         attacker = notify_attackers[j];
1727                         victim = notify_victims[j];
1728                         icon = notify_icons[j];
1729                 }
1730
1731                 if (icon != "" && victim != "")
1732                 {
1733                         vector name_top = eY * (i * entry_height + 0.5 * (entry_height - font_size_y));
1734
1735                         icon_pos = pos + icon_left + eY * i * entry_height;
1736                         drawpic_aspect_skin(icon_pos, icon, icon_size, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1737
1738                         victim = textShortenToWidth(victim, name_maxwidth, font_size, stringwidth_colors);
1739                         victim_pos = pos + victim_left + name_top;
1740                         drawcolorcodedstring(victim_pos, victim, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1741
1742                         if (attacker != "")
1743                         {
1744                                 attacker = textShortenToWidth(attacker, name_maxwidth, font_size, stringwidth_colors);
1745                                 attacker_pos = pos + attacker_right - eX * stringwidth(attacker, TRUE, font_size) + name_top;
1746                                 drawcolorcodedstring(attacker_pos, attacker, font_size, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1747                         }
1748                 }
1749         }
1750
1751         notify_count = count;
1752 }
1753
1754 // Timer (#5)
1755 //
1756 // TODO: macro
1757 string seconds_tostring(float sec)
1758 {
1759         float minutes;
1760         minutes = floor(sec / 60);
1761
1762         sec -= minutes * 60;
1763         return sprintf("%d:%02d", minutes, sec);
1764 }
1765
1766 void HUD_Timer(void)
1767 {
1768         if(!autocvar__hud_configure)
1769         {
1770                 if(!autocvar_hud_panel_timer) return;
1771         }
1772
1773         HUD_Panel_UpdateCvars();
1774
1775         draw_beginBoldFont();
1776
1777         vector pos, mySize;
1778         pos = panel_pos;
1779         mySize = panel_size;
1780
1781         HUD_Panel_DrawBg(1);
1782         if(panel_bg_padding)
1783         {
1784                 pos += '1 1 0' * panel_bg_padding;
1785                 mySize -= '2 2 0' * panel_bg_padding;
1786         }
1787
1788         string timer;
1789         float timelimit, elapsedTime, timeleft, minutesLeft;
1790
1791         timelimit = getstatf(STAT_TIMELIMIT);
1792
1793         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1794         timeleft = ceil(timeleft);
1795
1796         minutesLeft = floor(timeleft / 60);
1797
1798         vector timer_color;
1799         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1800                 timer_color = '1 1 1'; //white
1801         else if(minutesLeft >= 1)
1802                 timer_color = '1 1 0'; //yellow
1803         else
1804                 timer_color = '1 0 0'; //red
1805
1806         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1807                 if (time < getstatf(STAT_GAMESTARTTIME)) {
1808                         //while restart is still active, show 00:00
1809                         timer = seconds_tostring(0);
1810                 } else {
1811                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1812                         timer = seconds_tostring(elapsedTime);
1813                 }
1814         } else {
1815                 timer = seconds_tostring(timeleft);
1816         }
1817
1818         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1819
1820         draw_endBoldFont();
1821 }
1822
1823 // Radar (#6)
1824 //
1825 void HUD_Radar(void)
1826 {
1827         if (!autocvar__hud_configure)
1828         {
1829                 if (hud_panel_radar_maximized)
1830                 {
1831                         if (!hud_draw_maximized) return;
1832                 }
1833                 else
1834                 {
1835                         if (autocvar_hud_panel_radar == 0) return;
1836                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1837                         if(radar_panel_modified)
1838                         {
1839                                 panel.update_time = time; // forces reload of panel attributes
1840                                 radar_panel_modified = false;
1841                         }
1842                 }
1843         }
1844
1845         HUD_Panel_UpdateCvars();
1846
1847         float f = 0;
1848
1849         if (hud_panel_radar_maximized && !autocvar__hud_configure)
1850         {
1851                 panel_size = autocvar_hud_panel_radar_maximized_size;
1852                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
1853                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
1854                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
1855                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
1856
1857                 string panel_bg;
1858                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
1859                 if(precache_pic(panel_bg) == "")
1860                         panel_bg = "gfx/hud/default/border_default"; // fallback
1861                 if(!radar_panel_modified && panel_bg != panel.current_panel_bg)
1862                         radar_panel_modified = true;
1863                 if(panel.current_panel_bg)
1864                         strunzone(panel.current_panel_bg);
1865                 panel.current_panel_bg = strzone(panel_bg);
1866
1867                 switch(hud_panel_radar_maximized_zoommode)
1868                 {
1869                         default:
1870                         case 0:
1871                                 f = current_zoomfraction;
1872                                 break;
1873                         case 1:
1874                                 f = 1 - current_zoomfraction;
1875                                 break;
1876                         case 2:
1877                                 f = 0;
1878                                 break;
1879                         case 3:
1880                                 f = 1;
1881                                 break;
1882                 }
1883
1884                 switch(hud_panel_radar_maximized_rotation)
1885                 {
1886                         case 0:
1887                                 teamradar_angle = view_angles_y - 90;
1888                                 break;
1889                         default:
1890                                 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
1891                                 break;
1892                 }
1893         }
1894         if (!hud_panel_radar_maximized && !autocvar__hud_configure)
1895         {
1896                 switch(hud_panel_radar_zoommode)
1897                 {
1898                         default:
1899                         case 0:
1900                                 f = current_zoomfraction;
1901                                 break;
1902                         case 1:
1903                                 f = 1 - current_zoomfraction;
1904                                 break;
1905                         case 2:
1906                                 f = 0;
1907                                 break;
1908                         case 3:
1909                                 f = 1;
1910                                 break;
1911                 }
1912
1913                 switch(hud_panel_radar_rotation)
1914                 {
1915                         case 0:
1916                                 teamradar_angle = view_angles_y - 90;
1917                                 break;
1918                         default:
1919                                 teamradar_angle = 90 * hud_panel_radar_rotation;
1920                                 break;
1921                 }
1922         }
1923
1924         vector pos, mySize;
1925         pos = panel_pos;
1926         mySize = panel_size;
1927
1928         HUD_Panel_DrawBg(1);
1929         if(panel_bg_padding)
1930         {
1931                 pos += '1 1 0' * panel_bg_padding;
1932                 mySize -= '2 2 0' * panel_bg_padding;
1933         }
1934
1935         float color2;
1936         entity tm;
1937         float scale2d, normalsize, bigsize;
1938
1939         teamradar_origin2d = pos + 0.5 * mySize;
1940         teamradar_size2d = mySize;
1941
1942         if(minimapname == "")
1943                 return;
1944
1945         teamradar_loadcvars();
1946
1947         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
1948         teamradar_size2d = mySize;
1949
1950         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
1951
1952         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
1953         if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
1954         {
1955                 // max-min distance must fit the radar in any rotation
1956                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
1957         }
1958         else
1959         {
1960                 vector c0, c1, c2, c3, span;
1961                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
1962                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
1963                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
1964                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
1965                 span = '0 0 0';
1966                 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
1967                 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
1968
1969                 // max-min distance must fit the radar in x=x, y=y
1970                 bigsize = min(
1971                         teamradar_size2d_x * scale2d / (1.05 * span_x),
1972                         teamradar_size2d_y * scale2d / (1.05 * span_y)
1973                 );
1974         }
1975
1976         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
1977         if(bigsize > normalsize)
1978                 normalsize = bigsize;
1979
1980         teamradar_size =
1981                   f * bigsize
1982                 + (1 - f) * normalsize;
1983         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
1984                   f * mi_center
1985                 + (1 - f) * view_origin);
1986
1987         drawsetcliparea(
1988                 pos_x,
1989                 pos_y,
1990                 mySize_x,
1991                 mySize_y
1992         );
1993
1994         draw_teamradar_background(hud_panel_radar_foreground_alpha);
1995
1996         for(tm = world; (tm = find(tm, classname, "radarlink")); )
1997                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
1998         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
1999                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2000         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2001         {
2002                 color2 = GetPlayerColor(tm.sv_entnum);
2003                 //if(color == NUM_SPECTATOR || color == color2)
2004                         draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
2005         }
2006         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2007
2008         drawresetcliparea();
2009 }
2010
2011 // Score (#7)
2012 //
2013 void HUD_UpdatePlayerTeams();
2014 void HUD_Score_Rankings(vector pos, vector mySize, entity me)
2015 {
2016         float score;
2017         entity tm = world, pl;
2018 #define SCOREPANEL_MAX_ENTRIES 6
2019 #define SCOREPANEL_ASPECTRATIO 2
2020         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2021         vector fontsize = '1 1 0' * (mySize_y/entries);
2022
2023         vector rgb, score_color;
2024         rgb = '1 1 1';
2025         score_color = '1 1 1';
2026
2027         float name_size = mySize_x*0.75;
2028         float spacing_size = mySize_x*0.04;
2029         const float highlight_alpha = 0.2;
2030         float i = 0, me_printed = 0, first_pl = 0;
2031         string s;
2032         if (autocvar__hud_configure)
2033         {
2034                 float players_per_team = 0;
2035                 if (team_count)
2036                 {
2037                         // show team scores in the first line
2038                         float score_size = mySize_x / team_count;
2039                         players_per_team = max(2, ceil((entries - 1) / team_count));
2040                         for(i=0; i<team_count; ++i) {
2041                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2042                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2043                                 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);
2044                         }
2045                         first_pl = 1;
2046                         pos_y += fontsize_y;
2047                 }
2048                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2049                 for (i=first_pl; i<entries; ++i)
2050                 {
2051                         //simulate my score is lower than all displayed players,
2052                         //so that I don't appear at all showing pure rankings.
2053                         //This is to better show the difference between the 2 ranking views
2054                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2055                         {
2056                                 rgb = '1 1 0';
2057                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2058                                 s = GetPlayerName(player_localnum);
2059                                 score = 7;
2060                         }
2061                         else
2062                         {
2063                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2064                                 score -= 3;
2065                         }
2066
2067                         if (team_count)
2068                                 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2069                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2070                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2071                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2072                         pos_y += fontsize_y;
2073                 }
2074                 return;
2075         }
2076
2077         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2078                 HUD_UpdatePlayerTeams();
2079         if (team_count)
2080         {
2081                 // show team scores in the first line
2082                 float score_size = mySize_x / team_count;
2083                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2084                         if(tm.team == NUM_SPECTATOR)
2085                                 continue;
2086                         if (tm.team == myteam)
2087                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2088                         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);
2089                         ++i;
2090                 }
2091                 first_pl = 1;
2092                 pos_y += fontsize_y;
2093                 tm = teams.sort_next;
2094         }
2095         i = first_pl;
2096
2097         do
2098         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2099         {
2100                 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2101                         continue;
2102
2103                 if (i == entries-1 && !me_printed && pl != me)
2104                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2105                 {
2106                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2107                                 if (pl.team != NUM_SPECTATOR)
2108                                         break;
2109
2110                         if (pl)
2111                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2112                         else
2113                                 rgb = '1 0 0'; //last: red
2114                         pl = me;
2115                 }
2116
2117                 if (pl == me)
2118                 {
2119                         if (i == first_pl)
2120                                 rgb = '0 1 0'; //first: green
2121                         me_printed = 1;
2122                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2123                 }
2124                 if (team_count)
2125                         score_color = Team_ColorRGB(pl.team) * 0.8;
2126                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2127                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2128                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2129                 pos_y += fontsize_y;
2130                 ++i;
2131         }
2132         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2133 }
2134
2135 void HUD_Score(void)
2136 {
2137         if(!autocvar__hud_configure)
2138         {
2139                 if(!autocvar_hud_panel_score) return;
2140                 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2141         }
2142
2143         HUD_Panel_UpdateCvars();
2144         vector pos, mySize;
2145         pos = panel_pos;
2146         mySize = panel_size;
2147
2148         HUD_Panel_DrawBg(1);
2149         if(panel_bg_padding)
2150         {
2151                 pos += '1 1 0' * panel_bg_padding;
2152                 mySize -= '2 2 0' * panel_bg_padding;
2153         }
2154
2155         float score, distribution = 0;
2156         string sign;
2157         vector distribution_color;
2158         entity tm, pl, me;
2159
2160 #ifdef COMPAT_XON050_ENGINE
2161         me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2162 #else
2163         me = playerslots[player_localentnum - 1];
2164 #endif
2165
2166         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2167                 string timer, distrtimer;
2168
2169                 pl = players.sort_next;
2170                 if(pl == me)
2171                         pl = pl.sort_next;
2172                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2173                         if(pl.scores[ps_primary] == 0)
2174                                 pl = world;
2175
2176                 score = me.(scores[ps_primary]);
2177                 timer = TIME_ENCODED_TOSTRING(score);
2178
2179                 draw_beginBoldFont();
2180                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2181                         // distribution display
2182                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2183
2184                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2185
2186                         if (distribution <= 0) {
2187                                 distribution_color = '0 1 0';
2188                                 sign = "-";
2189                         }
2190                         else {
2191                                 distribution_color = '1 0 0';
2192                                 sign = "+";
2193                         }
2194                         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);
2195                 }
2196                 // race record display
2197                 if (distribution <= 0)
2198                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2199                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2200                 draw_endBoldFont();
2201         } else if (!teamplay) { // non-teamgames
2202                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2203                 {
2204                         HUD_Score_Rankings(pos, mySize, me);
2205                         return;
2206                 }
2207                 // me vector := [team/connected frags id]
2208                 pl = players.sort_next;
2209                 if(pl == me)
2210                         pl = pl.sort_next;
2211
2212                 if(autocvar__hud_configure)
2213                         distribution = 42;
2214                 else if(pl)
2215                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2216                 else
2217                         distribution = 0;
2218
2219                 score = me.(scores[ps_primary]);
2220                 if(autocvar__hud_configure)
2221                         score = 123;
2222
2223                 if(distribution >= 5)
2224                         distribution_color = eY;
2225                 else if(distribution >= 0)
2226                         distribution_color = '1 1 1';
2227                 else if(distribution >= -5)
2228                         distribution_color = '1 1 0';
2229                 else
2230                         distribution_color = eX;
2231
2232                 string distribution_str;
2233                 distribution_str = ftos(distribution);
2234                 draw_beginBoldFont();
2235                 if (distribution >= 0)
2236                 {
2237                         if (distribution > 0)
2238                                 distribution_str = strcat("+", distribution_str);
2239                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2240                 }
2241                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2242                 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);
2243                 draw_endBoldFont();
2244         } else { // teamgames
2245                 float row, column, rows = 0, columns = 0;
2246                 local noref vector offset = '0 0 0';
2247                 vector score_pos, score_size; //for scores other than myteam
2248                 if(autocvar_hud_panel_score_rankings)
2249                 {
2250                         HUD_Score_Rankings(pos, mySize, me);
2251                         return;
2252                 }
2253                 if(spectatee_status == -1)
2254                 {
2255                         rows = mySize_y/mySize_x;
2256                         rows = bound(1, floor((sqrt(4 * (3/1) * rows * team_count + rows * rows) + rows + 0.5) / 2), team_count);
2257                         //                               ^^^ ammo item aspect goes here
2258
2259                         columns = ceil(team_count/rows);
2260
2261                         score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2262
2263                         float newSize;
2264                         if(score_size_x/score_size_y > 3)
2265                         {
2266                                 newSize = 3 * score_size_y;
2267                                 offset_x = score_size_x - newSize;
2268                                 pos_x += offset_x/2;
2269                                 score_size_x = newSize;
2270                         }
2271                         else
2272                         {
2273                                 newSize = 1/3 * score_size_x;
2274                                 offset_y = score_size_y - newSize;
2275                                 pos_y += offset_y/2;
2276                                 score_size_y = newSize;
2277                         }
2278                 }
2279                 else
2280                         score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2281
2282                 float max_fragcount;
2283                 max_fragcount = -99;
2284                 draw_beginBoldFont();
2285                 row = column = 0;
2286                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2287                         if(tm.team == NUM_SPECTATOR)
2288                                 continue;
2289                         score = tm.(teamscores[ts_primary]);
2290                         if(autocvar__hud_configure)
2291                                 score = 123;
2292
2293                         if (score > max_fragcount)
2294                                 max_fragcount = score;
2295
2296                         if (spectatee_status == -1)
2297                         {
2298                                 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);
2299                                 if (max_fragcount == score)
2300                                         HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2301                                 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2302                                 ++row;
2303                                 if(row >= rows)
2304                                 {
2305                                         row = 0;
2306                                         ++column;
2307                                 }
2308                         }
2309                         else if(tm.team == myteam) {
2310                                 if (max_fragcount == score)
2311                                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2312                                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2313                         } else {
2314                                 if (max_fragcount == score)
2315                                         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);
2316                                 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);
2317                                 ++rows;
2318                         }
2319                 }
2320                 draw_endBoldFont();
2321         }
2322 }
2323
2324 // Race timer (#8)
2325 //
2326 void HUD_RaceTimer (void)
2327 {
2328         if(!autocvar__hud_configure)
2329         {
2330                 if(!autocvar_hud_panel_racetimer) return;
2331                 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2332                 if(spectatee_status == -1) return;
2333         }
2334
2335         HUD_Panel_UpdateCvars();
2336
2337         draw_beginBoldFont();
2338
2339         vector pos, mySize;
2340         pos = panel_pos;
2341         mySize = panel_size;
2342
2343         HUD_Panel_DrawBg(1);
2344         if(panel_bg_padding)
2345         {
2346                 pos += '1 1 0' * panel_bg_padding;
2347                 mySize -= '2 2 0' * panel_bg_padding;
2348         }
2349
2350         // always force 4:1 aspect
2351         vector newSize = '0 0 0';
2352         if(mySize_x/mySize_y > 4)
2353         {
2354                 newSize_x = 4 * mySize_y;
2355                 newSize_y = mySize_y;
2356
2357                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2358         }
2359         else
2360         {
2361                 newSize_y = 1/4 * mySize_x;
2362                 newSize_x = mySize_x;
2363
2364                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2365         }
2366         mySize = newSize;
2367
2368         float a, t;
2369         string s, forcetime;
2370
2371         if(autocvar__hud_configure)
2372         {
2373                 s = "0:13:37";
2374                 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);
2375                 s = _("^1Intermediate 1 (+15.42)");
2376                 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);
2377                 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2378                 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);
2379         }
2380         else if(race_checkpointtime)
2381         {
2382                 a = bound(0, 2 - (time - race_checkpointtime), 1);
2383                 s = "";
2384                 forcetime = "";
2385                 if(a > 0) // just hit a checkpoint?
2386                 {
2387                         if(race_checkpoint != 254)
2388                         {
2389                                 if(race_time && race_previousbesttime)
2390                                         s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2391                                 else
2392                                         s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2393                                 if(race_time)
2394                                         forcetime = TIME_ENCODED_TOSTRING(race_time);
2395                         }
2396                 }
2397                 else
2398                 {
2399                         if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2400                         {
2401                                 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2402                                 if(a > 0) // next one?
2403                                 {
2404                                         s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2405                                 }
2406                         }
2407                 }
2408
2409                 if(s != "" && a > 0)
2410                 {
2411                         drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2412                 }
2413
2414                 if(race_penaltytime)
2415                 {
2416                         a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2417                         if(a > 0)
2418                         {
2419                                 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2420                                 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);
2421                         }
2422                 }
2423
2424                 if(forcetime != "")
2425                 {
2426                         a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2427                         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);
2428                 }
2429                 else
2430                         a = 1;
2431
2432                 if(race_laptime && race_checkpoint != 255)
2433                 {
2434                         s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2435                         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);
2436                 }
2437         }
2438         else
2439         {
2440                 if(race_mycheckpointtime)
2441                 {
2442                         a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2443                         s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2444                         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);
2445                 }
2446                 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2447                 {
2448                         a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2449                         s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2450                         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);
2451                 }
2452
2453                 if(race_penaltytime && !race_penaltyaccumulator)
2454                 {
2455                         t = race_penaltytime * 0.1 + race_penaltyeventtime;
2456                         a = bound(0, (1 + t - time), 1);
2457                         if(a > 0)
2458                         {
2459                                 if(time < t)
2460                                         s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2461                                 else
2462                                         s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2463                                 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);
2464                         }
2465                 }
2466         }
2467
2468         draw_endBoldFont();
2469 }
2470
2471 // Vote window (#9)
2472 //
2473 float vote_yescount;
2474 float vote_nocount;
2475 float vote_needed;
2476 float vote_highlighted; // currently selected vote
2477
2478 float vote_active; // is there an active vote?
2479 float vote_prev; // previous state of vote_active to check for a change
2480 float vote_alpha;
2481 float vote_change; // "time" when vote_active changed
2482
2483 void HUD_Vote(void)
2484 {
2485         if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2486         {
2487                 vote_active = 1;
2488                 if (autocvar__hud_configure)
2489                 {
2490                         vote_yescount = 0;
2491                         vote_nocount = 0;
2492                         print(_("^1You must answer before entering hud configure mode\n"));
2493                         cvar_set("_hud_configure", "0");
2494                 }
2495                 if(vote_called_vote)
2496                         strunzone(vote_called_vote);
2497                 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2498                 uid2name_dialog = 1;
2499         }
2500
2501         if(!autocvar__hud_configure)
2502         {
2503                 if(!autocvar_hud_panel_vote) return;
2504
2505                 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2506                 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2507
2508                 if(panel_bg_alpha_str == "") {
2509                         panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2510                 }
2511                 panel_bg_alpha = stof(panel_bg_alpha_str);
2512         }
2513         else
2514         {
2515                 vote_yescount = 3;
2516                 vote_nocount = 2;
2517                 vote_needed = 4;
2518         }
2519
2520         string s;
2521         float a;
2522         if(vote_active != vote_prev) {
2523                 vote_change = time;
2524                 vote_prev = vote_active;
2525         }
2526
2527         if(vote_active || autocvar__hud_configure)
2528                 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2529         else
2530                 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2531
2532         if(!vote_alpha)
2533                 return;
2534
2535         HUD_Panel_UpdateCvars();
2536
2537         if(uid2name_dialog)
2538         {
2539                 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2540                 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2541         }
2542
2543     // these must be below above block
2544         vector pos, mySize;
2545         pos = panel_pos;
2546         mySize = panel_size;
2547
2548         a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2549         HUD_Panel_DrawBg(a);
2550         a = panel_fg_alpha * a;
2551
2552         if(panel_bg_padding)
2553         {
2554                 pos += '1 1 0' * panel_bg_padding;
2555                 mySize -= '2 2 0' * panel_bg_padding;
2556         }
2557
2558         // always force 3:1 aspect
2559         vector newSize = '0 0 0';
2560         if(mySize_x/mySize_y > 3)
2561         {
2562                 newSize_x = 3 * mySize_y;
2563                 newSize_y = mySize_y;
2564
2565                 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2566         }
2567         else
2568         {
2569                 newSize_y = 1/3 * mySize_x;
2570                 newSize_x = mySize_x;
2571
2572                 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2573         }
2574         mySize = newSize;
2575
2576         s = _("A vote has been called for:");
2577         if(uid2name_dialog)
2578                 s = _("Allow servers to store and display your name?");
2579         drawstring_aspect(pos, s, eX * mySize_x + eY * (2/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2580         s = textShortenToWidth(vote_called_vote, mySize_x, '1 1 0' * mySize_y * (1/8), stringwidth_colors);
2581         if(autocvar__hud_configure)
2582                 s = _("^1Configure the HUD");
2583         drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize_y, s, eX * mySize_x + eY * (1.75/8) * mySize_y, a, DRAWFLAG_NORMAL);
2584
2585         // print the yes/no counts
2586     s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2587         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);
2588     s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2589         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);
2590
2591         // draw the progress bar backgrounds
2592         drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_back", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2593
2594         // draw the highlights
2595         if(vote_highlighted == 1) {
2596                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5, mySize_y);
2597                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2598         }
2599         else if(vote_highlighted == -1) {
2600                 drawsetcliparea(pos_x + 0.5 * mySize_x, pos_y, mySize_x * 0.5, mySize_y);
2601                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2602         }
2603
2604         // draw the progress bars
2605         if(vote_yescount && vote_needed)
2606         {
2607                 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5 * (vote_yescount/vote_needed), mySize_y);
2608                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2609         }
2610
2611         if(vote_nocount && vote_needed)
2612         {
2613                 drawsetcliparea(pos_x + mySize_x - mySize_x * 0.5 * (vote_nocount/vote_needed), pos_y, mySize_x * 0.5, mySize_y);
2614                 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2615         }
2616
2617         drawresetcliparea();
2618 }
2619
2620 // Mod icons panel (#10)
2621 //
2622
2623 float mod_active; // is there any active mod icon?
2624
2625 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, float layout, float i)
2626 {
2627         float stat;
2628         string pic;
2629         vector color;
2630 #ifdef GMQCC
2631         stat = -1;
2632         pic = "";
2633         color = '0 0 0';
2634 #endif
2635         switch(i)
2636         {
2637                 case 0:
2638                         stat = getstati(STAT_REDALIVE);
2639                         pic = "player_red.tga";
2640                         color = '1 0 0';
2641                         break;
2642                 case 1:
2643                         stat = getstati(STAT_BLUEALIVE);
2644                         pic = "player_blue.tga";
2645                         color = '0 0 1';
2646                         break;
2647                 case 2:
2648                         stat = getstati(STAT_YELLOWALIVE);
2649                         pic = "player_yellow.tga";
2650                         color = '1 1 0';
2651                         break;
2652                 default:
2653                 case 3:
2654                         stat = getstati(STAT_PINKALIVE);
2655                         pic = "player_pink.tga";
2656                         color = '1 0 1';
2657                         break;
2658         }
2659
2660         if(mySize_x/mySize_y > aspect_ratio)
2661         {
2662                 i = aspect_ratio * mySize_y;
2663                 myPos_x = myPos_x + (mySize_x - i) / 2;
2664                 mySize_x = i;
2665         }
2666         else
2667         {
2668                 i = 1/aspect_ratio * mySize_x;
2669                 myPos_y = myPos_y + (mySize_y - i) / 2;
2670                 mySize_y = i;
2671         }
2672
2673         if(layout)
2674         {
2675                 drawpic_aspect_skin(myPos, pic, eX * 0.7 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2676                 drawstring_aspect(myPos + eX * 0.7 * mySize_x, ftos(stat), eX * 0.3 * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2677         }
2678         else
2679                 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2680 }
2681
2682 // Clan Arena and Freeze Tag HUD modicons
2683 void HUD_Mod_CA(vector myPos, vector mySize)
2684 {
2685         mod_active = 1; // required in each mod function that always shows something
2686
2687         float layout;
2688         if(gametype == MAPINFO_TYPE_CA)
2689                 layout = autocvar_hud_panel_modicons_ca_layout;
2690         else //if(gametype == MAPINFO_TYPE_FREEZETAG)
2691                 layout = autocvar_hud_panel_modicons_freezetag_layout;
2692         float rows, columns, aspect_ratio;
2693         rows = mySize_y/mySize_x;
2694         aspect_ratio = (layout) ? 2 : 1;
2695         rows = bound(1, floor((sqrt((4 * aspect_ratio * team_count + rows) * rows) + rows + 0.5) / 2), team_count);
2696         columns = ceil(team_count/rows);
2697
2698         int i;
2699         float row = 0, column = 0;
2700         vector pos, itemSize;
2701         itemSize = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2702         for(i=0; i<team_count; ++i)
2703         {
2704                 pos = myPos + eX * column * itemSize_x + eY * row * itemSize_y;
2705
2706                 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
2707
2708                 ++row;
2709                 if(row >= rows)
2710                 {
2711                         row = 0;
2712                         ++column;
2713                 }
2714         }
2715 }
2716
2717 // CTF HUD modicon section
2718 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2719 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2720 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2721
2722 void HUD_Mod_CTF_Reset(void)
2723 {
2724         redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2725 }
2726
2727 void HUD_Mod_CTF(vector pos, vector mySize)
2728 {
2729         vector redflag_pos, blueflag_pos;
2730         vector flag_size;
2731         float f; // every function should have that
2732
2733         float redflag, blueflag; // current status
2734         float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2735         float stat_items;
2736
2737         stat_items = getstati(STAT_ITEMS, 0, 24);
2738         redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
2739         blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
2740
2741         if(redflag || blueflag)
2742                 mod_active = 1;
2743         else
2744                 mod_active = 0;
2745
2746         if(autocvar__hud_configure)
2747         {
2748                 redflag = 1;
2749                 blueflag = 2;
2750         }
2751
2752         // when status CHANGES, set old status into prevstatus and current status into status
2753         if (redflag != redflag_prevframe)
2754         {
2755                 redflag_statuschange_time = time;
2756                 redflag_prevstatus = redflag_prevframe;
2757                 redflag_prevframe = redflag;
2758         }
2759
2760         if (blueflag != blueflag_prevframe)
2761         {
2762                 blueflag_statuschange_time = time;
2763                 blueflag_prevstatus = blueflag_prevframe;
2764                 blueflag_prevframe = blueflag;
2765         }
2766
2767         redflag_statuschange_elapsedtime = time - redflag_statuschange_time;
2768         blueflag_statuschange_elapsedtime = time - blueflag_statuschange_time;
2769
2770         float BLINK_FACTOR = 0.15;
2771         float BLINK_BASE = 0.85;
2772         // note:
2773         //   RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
2774         // thus
2775         //   BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
2776         // ensure RMS == 1
2777         float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
2778
2779         string red_icon, red_icon_prevstatus;
2780         float red_alpha, red_alpha_prevstatus;
2781         red_alpha = red_alpha_prevstatus = 1;
2782         switch(redflag) {
2783                 case 1: red_icon = "flag_red_taken"; break;
2784                 case 2: red_icon = "flag_red_lost"; break;
2785                 case 3: red_icon = "flag_red_carrying"; red_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2786                 default:
2787                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2788                                 red_icon = "flag_red_shielded";
2789                         else
2790                                 red_icon = string_null;
2791                         break;
2792         }
2793         switch(redflag_prevstatus) {
2794                 case 1: red_icon_prevstatus = "flag_red_taken"; break;
2795                 case 2: red_icon_prevstatus = "flag_red_lost"; break;
2796                 case 3: red_icon_prevstatus = "flag_red_carrying"; red_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2797                 default:
2798                         if(redflag == 3)
2799                                 red_icon_prevstatus = "flag_red_carrying"; // make it more visible
2800                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2801                                 red_icon_prevstatus = "flag_red_shielded";
2802                         else
2803                                 red_icon_prevstatus = string_null;
2804                         break;
2805         }
2806
2807         string blue_icon, blue_icon_prevstatus;
2808         float blue_alpha, blue_alpha_prevstatus;
2809         blue_alpha = blue_alpha_prevstatus = 1;
2810         switch(blueflag) {
2811                 case 1: blue_icon = "flag_blue_taken"; break;
2812                 case 2: blue_icon = "flag_blue_lost"; break;
2813                 case 3: blue_icon = "flag_blue_carrying"; blue_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2814                 default:
2815                         if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2816                                 blue_icon = "flag_blue_shielded";
2817                         else
2818                                 blue_icon = string_null;
2819                         break;
2820         }
2821         switch(blueflag_prevstatus) {
2822                 case 1: blue_icon_prevstatus = "flag_blue_taken"; break;
2823                 case 2: blue_icon_prevstatus = "flag_blue_lost"; break;
2824                 case 3: blue_icon_prevstatus = "flag_blue_carrying"; blue_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2825                 default:
2826                         if(blueflag == 3)
2827                                 blue_icon_prevstatus = "flag_blue_carrying"; // make it more visible
2828                         else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2829                                 blue_icon_prevstatus = "flag_blue_shielded";
2830                         else
2831                                 blue_icon_prevstatus = string_null;
2832                         break;
2833         }
2834
2835         if(mySize_x > mySize_y) {
2836                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2837                         redflag_pos = pos;
2838                         blueflag_pos = pos + eX * 0.5 * mySize_x;
2839                 } else {
2840                         blueflag_pos = pos;
2841                         redflag_pos = pos + eX * 0.5 * mySize_x;
2842                 }
2843                 flag_size = eX * 0.5 * mySize_x + eY * mySize_y;
2844         } else {
2845                 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2846                         redflag_pos = pos;
2847                         blueflag_pos = pos + eY * 0.5 * mySize_y;
2848                 } else {
2849                         blueflag_pos = pos;
2850                         redflag_pos = pos + eY * 0.5 * mySize_y;
2851                 }
2852                 flag_size = eY * 0.5 * mySize_y + eX * mySize_x;
2853         }
2854
2855         f = bound(0, redflag_statuschange_elapsedtime*2, 1);
2856         if(red_icon_prevstatus && f < 1)
2857                 drawpic_aspect_skin_expanding(redflag_pos, red_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * red_alpha_prevstatus, DRAWFLAG_NORMAL, f);
2858         if(red_icon)
2859                 drawpic_aspect_skin(redflag_pos, red_icon, flag_size, '1 1 1', panel_fg_alpha * red_alpha * f, DRAWFLAG_NORMAL);
2860
2861         f = bound(0, blueflag_statuschange_elapsedtime*2, 1);
2862         if(blue_icon_prevstatus && f < 1)
2863                 drawpic_aspect_skin_expanding(blueflag_pos, blue_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * blue_alpha_prevstatus, DRAWFLAG_NORMAL, f);
2864         if(blue_icon)
2865                 drawpic_aspect_skin(blueflag_pos, blue_icon, flag_size, '1 1 1', panel_fg_alpha * blue_alpha * f, DRAWFLAG_NORMAL);
2866 }
2867
2868 // Keyhunt HUD modicon section
2869 float kh_runheretime;
2870
2871 void HUD_Mod_KH_Reset(void)
2872 {
2873         kh_runheretime = 0;
2874 }
2875
2876 void HUD_Mod_KH(vector pos, vector mySize)
2877 {
2878         mod_active = 1; // keyhunt should never hide the mod icons panel
2879         float kh_keys;
2880         float keyteam;
2881