Merge branch 'master' into terencehill/cursormode
[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 scale, vector rgb, float alpha, float flag)
146 {
147         position_x -= 2 / 3 * strlen(text) * scale_x;
148         drawstring(position, text, scale, rgb, alpha, flag);
149 }
150
151 void drawstringcenter(vector position, string text, vector scale, vector rgb, float alpha, float flag)
152 {
153         position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * scale_x);
154         drawstring(position, text, scale, rgb, alpha, flag);
155 }
156
157 // return the string of the given race place
158 string race_PlaceName(float pos) {
159         if(pos == 1)
160                 return _("1st");
161         else if(pos == 2)
162                 return _("2nd");
163         else if(pos == 3)
164                 return _("3rd");
165         else
166                 return sprintf(_("%dth"), pos);
167 }
168
169 // return the string of the onscreen race timer
170 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
171 {
172         string col;
173         string timestr;
174         string cpname;
175         string lapstr;
176         lapstr = "";
177
178         if(histime == 0) // goal hit
179         {
180                 if(mytime > 0)
181                 {
182                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
183                         col = "^1";
184                 }
185                 else if(mytime == 0)
186                 {
187                         timestr = "+0.0";
188                         col = "^3";
189                 }
190                 else
191                 {
192                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
193                         col = "^2";
194                 }
195
196                 if(lapdelta > 0)
197                 {
198                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
199                         col = "^2";
200                 }
201                 else if(lapdelta < 0)
202                 {
203                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
204                         col = "^1";
205                 }
206         }
207         else if(histime > 0) // anticipation
208         {
209                 if(mytime >= histime)
210                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
211                 else
212                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
213                 col = "^3";
214         }
215         else
216                 col = "^7";
217
218         if(cp == 254)
219                 cpname = _("Start line");
220         else if(cp == 255)
221                 cpname = _("Finish line");
222         else if(cp)
223                 cpname = sprintf(_("Intermediate %d"), cp);
224         else
225                 cpname = _("Finish line");
226
227         if(histime < 0)
228                 return strcat(col, cpname);
229         else if(hisname == "")
230                 return strcat(col, sprintf(_("%s (%s)"), cpname, timestr));
231         else
232                 return strcat(col, sprintf(_("%s (%s %s)"), cpname, timestr, strcat(hisname, col, lapstr)));
233 }
234
235 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
236 float race_CheckName(string net_name) {
237         float i;
238         for (i=RANKINGS_CNT-1;i>=0;--i)
239                 if(grecordholder[i] == net_name)
240                         return i+1;
241         return 0;
242 }
243
244 /*
245 ==================
246 HUD panels
247 ==================
248 */
249
250 // draw the background/borders
251 #define HUD_Panel_DrawBg(alpha)\
252 if(panel_bg != "0")\
253         draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * alpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER))
254
255 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
256 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
257 {
258         if(!length_ratio || !theAlpha)
259                 return;
260         if(length_ratio > 1)
261                 length_ratio = 1;
262         if (baralign == 3)
263         {
264                 if(length_ratio < -1)
265                         length_ratio = -1;
266         }
267         else if(length_ratio < 0)
268                 return;
269
270         vector square;
271         vector width, height;
272         if(vertical) {
273                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
274                 if(precache_pic(pic) == "") {
275                         pic = "gfx/hud/default/progressbar_vertical";
276                 }
277
278         if (baralign == 1) // bottom align
279                         theOrigin_y += (1 - length_ratio) * theSize_y;
280         else if (baralign == 2) // center align
281             theOrigin_y += 0.5 * (1 - length_ratio) * theSize_y;
282         else if (baralign == 3) // center align, positive values down, negative up
283                 {
284                         theSize_y *= 0.5;
285                         if (length_ratio > 0)
286                                 theOrigin_y += theSize_y;
287                         else
288                         {
289                                 theOrigin_y += (1 + length_ratio) * theSize_y;
290                                 length_ratio = -length_ratio;
291                         }
292                 }
293                 theSize_y *= length_ratio;
294
295                 vector bH;
296                 width = eX * theSize_x;
297                 height = eY * theSize_y;
298                 if(theSize_y <= theSize_x * 2)
299                 {
300                         // button not high enough
301                         // draw just upper and lower part then
302                         square = eY * theSize_y * 0.5;
303                         bH = eY * (0.25 * theSize_y / (theSize_x * 2));
304                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
305                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
306                 }
307                 else
308                 {
309                         square = eY * theSize_x;
310                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
311                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
312                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
313                 }
314         } else {
315                 pic = strcat(hud_skin_path, "/", pic);
316                 if(precache_pic(pic) == "") {
317                         pic = "gfx/hud/default/progressbar";
318                 }
319
320                 if (baralign == 1) // right align
321                         theOrigin_x += (1 - length_ratio) * theSize_x;
322         else if (baralign == 2) // center align
323             theOrigin_x += 0.5 * (1 - length_ratio) * theSize_x;
324         else if (baralign == 3) // center align, positive values on the right, negative on the left
325                 {
326                         theSize_x *= 0.5;
327                         if (length_ratio > 0)
328                                 theOrigin_x += theSize_x;
329                         else
330                         {
331                                 theOrigin_x += (1 + length_ratio) * theSize_x;
332                                 length_ratio = -length_ratio;
333                         }
334                 }
335                 theSize_x *= length_ratio;
336
337                 vector bW;
338                 width = eX * theSize_x;
339                 height = eY * theSize_y;
340                 if(theSize_x <= theSize_y * 2)
341                 {
342                         // button not wide enough
343                         // draw just left and right part then
344                         square = eX * theSize_x * 0.5;
345                         bW = eX * (0.25 * theSize_x / (theSize_y * 2));
346                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
347                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
348                 }
349                 else
350                 {
351                         square = eX * theSize_y;
352                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
353                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
354                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
355                 }
356         }
357 }
358
359 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float alpha, float drawflag)
360 {
361         if(!alpha)
362                 return;
363
364         string pic;
365         pic = strcat(hud_skin_path, "/num_leading");
366         if(precache_pic(pic) == "") {
367                 pic = "gfx/hud/default/num_leading";
368         }
369
370         drawsubpic(pos, eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0 0 0', '0.25 1 0', color, alpha, drawflag);
371         if(mySize_x/mySize_y > 2)
372                 drawsubpic(pos + eX * mySize_y, eX * (mySize_x - 2 * mySize_y) + eY * mySize_y, pic, '0.25 0 0', '0.5 1 0', color, alpha, drawflag);
373         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, alpha, drawflag);
374 }
375
376 // Weapon icons (#0)
377 //
378 entity weaponorder[WEP_MAXCOUNT];
379 void weaponorder_swap(float i, float j, entity pass)
380 {
381         entity h;
382         h = weaponorder[i];
383         weaponorder[i] = weaponorder[j];
384         weaponorder[j] = h;
385 }
386
387 string weaponorder_cmp_str;
388 float weaponorder_cmp(float i, float j, entity pass)
389 {
390         float ai, aj;
391         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
392         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
393         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)
394 }
395
396 float GetAmmoStat(float i)
397 {
398         switch(i)
399         {
400                 case 0: return STAT_SHELLS;
401                 case 1: return STAT_NAILS;
402                 case 2: return STAT_ROCKETS;
403                 case 3: return STAT_CELLS;
404                 case 4: return STAT_FUEL;
405                 default: return -1;
406         }
407 }
408
409 float GetAmmoTypeForWep(float i)
410 {
411         switch(i)
412         {
413                 case WEP_SHOTGUN: return 0;
414                 case WEP_UZI: return 1;
415                 case WEP_GRENADE_LAUNCHER: return 2;
416                 case WEP_MINE_LAYER: return 2;
417                 case WEP_ELECTRO: return 3;
418                 case WEP_CRYLINK: return 3;
419                 case WEP_HLAC: return 3;
420                 case WEP_MINSTANEX: return 3;
421                 case WEP_NEX: return 3;
422                 case WEP_RIFLE: return 1;
423                 case WEP_HAGAR: return 2;
424                 case WEP_ROCKET_LAUNCHER: return 2;
425                 case WEP_SEEKER: return 2;
426                 case WEP_FIREBALL: return 4;
427                 case WEP_HOOK: return 3;
428                 default: return -1;
429         }
430 }
431
432 void HUD_Weapons(void)
433 {
434         // declarations
435         float weapons_stat = getstati(STAT_WEAPONS); 
436         float i, f, a, j, factor;
437         float screen_ar, center_x, center_y; 
438         float weapon_count, weapon_id, weapon_alpha; 
439         float row, column, rows, columns; 
440         float aspect = autocvar_hud_panel_weapons_aspect;
441         
442         float show_accuracy, panel_weapon_accuracy;
443         
444         float timeout = autocvar_hud_panel_weapons_timeout;
445         float timein_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.375 : 0);
446         float timeout_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.75 : 0);
447         
448         float ammo_type, ammo_full, ammo_alpha;
449         float barsize_x, barsize_y, baroffset_x, baroffset_y;
450         
451         float when = autocvar_hud_panel_weapons_complainbubble_time;
452         float fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
453         
454         vector weapon_pos, weapon_size;
455         vector old_panel_size;
456         vector color, ammo_color;
457         
458         // check to see if we want to continue
459   if(hud != HUD_NORMAL) { return; }
460   
461         if(!autocvar__hud_configure)
462                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
463                         return;
464                 else if(timeout && time >= weapontime + timeout + timeout_effect_length)
465                 {
466                         weaponprevtime = time;
467                         return;
468                 }
469         else
470                 hud_configure_active_panel = HUD_PANEL_WEAPONS;
471
472         // update generic hud functions
473         HUD_Panel_UpdateCvars(weapons);
474         HUD_Panel_ApplyFadeAlpha();
475         
476         // calculate fading effect to weapon images for when the panel is idle
477         if(autocvar_hud_panel_weapons_fade)
478         {
479                 weapon_alpha = 3.2 - 2 * (time - weapontime);
480                 weapon_alpha = bound(0.7, weapon_alpha, 1) * panel_fg_alpha;
481         }
482         else
483                 weapon_alpha = panel_fg_alpha;
484
485         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
486         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
487         {
488                 float weapon_cnt;
489                 if(weaponorder_bypriority)
490                         strunzone(weaponorder_bypriority);
491                 if(weaponorder_byimpulse)
492                         strunzone(weaponorder_byimpulse);
493
494                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
495                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
496                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
497
498                 weapon_cnt = 0;
499                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
500                 {
501                         self = get_weaponinfo(i);
502                         if(self.impulse >= 0)
503                         {
504                                 weaponorder[weapon_cnt] = self;
505                                 ++weapon_cnt;
506                         }
507                 }
508                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
509                         weaponorder[i] = NULL;
510                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
511
512                 weaponorder_cmp_str = string_null;
513         }
514         
515         // determine which weapons are going to be shown
516         if (autocvar_hud_panel_weapons_onlyowned)
517         {
518                 if(autocvar__hud_configure)
519                 {
520                         if (weapons_stat == 0) // create some fake weapons anyway
521                                 for(i = 0; i <= WEP_LAST-WEP_FIRST; i += floor((WEP_LAST-WEP_FIRST)/5))
522                                         weapons_stat |= power2of(i);
523                                         
524                         if(menu_enabled != 2)
525                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
526                 }
527                 
528                 // do we own this weapon?
529                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
530                         if(weapons_stat & weaponorder[i].weapons)
531                                 ++weapon_count;
532                 
533                 // add it anyway if weaponcomplain is shown
534                 if((!autocvar__hud_configure) 
535                         && (autocvar_hud_panel_weapons_complainbubble 
536                                 && time - complain_weapon_time < when + fadetime))
537                                         ++weapon_count;
538                         
539                 // might as well commit suicide now, no reason to live ;)
540                 if (weapon_count == 0) { return; }
541                 
542                 // reduce size of the panel
543                 if (panel_size_y > panel_size_x)
544                 {
545                         old_panel_size_y = panel_size_y;
546                         panel_size_y *= weapon_count / WEP_COUNT;
547                         panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
548                 }
549                 else
550                 {
551                         old_panel_size_x = panel_size_x;
552                         panel_size_x *= weapon_count / WEP_COUNT;
553                         panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
554                 }
555         }
556         else
557                 weapon_count = WEP_COUNT;
558
559         // animation for fading in/out the panel respectively when not in use
560         if(!autocvar__hud_configure)
561         {
562                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
563                 {
564                         f = (time - (weapontime + timeout)) / timeout_effect_length;
565                         if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
566                         {
567                                 panel_bg_alpha *= (1 - f);
568                                 panel_fg_alpha *= (1 - f);
569                         }
570                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
571                         {
572                                 f *= f; // for a cooler movement
573                                 center_x = panel_pos_x + panel_size_x/2;
574                                 center_y = panel_pos_y + panel_size_y/2;
575                                 screen_ar = vid_conwidth/vid_conheight;
576                                 if (center_x/center_y < screen_ar) //bottom left
577                                 {
578                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
579                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
580                                         else //left
581                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
582                                 }
583                                 else //top right
584                                 {
585                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
586                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
587                                         else //top
588                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
589                                 }
590                         }
591                         weaponprevtime = time - (1 - f) * timein_effect_length;
592                 }
593                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
594                 {
595                         f = (time - weaponprevtime) / timein_effect_length;
596                         if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
597                         {
598                                 panel_bg_alpha *= (f);
599                                 panel_fg_alpha *= (f);
600                         }
601                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
602                         {
603                                 f *= f; // for a cooler movement
604                                 f = 1 - f;
605                                 center_x = panel_pos_x + panel_size_x/2;
606                                 center_y = panel_pos_y + panel_size_y/2;
607                                 screen_ar = vid_conwidth/vid_conheight;
608                                 if (center_x/center_y < screen_ar) //bottom left
609                                 {
610                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
611                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
612                                         else //left
613                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
614                                 }
615                                 else //top right
616                                 {
617                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
618                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
619                                         else //top
620                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
621                                 }
622                         }
623                 }
624         }
625
626         // draw the background, then change the virtual size of it to better fit other items inside 
627         HUD_Panel_DrawBg(1);
628         if(panel_bg_padding)
629         {
630                 panel_pos += '1 1 0' * panel_bg_padding;
631                 panel_size -= '1 1 0' * panel_bg_padding;
632         }
633
634         // after the sizing and animations are done, update the other values
635         rows = panel_size_y/panel_size_x;
636         rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
637         columns = ceil(weapon_count/rows);
638         weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
639         
640         // calculate position/size for visual bar displaying ammount of ammo status
641         if (autocvar_hud_panel_weapons_ammo)
642         {
643                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
644                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
645
646                 if(weapon_size_x/weapon_size_y > aspect)
647                 {
648                         barsize_x = aspect * weapon_size_y;
649                         barsize_y = weapon_size_y;
650                         baroffset_x = (weapon_size_x - barsize_x) / 2;
651                 }
652                 else
653                 {
654                         barsize_y = 1/aspect * weapon_size_x;
655                         barsize_x = weapon_size_x;
656                         baroffset_y = (weapon_size_y - barsize_y) / 2;
657                 }
658         }
659
660         if(autocvar_hud_panel_weapons_accuracy && acc_levels)
661         {
662                 show_accuracy = true;
663                 if (acc_col_x[0] == -1)
664                         for (i = 0; i < acc_levels; ++i)
665                                 acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
666         }
667
668         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
669         {
670                 // retrieve information about the current weapon to be drawn
671                 self = weaponorder[i];
672                 weapon_id = self.impulse;
673                 
674                 // skip if this weapon doesn't exist
675                 if (!self || self.impulse < 0) { continue; }
676                 
677                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
678                 if (autocvar_hud_panel_weapons_onlyowned
679                         && !((weapons_stat & self.weapons) 
680                         || (self.weapon == complain_weapon 
681                                 && time - complain_weapon_time < when + fadetime 
682                                 && autocvar_hud_panel_weapons_complainbubble)))
683                                         continue;
684                                         
685                 // figure out the drawing position of weapon
686                 weapon_pos = (panel_pos 
687                         + eX * column * weapon_size_x 
688                         + eY * row * weapon_size_y);
689
690                 // draw background behind currently selected weapon
691                 if(self.weapon == switchweapon)
692                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
693
694                 // draw the weapon accuracy
695                 if(show_accuracy)
696                 {
697                         panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
698                         if(panel_weapon_accuracy >= 0)
699                         {
700                                 // find the max level lower than weapon_accuracy
701                                 j = acc_levels-1;
702                                 while ( j && panel_weapon_accuracy < acc_lev[j] )
703                                         --j;
704
705                                 // inject color j+1 in color j, how much depending on how much weapon_accuracy is higher than level j
706                                 factor = (panel_weapon_accuracy - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
707                                 color = acc_col[j];
708                                 color = color + factor * (acc_col[j+1] - color);
709
710                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
711                         }
712                 }
713
714                 // drawing all the weapon items
715                 if(weapons_stat & self.weapons)
716                 {
717                         // draw the weapon image
718                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
719
720                         // draw weapon label string
721                         switch(autocvar_hud_panel_weapons_label)
722                         {
723                                 case 1: // weapon number
724                                         drawstring(weapon_pos, ftos(weapon_id), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
725                                         break;
726                                         
727                                 case 2: // bind
728                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("impulse ", ftos(weapon_id))), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
729                                         break;
730                                         
731                                 case 3: // weapon name
732                                         drawstring(weapon_pos, self.netname, '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
733                                         break;
734                                         
735                                 default: // nothing
736                                         break;
737                         }
738                         
739                         // draw ammo status bar
740                         if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
741                         {
742                                 a = 0;
743                                 ammo_type = GetAmmoTypeForWep(self.weapon);
744                                 if(ammo_type != -1)
745                                         a = getstati(GetAmmoStat(ammo_type)); // how much ammo do we have?
746
747                                 if(a > 0)
748                                 {
749                                         switch(ammo_type) {
750                                                 case 0: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
751                                                 case 1: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
752                                                 case 2: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
753                                                 case 3: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
754                                                 case 4: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
755                                                 default: ammo_full = 60;
756                                         }
757
758                                         drawsetcliparea(
759                                                 weapon_pos_x + baroffset_x,
760                                                 weapon_pos_y + baroffset_y,
761                                                 barsize_x * bound(0, a/ammo_full, 1),
762                                                 barsize_y);
763                                         drawpic_aspect_skin(weapon_pos, "weapon_ammo", weapon_size, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
764                                         drawresetcliparea();
765                                 }
766                         }
767                 }
768                 else // draw a "ghost weapon icon" if you don't have the weapon
769                 {
770                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
771                 }
772                 
773                 // draw the complain message
774                 if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_panel_weapons_complainbubble)
775                 {
776                         if(fadetime)
777                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
778                         else
779                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
780
781
782                         string s;
783                         if(complain_weapon_type == 0) {
784                                 s = _("Out of ammo");
785                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
786                         }
787                         else if(complain_weapon_type == 1) {
788                                 s = _("Don't have");
789                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
790                         }
791                         else {
792                                 s = _("Unavailable");
793                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
794                         }
795                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
796                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
797                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
798                 }
799
800                 // continue with new position for the next weapon
801                 ++row;
802                 if(row >= rows)
803                 {
804                         row = 0;
805                         ++column;
806                 }
807         }
808 }
809
810 // Ammo (#1)
811 //
812 // TODO: macro
813 float GetAmmoItemCode(float i)
814 {
815         switch(i)
816         {
817                 case 0: return IT_SHELLS;
818                 case 1: return IT_NAILS;
819                 case 2: return IT_ROCKETS;
820                 case 3: return IT_CELLS;
821                 case 4: return IT_FUEL;
822                 default: return -1;
823         }
824 }
825
826 string GetAmmoPicture(float i)
827 {
828         switch(i)
829         {
830                 case 0: return "ammo_shells";
831                 case 1: return "ammo_bullets";
832                 case 2: return "ammo_rockets";
833                 case 3: return "ammo_cells";
834                 case 4: return "ammo_fuel";
835                 default: return "";
836         }
837 }
838
839 void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected, float infinite_ammo)
840 {
841         float a;
842         if(autocvar__hud_configure)
843         {
844                 currently_selected = (itemcode == 2); //rockets always selected
845                 a = 31 + mod(itemcode*93, 128);
846         }
847         else
848                 a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
849
850         vector color;
851         if(infinite_ammo)
852                 color = '0 0.5 0.75';
853         else if(a < 10)
854                 color = '0.7 0 0';
855         else
856                 color = '1 1 1';
857
858         float alpha;
859         if(currently_selected)
860                 alpha = 1;
861         else
862                 alpha = 0.7;
863
864         vector picpos, numpos;
865         if(autocvar_hud_panel_ammo_iconalign)
866         {
867                 numpos = myPos;
868                 picpos = myPos + eX * 2 * mySize_y;
869         }
870         else
871         {
872                 numpos = myPos + eX * mySize_y;
873                 picpos = myPos;
874         }
875
876         if (currently_selected)
877                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
878
879     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
880         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 * alpha, DRAWFLAG_NORMAL);
881
882     if(autocvar_hud_panel_ammo_text)
883     {
884         if(a > 0 || infinite_ammo)
885             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
886         else // "ghost" ammo count
887             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
888     }
889         if(a > 0 || infinite_ammo)
890                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
891         else // "ghost" ammo icon
892                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
893 }
894
895 void HUD_Ammo(void)
896 {
897     if(hud != HUD_NORMAL) return;
898         if(!autocvar__hud_configure)
899         {
900                 if(!autocvar_hud_panel_ammo) return;
901                 if(spectatee_status == -1) return;
902         }
903         else
904                 hud_configure_active_panel = HUD_PANEL_AMMO;
905
906         HUD_Panel_UpdateCvars(ammo);
907         HUD_Panel_ApplyFadeAlpha();
908         vector pos, mySize;
909         pos = panel_pos;
910         mySize = panel_size;
911
912         HUD_Panel_DrawBg(1);
913         if(panel_bg_padding)
914         {
915                 pos += '1 1 0' * panel_bg_padding;
916                 mySize -= '2 2 0' * panel_bg_padding;
917         }
918
919         float rows, columns, row, column;
920         vector ammo_size;
921         if (autocvar_hud_panel_ammo_onlycurrent)
922                 ammo_size = mySize;
923         else
924         {
925                 rows = mySize_y/mySize_x;
926                 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
927                 //                               ^^^ ammo item aspect goes here
928
929                 columns = ceil(AMMO_COUNT/rows);
930
931                 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
932         }
933
934         vector offset;
935         float newSize;
936         if(ammo_size_x/ammo_size_y > 3)
937         {
938                 newSize = 3 * ammo_size_y;
939                 offset_x = ammo_size_x - newSize;
940                 pos_x += offset_x/2;
941                 ammo_size_x = newSize;
942         }
943         else
944         {
945                 newSize = 1/3 * ammo_size_x;
946                 offset_y = ammo_size_y - newSize;
947                 pos_y += offset_y/2;
948                 ammo_size_y = newSize;
949         }
950
951         float i, stat_items, currently_selected, infinite_ammo;
952         infinite_ammo = FALSE;
953         if (autocvar_hud_panel_ammo_onlycurrent)
954         {
955                 if(autocvar__hud_configure)
956                 {
957                         DrawAmmoItem(pos, ammo_size, 2, true, FALSE); //show rockets
958                         return;
959                 }
960                 stat_items = getstati(STAT_ITEMS);
961                 if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
962                         infinite_ammo = TRUE;
963                 for (i = 0; i < AMMO_COUNT; ++i) {
964                         currently_selected = stat_items & GetAmmoItemCode(i);
965                         if (currently_selected)
966                         {
967                                 DrawAmmoItem(pos, ammo_size, i, true, infinite_ammo);
968                                 return;
969                         }
970                 }
971                 return; // nothing to display
972         }
973
974         stat_items = getstati(STAT_ITEMS);
975         if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
976                 infinite_ammo = TRUE;
977         for (i = 0; i < AMMO_COUNT; ++i) {
978                 currently_selected = stat_items & GetAmmoItemCode(i);
979                 DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
980                 ++row;
981                 if(row >= rows)
982                 {
983                         row = 0;
984                         column = column + 1;
985                 }
986         }
987 }
988
989 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float alpha)
990 {
991         vector newPos, newSize;
992         vector picpos, numpos;
993
994         if (vertical)
995         {
996                 if(mySize_y/mySize_x > 2)
997                 {
998                         newSize_y = 2 * mySize_x;
999                         newSize_x = mySize_x;
1000
1001                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1002                         newPos_x = myPos_x;
1003                 }
1004                 else
1005                 {
1006                         newSize_x = 1/2 * mySize_y;
1007                         newSize_y = mySize_y;
1008
1009                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1010                         newPos_y = myPos_y;
1011                 }
1012
1013                 if(icon_right_align)
1014                 {
1015                         numpos = newPos;
1016                         picpos = newPos + eY * newSize_x;
1017                 }
1018                 else
1019                 {
1020                         picpos = newPos;
1021                         numpos = newPos + eY * newSize_x;
1022                 }
1023
1024                 newSize_y /= 2;
1025                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1026                 // make number smaller than icon, it looks better
1027                 // reduce only y to draw numbers with different number of digits with the same y size
1028                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1029                 newSize_y *= 0.7;
1030                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1031                 return;
1032         }
1033
1034         if(mySize_x/mySize_y > 3)
1035         {
1036                 newSize_x = 3 * mySize_y;
1037                 newSize_y = mySize_y;
1038
1039                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1040                 newPos_y = myPos_y;
1041         }
1042         else
1043         {
1044                 newSize_y = 1/3 * mySize_x;
1045                 newSize_x = mySize_x;
1046
1047                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1048                 newPos_x = myPos_x;
1049         }
1050
1051         if(icon_right_align) // right align
1052         {
1053                 numpos = newPos;
1054                 picpos = newPos + eX * 2 * newSize_y;
1055         }
1056         else // left align
1057         {
1058                 numpos = newPos + eX * newSize_y;
1059                 picpos = newPos;
1060         }
1061
1062         drawstring_aspect(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1063         drawpic_aspect_skin(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1064 }
1065
1066 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float fadelerp)
1067 {
1068         float sz;
1069         sz = expandingbox_sizefactor_from_fadelerp(fadelerp);
1070
1071         DrawNumIcon(myPos + expandingbox_resize_centered_box_offset(sz, mySize, 1), mySize * sz, x, icon, vertical, icon_right_align, color, (1 - fadelerp));
1072 }
1073
1074 // Powerups (#2)
1075 //
1076 void HUD_Powerups(void)
1077 {
1078         float strength_time, shield_time;
1079         if(!autocvar__hud_configure)
1080         {
1081                 if(!autocvar_hud_panel_powerups) return;
1082                 if(spectatee_status == -1) return;
1083                 if not(getstati(STAT_ITEMS) & (IT_STRENGTH | IT_INVINCIBLE)) return;
1084                 if (getstati(STAT_HEALTH) <= 0) return;
1085
1086                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1087                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1088         }
1089         else
1090         {
1091                 hud_configure_active_panel = HUD_PANEL_POWERUPS;
1092
1093                 strength_time = 15;
1094                 shield_time = 27;
1095         }
1096
1097         HUD_Panel_UpdateCvars(powerups);
1098         HUD_Panel_ApplyFadeAlpha();
1099         vector pos, mySize;
1100         pos = panel_pos;
1101         mySize = panel_size;
1102
1103         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time), 1));
1104         if(panel_bg_padding)
1105         {
1106                 pos += '1 1 0' * panel_bg_padding;
1107                 mySize -= '2 2 0' * panel_bg_padding;
1108         }
1109
1110         float panel_ar = mySize_x/mySize_y;
1111         float is_vertical = (panel_ar < 1);
1112         vector shield_offset, strength_offset;
1113         if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1114         {
1115                 mySize_x *= 0.5;
1116                 if (autocvar_hud_panel_powerups_flip)
1117                         shield_offset_x = mySize_x;
1118                 else
1119                         strength_offset_x = mySize_x;
1120         }
1121         else
1122         {
1123                 mySize_y *= 0.5;
1124                 if (autocvar_hud_panel_powerups_flip)
1125                         shield_offset_y = mySize_y;
1126                 else
1127                         strength_offset_y = mySize_y;
1128         }
1129
1130         float shield_baralign, strength_baralign;
1131         float shield_iconalign, strength_iconalign;
1132         if (autocvar_hud_panel_powerups_flip)
1133         {
1134                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1135                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1136                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1137                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1138         }
1139         else
1140         {
1141                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1142                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1143                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1144                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1145         }
1146
1147         if(shield_time)
1148         {
1149                 const float maxshield = 30;
1150                 float shield = ceil(shield_time);
1151                 if(autocvar_hud_panel_powerups_progressbar)
1152                 {
1153                         HUD_Panel_GetProgressBarColor(shield);
1154                         HUD_Panel_DrawProgressBar(pos + shield_offset, mySize, autocvar_hud_panel_powerups_progressbar_shield, shield/maxshield, is_vertical, shield_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1155                 }
1156                 if(autocvar_hud_panel_powerups_text)
1157                 {
1158                         if(shield > 1)
1159                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1160                         if(shield <= 5)
1161                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', bound(0, (shield - shield_time) / 0.5, 1));
1162                 }
1163         }
1164
1165         if(strength_time)
1166         {
1167                 const float maxstrength = 30;
1168                 float strength = ceil(strength_time);
1169                 if(autocvar_hud_panel_powerups_progressbar)
1170                 {
1171                         HUD_Panel_GetProgressBarColor(strength);
1172                         HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1173                 }
1174                 if(autocvar_hud_panel_powerups_text)
1175                 {
1176                         if(strength > 1)
1177                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1178                         if(strength <= 5)
1179                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', bound(0, (strength - strength_time) / 0.5, 1));
1180                 }
1181         }
1182 }
1183
1184 // Health/armor (#3)
1185 //
1186
1187 // prev_* vars contain the health/armor at the previous FRAME
1188 // set to -1 when player is dead or was not playing
1189 float prev_health, prev_armor;
1190 float health_damagetime, armor_damagetime;
1191 float health_beforedamage, armor_beforedamage;
1192 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1193 float old_p_health, old_p_armor;
1194 float old_p_healthtime, old_p_armortime;
1195 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1196 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1197 float prev_p_health, prev_p_armor;
1198
1199 void HUD_HealthArmor(void)
1200 {
1201         float armor, health, fuel;
1202         if(!autocvar__hud_configure)
1203         {
1204                 if(!autocvar_hud_panel_healtharmor) return;
1205                 if(hud != HUD_NORMAL) return;
1206                 if(spectatee_status == -1) return;
1207
1208                 health = getstati(STAT_HEALTH);
1209                 if(health <= 0)
1210                 {
1211                         prev_health = -1;
1212                         return;
1213                 }
1214                 armor = getstati(STAT_ARMOR);
1215
1216                 // code to check for spectatee_status changes is in Ent_ClientData()
1217                 // prev_p_health and prev_health can be set to -1 there
1218
1219                 if (prev_p_health == -1)
1220                 {
1221                         // no effect
1222                         health_beforedamage = 0;
1223                         armor_beforedamage = 0;
1224                         health_damagetime = 0;
1225                         armor_damagetime = 0;
1226                         prev_health = health;
1227                         prev_armor = armor;
1228                         old_p_health = health;
1229                         old_p_armor = armor;
1230                         prev_p_health = health;
1231                         prev_p_armor = armor;
1232                 }
1233                 else if (prev_health == -1)
1234                 {
1235                         //start the load effect
1236                         health_damagetime = 0;
1237                         armor_damagetime = 0;
1238                         prev_health = 0;
1239                         prev_armor = 0;
1240                 }
1241                 fuel = getstati(STAT_FUEL);
1242         }
1243         else
1244         {
1245                 hud_configure_active_panel = HUD_PANEL_HEALTHARMOR;
1246
1247                 health = 150;
1248                 armor = 75;
1249                 fuel = 20;
1250         }
1251
1252         HUD_Panel_UpdateCvars(healtharmor);
1253         HUD_Panel_ApplyFadeAlpha();
1254         vector pos, mySize;
1255         pos = panel_pos;
1256         mySize = panel_size;
1257
1258         HUD_Panel_DrawBg(1);
1259         if(panel_bg_padding)
1260         {
1261                 pos += '1 1 0' * panel_bg_padding;
1262                 mySize -= '2 2 0' * panel_bg_padding;
1263         }
1264
1265         float baralign = autocvar_hud_panel_healtharmor_baralign;
1266         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1267
1268     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1269     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1270         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1271         {
1272                 vector v;
1273                 v = healtharmor_maxdamage(health, armor, armorblockpercent);
1274
1275                 float x;
1276                 x = floor(v_x + 1);
1277
1278         float maxtotal = maxhealth + maxarmor;
1279                 string biggercount;
1280                 if(v_z) // NOT fully armored
1281                 {
1282                         biggercount = "health";
1283                         if(autocvar_hud_panel_healtharmor_progressbar)
1284                         {
1285                                 HUD_Panel_GetProgressBarColor(health);
1286                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1287                         }
1288                         if(armor)
1289             if(autocvar_hud_panel_healtharmor_text)
1290                                 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);
1291                 }
1292                 else
1293                 {
1294                         biggercount = "armor";
1295                         if(autocvar_hud_panel_healtharmor_progressbar)
1296                         {
1297                                 HUD_Panel_GetProgressBarColor(armor);
1298                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1299                         }
1300                         if(health)
1301             if(autocvar_hud_panel_healtharmor_text)
1302                                 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);
1303                 }
1304         if(autocvar_hud_panel_healtharmor_text)
1305                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1306
1307                 if(fuel)
1308                 {
1309                         HUD_Panel_GetProgressBarColor(fuel);
1310                         HUD_Panel_DrawProgressBar(pos, eX * mySize_x + eY * 0.2 * mySize_y, "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1311                 }
1312         }
1313         else
1314         {
1315                 float panel_ar = mySize_x/mySize_y;
1316                 float is_vertical = (panel_ar < 1);
1317                 vector health_offset, armor_offset;
1318                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1319                 {
1320                         mySize_x *= 0.5;
1321                         if (autocvar_hud_panel_healtharmor_flip)
1322                                 health_offset_x = mySize_x;
1323                         else
1324                                 armor_offset_x = mySize_x;
1325                 }
1326                 else
1327                 {
1328                         mySize_y *= 0.5;
1329                         if (autocvar_hud_panel_healtharmor_flip)
1330                                 health_offset_y = mySize_y;
1331                         else
1332                                 armor_offset_y = mySize_y;
1333                 }
1334
1335                 float health_baralign, armor_baralign, fuel_baralign;
1336                 float health_iconalign, armor_iconalign;
1337                 if (autocvar_hud_panel_healtharmor_flip)
1338                 {
1339                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1340                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1341                         fuel_baralign = health_baralign;
1342                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1343                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1344                 }
1345                 else
1346                 {
1347                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1348                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1349                         fuel_baralign = armor_baralign;
1350                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1351                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1352                 }
1353
1354                 //if(health)
1355                 {
1356                         if(autocvar_hud_panel_healtharmor_progressbar)
1357                         {
1358                                 HUD_Panel_GetProgressBarColor(health);
1359                                 float p_health, pain_health_alpha;
1360                                 p_health = health;
1361                                 pain_health_alpha = 1;
1362                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1363                                 {
1364                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1365                                         {
1366                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1367                                                 {
1368                                                         if (time - old_p_healthtime < 1)
1369                                                                 old_p_health = prev_p_health;
1370                                                         else
1371                                                                 old_p_health = prev_health;
1372                                                         old_p_healthtime = time;
1373                                                 }
1374                                                 if (time - old_p_healthtime < 1)
1375                                                 {
1376                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1377                                                         prev_p_health = p_health;
1378                                                 }
1379                                         }
1380                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1381                                         {
1382                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1383                                                 {
1384                                                         if (time - health_damagetime >= 1)
1385                                                                 health_beforedamage = prev_health;
1386                                                         health_damagetime = time;
1387                                                 }
1388                                                 if (time - health_damagetime < 1)
1389                                                 {
1390                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1391                                                         HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * health_damagealpha, DRAWFLAG_NORMAL);
1392                                                 }
1393                                         }
1394                                         prev_health = health;
1395
1396                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1397                                         {
1398                                                 float BLINK_FACTOR = 0.15;
1399                                                 float BLINK_BASE = 0.85;
1400                                                 float BLINK_FREQ = 9; 
1401                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1402                                         }
1403                                 }
1404                                 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, p_health/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * pain_health_alpha, DRAWFLAG_NORMAL);
1405                         }
1406                         if(autocvar_hud_panel_healtharmor_text)
1407                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1408                 }
1409
1410                 if(armor)
1411                 {
1412                         if(autocvar_hud_panel_healtharmor_progressbar)
1413                         {
1414                                 HUD_Panel_GetProgressBarColor(armor);
1415                                 float p_armor;
1416                                 p_armor = armor;
1417                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1418                                 {
1419                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1420                                         {
1421                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1422                                                 {
1423                                                         if (time - old_p_armortime < 1)
1424                                                                 old_p_armor = prev_p_armor;
1425                                                         else
1426                                                                 old_p_armor = prev_armor;
1427                                                         old_p_armortime = time;
1428                                                 }
1429                                                 if (time - old_p_armortime < 1)
1430                                                 {
1431                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1432                                                         prev_p_armor = p_armor;
1433                                                 }
1434                                         }
1435                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1436                                         {
1437                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1438                                                 {
1439                                                         if (time - armor_damagetime >= 1)
1440                                                                 armor_beforedamage = prev_armor;
1441                                                         armor_damagetime = time;
1442                                                 }
1443                                                 if (time - armor_damagetime < 1)
1444                                                 {
1445                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1446                                                         HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * armor_damagealpha, DRAWFLAG_NORMAL);
1447                                                 }
1448                                         }
1449                                         prev_armor = armor;
1450                                 }
1451                                 HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, p_armor/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1452                         }
1453                         if(autocvar_hud_panel_healtharmor_text)
1454                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1455                 }
1456
1457                 if(fuel)
1458                 {
1459                         if (is_vertical)
1460                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1461                         else
1462                                 mySize_y *= 0.2;
1463                         if (panel_ar >= 4)
1464                                 mySize_x *= 2; //restore full panel size
1465                         else if (panel_ar < 1/4)
1466                                 mySize_y *= 2; //restore full panel size
1467                         HUD_Panel_GetProgressBarColor(fuel);
1468                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1469                 }
1470         }
1471 }
1472
1473 // Notification area (#4)
1474 //
1475
1476 string Weapon_SuicideMessage(float deathtype)
1477 {
1478         w_deathtype = deathtype;
1479         get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_SUICIDEMESSAGE);
1480         return w_deathtypestring;
1481 }
1482
1483 string Weapon_KillMessage(float deathtype)
1484 {
1485         w_deathtype = deathtype;
1486         get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_KILLMESSAGE);
1487         return w_deathtypestring;
1488 }
1489
1490 #define KN_MAX_ENTRIES 10
1491 float kn_index;
1492 float killnotify_times[KN_MAX_ENTRIES];
1493 float killnotify_deathtype[KN_MAX_ENTRIES];
1494 float killnotify_actiontype[KN_MAX_ENTRIES]; // 0 = "Y [used by] X", 1 = "X [did action to] Y"
1495 string killnotify_attackers[KN_MAX_ENTRIES];
1496 string killnotify_victims[KN_MAX_ENTRIES];
1497 void HUD_KillNotify_Push(string attacker, string victim, float actiontype, float wpn)
1498 {
1499         --kn_index;
1500         if (kn_index == -1)
1501                 kn_index = KN_MAX_ENTRIES-1;
1502         killnotify_times[kn_index] = time;
1503         killnotify_deathtype[kn_index] = wpn;
1504         killnotify_actiontype[kn_index] = actiontype;
1505         if(killnotify_attackers[kn_index])
1506                 strunzone(killnotify_attackers[kn_index]);
1507         killnotify_attackers[kn_index] = strzone(attacker);
1508         if(killnotify_victims[kn_index])
1509                 strunzone(killnotify_victims[kn_index]);
1510         killnotify_victims[kn_index] = strzone(victim);
1511 }
1512
1513 void HUD_KillNotify(string s1, string s2, string s3, float type, float msg) // s1 = attacker, s2 = victim
1514 {
1515         float w;
1516         float alsoprint, gentle;
1517         alsoprint = (autocvar_hud_panel_notify_print || !panel_enabled); // print message to console if: notify panel disabled, or cvar to do so enabled
1518         gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
1519         
1520         if ((msg == MSG_SUICIDE || msg == MSG_KILL || msg == MSG_KILL_ACTION) && gametype == GAME_CTS) // selfkill isn't interesting in CTS and only spams up the notify panel
1521                 return;
1522
1523         if(msg == MSG_SUICIDE) {
1524                 w = DEATH_WEAPONOF(type);
1525                 if(WEP_VALID(w)) {
1526                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1527                         if (alsoprint)
1528                                 print("^1", sprintf(Weapon_SuicideMessage(type), strcat(s1, "^1")), "\n");
1529                 } else if (type == DEATH_KILL) {
1530                         HUD_KillNotify_Push(s1, "", 0, DEATH_KILL);
1531                         if (alsoprint)
1532                                 print (sprintf(_("^1%s^1 couldn't take it anymore\n"), s1));
1533                 } else if (type == DEATH_ROT) {
1534                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1535                         if (alsoprint)
1536                                 print (sprintf(_("^1%s^1 died\n"), s1));
1537                 } else if (type == DEATH_NOAMMO) {
1538                         HUD_KillNotify_Push(s1, "", 0, DEATH_NOAMMO);
1539                         if (alsoprint)
1540                                 print (sprintf(_("^7%s^7 committed suicide. What's the point of living without ammo?\n"), s1));
1541                 } else if (type == DEATH_CAMP) {
1542                         HUD_KillNotify_Push(s1, "", 0, DEATH_CAMP);
1543                         if (alsoprint)
1544                                 print (sprintf(_("^1%s^1 thought they found a nice camping ground\n"), s1));
1545                 } else if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1546                         HUD_KillNotify_Push(s1, "", 0, type);
1547                         if (alsoprint)
1548                                 print (sprintf(_("^1%s^1 didn't become friends with the Lord of Teamplay\n"), s1));
1549                 } else if (type == DEATH_CHEAT) {
1550                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1551                         if (alsoprint)
1552                                 print (sprintf(_("^1%s^1 unfairly eliminated themself\n"), s1));
1553                 } else if (type == DEATH_FIRE) {
1554                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1555                         if (alsoprint)
1556                                 print (sprintf(_("^1%s^1 burned to death\n"), s1));
1557                 } else if (type != DEATH_TEAMCHANGE && type != DEATH_QUIET) {
1558                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1559                         if (alsoprint)
1560                                 print (sprintf(_("^1%s^1 couldn't resist the urge to self-destruct\n"), s1));
1561                 } 
1562                 
1563                 if (stof(s2) > 2) // killcount > 2
1564                         print (sprintf(_("^1%s^1 ended it all after a %d kill spree\n"), s1, stof(s2)));
1565         } else if(msg == MSG_KILL) {
1566                 w = DEATH_WEAPONOF(type);
1567                 if(WEP_VALID(w)) {
1568                         if((w == WEP_RIFLE || w == WEP_MINSTANEX) && type & HITTYPE_HEADSHOT) // all headshot weapons go here
1569                                 HUD_KillNotify_Push(s1, s2, 1, DEATH_HEADSHOT);
1570                         else
1571                                 HUD_KillNotify_Push(s1, s2, 1, type);
1572
1573                         if (alsoprint)
1574                                 print("^1", sprintf(Weapon_KillMessage(type), strcat(s2, "^1"), strcat(s1, "^1")), "\n"); // default order: victim, killer
1575                 }
1576                 else if(type == KILL_TEAM_RED || type == KILL_TEAM_BLUE || type == KILL_TEAM_SPREE) {
1577                         HUD_KillNotify_Push(s1, s2, 1, type);
1578                         if(alsoprint)
1579                         {
1580                                 if(gentle) {
1581                                         print (sprintf(_("^1%s^1 took action against a team mate\n"), s1));
1582                                 } else {
1583                                         print (sprintf(_("^1%s^1 mows down a team mate\n"), s1));
1584                                 }
1585                         }
1586                         if (stof(s2) > 2 && type == KILL_TEAM_SPREE) {
1587                                 if(gentle)
1588                                         print (sprintf(_("^1%s^1 ended a %d scoring spree by going against a team mate\n"), s1, stof(s3)));
1589                                 else
1590                                         print (sprintf(_("^1%s^1 ended a %d kill spree by killing a team mate\n"), s1, stof(s3)));
1591                         }
1592                         else if (stof(s2) > 2) {
1593                                 if(gentle)
1594                                         print (sprintf(_("^1%s^1's %s scoring spree was ended by a team mate!\n"), s1, stof(s3)));
1595                                 else
1596                                         print (sprintf(_("^1%s^1's %s kill spree was ended by a team mate!\n"), s1, stof(s3)));
1597                         }
1598                 }
1599                 else if(type == KILL_FIRST_BLOOD)
1600                         print(sprintf(_("^1%s^1 drew first blood\n"), s1));
1601                 else if (type == DEATH_TELEFRAG) {
1602                         HUD_KillNotify_Push(s1, s2, 1, DEATH_TELEFRAG);
1603                         if(gentle)
1604                                 print (sprintf(_("^1%s^1 tried to occupy %s^1's teleport destination space\n"), s2, s1));
1605                         else
1606                                 print (sprintf(_("^1%s^1 was telefragged by %s\n"), s2, s1));
1607                 }
1608                 else if (type == DEATH_DROWN) {
1609                         HUD_KillNotify_Push(s1, s2, 1, DEATH_DROWN);
1610                         if(alsoprint)
1611                                 print (sprintf(_("^1%s^1 was drowned by %s\n"), s2, s1));
1612                 }
1613                 else if (type == DEATH_SLIME) {
1614                         HUD_KillNotify_Push(s1, s2, 1, DEATH_SLIME);
1615                         if(alsoprint)
1616                                 print (sprintf(_("^1%s^1 was slimed by %s\n"), s2, s1));
1617                 }
1618                 else if (type == DEATH_LAVA) {
1619                         HUD_KillNotify_Push(s1, s2, 1, DEATH_LAVA);
1620                         if(alsoprint)
1621                                 print (sprintf(_("^1%s^1 was cooked by %s\n"), s2, s1));
1622                 }
1623                 else if (type == DEATH_FALL) {
1624                         HUD_KillNotify_Push(s1, s2, 1, DEATH_FALL);
1625                         if(alsoprint)
1626                                 print (sprintf(_("^1%s^1 was grounded by %s\n"), s2, s1));
1627                 }
1628                 else if (type == DEATH_SHOOTING_STAR) {
1629                         HUD_KillNotify_Push(s1, s2, 1, DEATH_SHOOTING_STAR);
1630                         if(alsoprint)
1631                                 print (sprintf(_("^1%s^1 was shot into space by %s\n"), s2, s1));
1632                 }
1633                 else if (type == DEATH_SWAMP) {
1634                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1635                         if(alsoprint)
1636                                 print (sprintf(_("^1%s^1 was conserved by %s\n"), s2, s1));
1637                 }
1638                 else if (type == DEATH_HURTTRIGGER)
1639                 {
1640                         HUD_KillNotify_Push(s1, s2, 1, DEATH_HURTTRIGGER);
1641                         if(alsoprint)
1642                                 print(sprintf(_("^1%s^1 was thrown into a world of hurt by %s\n"), s2, s1));
1643                 } else if(type == DEATH_VHCRUSH) {
1644                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1645                         if(alsoprint)
1646                                 print (sprintf(_("^1%s^1 was crushed by %s\n"), s2, s1));
1647                 } else if(type == DEATH_SBMINIGUN) {
1648                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1649                         if(alsoprint)
1650                                 print (sprintf(_("^1%s^1 got shredded by %s\n"), s2, s1));
1651                 } else if(type == DEATH_SBROCKET) {
1652                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1653                         if(alsoprint)
1654                                 print (sprintf(_("^1%s^1 was blasted to bits by %s\n"), s2, s1));
1655                 } else if(type == DEATH_SBBLOWUP) {
1656                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1657                         if(alsoprint)
1658                                 print (sprintf(_("^1%s^1 got caught in the destruction of %s^1's vehicle\n"), s2, s1));
1659                 } else if(type == DEATH_WAKIGUN) {
1660                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1661                         if(alsoprint)
1662                                 print (sprintf(_("^1%s^1 was bolted down by %s\n"), s2, s1));
1663                 } else if(type == DEATH_WAKIROCKET) {
1664                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1665                         if(alsoprint)
1666                                 print (sprintf(_("^1%s^1 could find no shelter from %s^1's rockets\n"), s2, s1));
1667                 } else if(type == DEATH_WAKIBLOWUP) {
1668                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1669                         if(alsoprint)
1670                                 print (sprintf(_("^1%s^1 dies when %s^1's wakizashi dies.\n"), s2, s1));
1671                 } else if(type == DEATH_RAPTOR_CANNON) {
1672                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1673                         if(alsoprint)
1674                                 print (sprintf(_("^1%s^1 nailed to hell by %s\n"), s2, s1));
1675                 } else if(type == DEATH_RAPTOR_BOMB) {
1676                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1677                         if(alsoprint)
1678                                 print (sprintf(_("^1%s^1 cluster crushed by %s\n"), s2, s1));
1679                 } else if(type == DEATH_RAPTOR_DEATH) {
1680                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1681                         if(alsoprint)
1682                                 print (sprintf(_("^1%s^1 dies when %s^1's raptor dies.\n"), s2, s1));
1683                 } else if(type == DEATH_TURRET) {
1684                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1685                         if(alsoprint)
1686                                 print (sprintf(_("^1%s^1 was pushed into the line of fire by %s\n"), s2, s1));
1687                 } else if(type == DEATH_TOUCHEXPLODE) {
1688                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1689                         if(alsoprint)
1690                                 print (sprintf(_("^1%s^1 was pushed into an accident by %s\n"), s2, s1));
1691                 } else if(type == DEATH_CHEAT) {
1692                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1693                         if(alsoprint)
1694                                 print (sprintf(_("^1%s^1 was unfairly eliminated by %s\n"), s2, s1));
1695                 } else if (type == DEATH_FIRE) {
1696                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1697                         if(alsoprint)
1698                                 print (sprintf(_("^1%s^1 was burnt to death by %s\n"), s2, s1));
1699                 } else if (type == DEATH_CUSTOM) {
1700                         HUD_KillNotify_Push(s1, s2, 1, DEATH_CUSTOM);
1701                         if(alsoprint)
1702                                 print("^1", sprintf(s3, strcat(s2, "^1"), strcat(s1, "^1")), "\n");
1703                 } else if (type == DEATH_HURTTRIGGER) {
1704                         HUD_KillNotify_Push(s1, s2, 1, DEATH_HURTTRIGGER);
1705                         if(alsoprint)
1706                                 print("^1", sprintf(s3, strcat(s2, "^1"), strcat(s1, "^1")), "\n");
1707                 } else {
1708                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1709                         if(alsoprint)
1710                                 print (sprintf(_("^1%s^1 was fragged by %s\n"), s2, s1));
1711                 }
1712         } else if(msg == MSG_SPREE) {
1713                 if(type == KILL_END_SPREE) {
1714                         if(gentle)
1715                                 print (sprintf(_("^1%s^1's %s scoring spree was ended by %s\n"), s1, s2, s3));
1716                         else
1717                                 print (sprintf(_("^1%s^1's %s kill spree was ended by %s\n"), s1, s2, s3));
1718                 } else if(type == KILL_SPREE) {
1719                         if(gentle)
1720                                 print (sprintf(_("^1%s^1 made %s scores in a row\n"), s1, s2));
1721                         else
1722                                 print (sprintf(_("^1%s^1 has %s frags in a row\n"), s1, s2));
1723                 } else if(type == KILL_SPREE_3) {
1724                         if(gentle)
1725                                 print (sprintf(_("%s^7 made a ^1TRIPLE SCORE\n"), s1));
1726                         else
1727                                 print (sprintf(_("%s^7 made a ^1TRIPLE FRAG\n"), s1));
1728                 } else if(type == KILL_SPREE_5) {
1729                         if(gentle)
1730                                 print (sprintf(_("%s^7 unleashes ^1SCORING RAGE\n"), s1));
1731                         else
1732                                 print (sprintf(_("%s^7 unleashes ^1RAGE\n"), s1));
1733                 } else if(type == KILL_SPREE_10) {
1734                         if(gentle)
1735                                 print (sprintf(_("%s^7 made ^1TEN SCORES IN A ROW!\n"), s1));
1736                         else
1737                                 print (sprintf(_("%s^7 starts the ^1MASSACRE!\n"), s1));
1738                 } else if(type == KILL_SPREE_15) {
1739                         if(gentle)
1740                                 print (sprintf(_("%s^7 made ^1FIFTEEN SCORES IN A ROW!\n"), s1));
1741                         else
1742                                 print (sprintf(_("%s^7 executes ^1MAYHEM!\n"), s1));
1743                 } else if(type == KILL_SPREE_20) {
1744                         if(gentle)
1745                                 print (sprintf(_("%s^7 made ^1TWENTY SCORES IN A ROW!\n"), s1));
1746                         else
1747                                 print (sprintf(_("%s^7 is a ^1BERSERKER!\n"), s1));
1748                 } else if(type == KILL_SPREE_25) {
1749                         if(gentle)
1750                                 print (sprintf(_("%s^7 made ^1TWENTY FIVE SCORES IN A ROW!\n"), s1));
1751                         else
1752                                 print (sprintf(_("%s^7 inflicts ^1CARNAGE!\n"), s1));
1753                 } else if(type == KILL_SPREE_30) {
1754                         if(gentle)
1755                                 print (sprintf(_("%s^7 made ^1THIRTY SCORES IN A ROW!\n"), s1));
1756                         else
1757                                 print (sprintf(_("%s^7 unleashes ^1ARMAGEDDON!\n"), s1));
1758                 }
1759         } else if(msg == MSG_KILL_ACTION) { // wtf is this? isnt it basically the same as MSG_SUICIDE?
1760                 if (type == DEATH_DROWN) {
1761                         HUD_KillNotify_Push(s1, "", 0, DEATH_DROWN);
1762                         if(alsoprint)
1763                         {
1764                                 if(gentle)
1765                                         print (sprintf(_("^1%s^1 was in the water for too long\n"), s1));
1766                                 else
1767                                         print (sprintf(_("^1%s^1 drowned\n"), s1));
1768                         }
1769                 } else if (type == DEATH_SLIME) {
1770                         HUD_KillNotify_Push(s1, "", 0, DEATH_SLIME);
1771                         if(alsoprint)
1772                                 print (sprintf(_("^1%s^1 was slimed\n"), s1));
1773                 } else if (type == DEATH_LAVA) {
1774                         HUD_KillNotify_Push(s1, "", 0, DEATH_LAVA);
1775                         if(alsoprint)
1776                         {
1777                                 if(gentle)
1778                                         print (sprintf(_("^1%s^1 found a hot place\n"), s1));
1779                                 else
1780                                         print (sprintf(_("^1%s^1 turned into hot slag\n"), s1));
1781                         }
1782                 } else if (type == DEATH_FALL) {
1783                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1784                         if(alsoprint)
1785                         {
1786                                 if(gentle)
1787                                         print (sprintf(_("^1%s^1 tested gravity (and it worked)\n"), s1));
1788                                 else
1789                                         print (sprintf(_("^1%s^1 hit the ground with a crunch\n"), s1));
1790                         }
1791                 } else if (type == DEATH_SHOOTING_STAR) {
1792                         HUD_KillNotify_Push(s1, "", 0, DEATH_SHOOTING_STAR);
1793                         if(alsoprint)
1794                                 print (sprintf(_("^1%s^1 became a shooting star\n"), s1));
1795                 } else if (type == DEATH_SWAMP) {
1796                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1797                         if(alsoprint)
1798                         {
1799                                 if(gentle)
1800                                         print (sprintf(_("^1%s^1 discovered a swamp\n"), s1));
1801                                 else
1802                                         print (sprintf(_("^1%s^1 is now conserved for centuries to come\n"), s1));
1803                         }
1804                 } else if(DEATH_ISTURRET(type)) {
1805                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1806                         if(alsoprint)
1807                         {
1808                                 if(gentle)
1809                                         print (sprintf(_("^1%s^1 ran into a turret\n"), s1));
1810                                 else
1811                                 {
1812                                         switch(type)
1813                                         {
1814                                                 case DEATH_TURRET_EWHEEL:
1815                                                         print (sprintf(_("^1%s^1 was laserd down by a eWheel turret \n"), s1));
1816                                                         break;
1817                                                 case DEATH_TURRET_FLAC:
1818                                                         print (sprintf(_("^1%s^1 got caught in the flac \n"), s1));
1819                                                         break;
1820                                                 case DEATH_TURRET_MACHINEGUN:
1821                                                         print (sprintf(_("^1%s^1 was riddeld full of riddled by a machinegun turret \n"), s1));
1822                                                         break;
1823                                                 case DEATH_TURRET_WALKER_GUN:
1824                                                         print (sprintf(_("^1%s^1 got served a led enrichment by a walker turret \n"), s1));
1825                                                         break;
1826                                                 case DEATH_TURRET_WALKER_MEELE:
1827                                                         print (sprintf(_("^1%s^1 was impaled by a walker turret \n"), s1));
1828                                                         break;
1829                                                 case DEATH_TURRET_WALKER_ROCKET:
1830                                                         print (sprintf(_("^1%s^1 was rocketed to hell by a walker turret \n"), s1));
1831                                                         break;
1832                                                 case DEATH_TURRET_HELLION:
1833                                                         print (sprintf(_("^1%s^1 was blasted away hellion turret \n"), s1));
1834                                                         break;
1835                                                 case DEATH_TURRET_HK:
1836                                                         print (sprintf(_("^1%s^1 could not hide from the hunter turret \n"), s1));
1837                                                         break;
1838                                                 case DEATH_TURRET_MLRS:
1839                                                         print (sprintf(_("^1%s^1 got turned into smoldering gibs by a mlrs turret \n"), s1));
1840                                                         break;
1841                                                 case DEATH_TURRET_PLASMA:
1842                                                         print (sprintf(_("^1%s^1 got served some superheated plasma from a plasma turret \n"), s1));
1843                                                         break;
1844                                                 case DEATH_TURRET_PHASER:
1845                                                         print (sprintf(_("^1%s^1 was phased out \n"), s1));
1846                                                         break;
1847                                                 case DEATH_TURRET_TESLA:                        
1848                                                         print (sprintf(_("^1%s^1 was electrocuted by a tesla turret \n"), s1));
1849                                                         break;
1850                                         }
1851                                 }
1852                         }
1853                 } else if (type == DEATH_CUSTOM) {
1854                         HUD_KillNotify_Push(s1, "", 0, DEATH_CUSTOM);
1855                         if(alsoprint)
1856                                 print("^1", sprintf(s2, strcat(s1, "^1")), "\n");
1857                 } else if (type == DEATH_HURTTRIGGER) {
1858                         HUD_KillNotify_Push(s1, "", 0, DEATH_HURTTRIGGER);
1859                         if(alsoprint)
1860                                 print("^1", sprintf(s2, strcat(s1, "^1")), "\n");
1861                 } else if(type == DEATH_TOUCHEXPLODE) {
1862                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1863                         if(alsoprint)
1864                                 print (sprintf(_("^1%s^1 died in an accident\n"), s1));
1865                 } else if(type == DEATH_CHEAT) {
1866                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1867                         if(alsoprint)
1868                                 print (sprintf(_("^1%s^1 was unfairly eliminated\n"), s1));
1869                 } else if(type == DEATH_FIRE) {
1870                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1871                         if(alsoprint)
1872                         {
1873                                 if(gentle)
1874                                         print (sprintf(_("^1%s^1 felt a little hot\n"), s1));
1875                                 else
1876                                         print (sprintf(_("^1%s^1 burnt to death\n"), s1));
1877                                 }
1878                 } else {
1879                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1880                         if(alsoprint)
1881                         {
1882                                 if(gentle)
1883                                         print (sprintf(_("^1%s^1 needs a restart\n"), s1));
1884                                 else
1885                                         print (sprintf(_("^1%s^1 died\n"), s1));
1886                         }
1887                 }
1888         } else if(msg == MSG_KILL_ACTION_SPREE) {
1889                 if(gentle)
1890                         print (sprintf(_("^1%s^1 needs a restart after a %d scoring spree\n"), s1, stof(s2)));
1891                 else
1892                         print (sprintf(_("^1%s^1 died with a %d kill spree\n"), s1, stof(s2)));
1893         } else if(msg == MSG_INFO) {
1894                 if(type == INFO_GOTFLAG) { // here, s2 is the flag name
1895                         HUD_KillNotify_Push(s1, s2, 0, INFO_GOTFLAG);
1896                         print(sprintf(_("%s^7 got the %s\n"), s1, s2));
1897                 } else if(type == INFO_LOSTFLAG) {
1898                         HUD_KillNotify_Push(s1, s2, 0, INFO_LOSTFLAG);
1899                         print(sprintf(_("%s^7 lost the %s\n"), s1, s2));
1900                 } else if(type == INFO_PICKUPFLAG) {
1901                         HUD_KillNotify_Push(s1, s2, 0, INFO_GOTFLAG);
1902                         print(sprintf(_("%s^7 picked up the %s\n"), s1, s2));
1903                 } else if(type == INFO_RETURNFLAG) {
1904                         HUD_KillNotify_Push(s1, s2, 0, INFO_RETURNFLAG);
1905                         print(sprintf(_("%s^7 returned the %s\n"), s1, s2));
1906                 } else if(type == INFO_CAPTUREFLAG) {
1907                         HUD_KillNotify_Push(s1, s2, 0, INFO_CAPTUREFLAG);
1908                         print(sprintf(_("%s^7 captured the %s%s\n"), s1, s2, s3));
1909                 }
1910         } else if(msg == MSG_RACE) {
1911                 if(type == RACE_SERVER_RECORD) {
1912                         HUD_KillNotify_Push(s1, s2, 1, RACE_SERVER_RECORD);
1913                 }
1914                 else if(type == RACE_NEW_RANK) {
1915                         HUD_KillNotify_Push(s1, s2, 1, RACE_NEW_RANK);
1916                 }
1917                 else if(type == RACE_NEW_TIME) {
1918                         HUD_KillNotify_Push(s1, s2, 1, RACE_NEW_TIME);
1919                 }
1920                 else if(type == RACE_FAIL) {
1921                         HUD_KillNotify_Push(s1, s2, 1, RACE_FAIL);
1922                 }
1923         } else if(msg == MSG_KA) {
1924                 if(type == KA_PICKUPBALL) {
1925                         HUD_KillNotify_Push(s1, s2, 0, KA_PICKUPBALL);
1926                         if(alsoprint)
1927                                 print (sprintf(_("%s^7 has picked up the ball!\n"), s1));
1928                 }
1929                 else if(type == KA_DROPBALL) {
1930                         HUD_KillNotify_Push(s1, s2, 0, KA_DROPBALL);
1931                         if(alsoprint)
1932                                 print(sprintf(_("%s^7 has dropped the ball!\n"), s1));
1933                 }
1934         }
1935 }
1936
1937 void HUD_KillCenterprint(string s1, string s2, float type, float msg)
1938 {
1939         float gentle;
1940         gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
1941         if(msg == MSG_SUICIDE) {
1942                 if (type == DEATH_TEAMCHANGE) {
1943                         centerprint(sprintf(_("You are now on: %s"), s1));
1944                 } else if (type == DEATH_AUTOTEAMCHANGE) {
1945                         centerprint(sprintf(_("You have been moved into a different team to improve team balance\nYou are now on: %s"), s1));
1946                 } else if (type == DEATH_CAMP) {
1947                         if(gentle)
1948                                 centerprint(_("^1Reconsider your tactics, camper!"));
1949                         else
1950                                 centerprint(_("^1Die camper!"));
1951                 } else if (type == DEATH_NOAMMO) {
1952                         if(gentle)
1953                                 centerprint(_("^1You are reinserted into the game for running out of ammo..."));
1954                         else
1955                                 centerprint(_("^1You were killed for running out of ammo..."));
1956                 } else if (type == DEATH_ROT) {
1957                         if(gentle)
1958                                 centerprint(_("^1You need to preserve your health"));
1959                         else
1960                                 centerprint(_("^1You grew too old without taking your medicine"));
1961                 } else if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1962                         if(gentle)
1963                                 centerprint(_("^1Don't go against team mates!"));
1964                         else
1965                                 centerprint(_("^1Don't shoot your team mates!"));
1966                 } else if (type == DEATH_QUIET) {
1967                         // do nothing
1968                 } else { // generic message
1969                         if(gentle)
1970                                 centerprint(_("^1You need to be more careful!"));
1971                         else
1972                                 centerprint(_("^1You killed your own dumb self!"));
1973                 }
1974         } else if(msg == MSG_KILL) {
1975                 if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1976                         if(gentle) {
1977                                 centerprint(sprintf(_("^1Moron! You went against ^7%s^1, a team mate!"), s1));
1978                         } else {
1979                                 centerprint(sprintf(_("^1Moron! You fragged ^7%s^1, a team mate!"), s1));
1980                         }
1981                 } else if (type == KILL_FIRST_BLOOD) {
1982                         if(gentle) {
1983                                 centerprint(_("^1First score"));
1984                         } else {
1985                                 centerprint(_("^1First blood"));
1986                         }
1987                 } else if (type == KILL_FIRST_VICTIM) {
1988                         if(gentle) {
1989                                 centerprint(_("^1First casualty"));
1990                         } else {
1991                                 centerprint(_("^1First victim"));
1992                         }
1993                 } else if (type == KILL_TYPEFRAG) { // s2 contains "advanced kill messages" such as ping, handicap...
1994                         if(gentle) {
1995                                 centerprint(strcat(sprintf(_("^1You scored against ^7%s^1 who was typing!"), s1), s2));
1996                         } else {
1997                                 centerprint(strcat(sprintf(_("^1You typefragged ^7%s"), s1), s2));
1998                         }
1999                 } else if (type == KILL_TYPEFRAGGED) {
2000                         if(gentle) {
2001                                 centerprint(strcat(sprintf(_("^1You were scored against by ^7%s^1 while you were typing!"), s1), s2));
2002                         } else {
2003                                 centerprint(strcat(sprintf(_("^1You were typefragged by ^7%s"), s1), s2));
2004                         }
2005                 } else if (type == KILL_FRAG) {
2006                         if(gentle) {
2007                                 centerprint(strcat(sprintf(_("^4You scored against ^7%s"), s1), s2));
2008                         } else {
2009                                 centerprint(strcat(sprintf(_("^4You fragged ^7%s"), s1), s2));
2010                         }
2011                 } else { // generic message
2012                         if(gentle) {
2013                                 centerprint(strcat(sprintf(_("^1You were scored against by ^7%s"), s1), s2));
2014                         } else {
2015                                 centerprint(strcat(sprintf(_("^1You were fragged by ^7%s"), s1), s2));
2016                         }
2017                 }
2018         } else if(msg == MSG_KILL_ACTION) {
2019                 // TODO: invent more centerprints here?
2020                 centerprint(_("^1Watch your step!"));
2021         }
2022 }
2023
2024 void HUD_Notify (void)
2025 {
2026         if(!autocvar__hud_configure)
2027         {
2028                 if(!autocvar_hud_panel_notify) return;
2029         }
2030         else
2031                 hud_configure_active_panel = HUD_PANEL_NOTIFY;
2032
2033         HUD_Panel_UpdateCvars(notify);
2034         HUD_Panel_ApplyFadeAlpha();
2035         vector pos, mySize;
2036         pos = panel_pos;
2037         mySize = panel_size;
2038
2039         HUD_Panel_DrawBg(1);
2040         if(panel_bg_padding)
2041         {
2042                 pos += '1 1 0' * panel_bg_padding;
2043                 mySize -= '2 2 0' * panel_bg_padding;
2044         }
2045
2046         float entries, height;
2047         entries = bound(1, floor(KN_MAX_ENTRIES * mySize_y/mySize_x), KN_MAX_ENTRIES);
2048         height = mySize_y/entries;
2049         
2050         vector fontsize;
2051         float fontheight = height * autocvar_hud_panel_notify_fontsize;
2052         fontsize = '0.5 0.5 0' * fontheight;
2053
2054         float a;
2055         float when;
2056         when = autocvar_hud_panel_notify_time;
2057         float fadetime;
2058         fadetime = autocvar_hud_panel_notify_fadetime;
2059
2060         string s;
2061
2062         vector pos_attacker, pos_victim;
2063         vector weap_pos;
2064         float width_attacker;
2065         string attacker, victim;
2066
2067         float i, j, w, step, limit;
2068         if(autocvar_hud_panel_notify_flip) //order items from the top down
2069         {
2070                 i = 0;
2071                 step = +1;
2072                 limit = entries;
2073         }
2074         else //order items from the bottom up
2075         {
2076                 i = entries - 1;
2077                 step = -1;
2078                 limit = -1;
2079         }
2080
2081         for(j = kn_index;  i != limit;  i += step, ++j)
2082         {
2083                 if(autocvar__hud_configure)
2084                 {
2085                         if (step == +1)
2086                                 a = i;
2087                         else // inverse order
2088                                 a = entries - 1 - i;
2089                         attacker = textShortenToWidth(sprintf(_("Player %d"), a+1), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2090                         victim = textShortenToWidth(sprintf(_("Player %d"), a+2), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2091                         s = strcat("weapon", get_weaponinfo(WEP_FIRST + mod(floor(a*2.4), WEP_LAST)).netname);
2092                         a = bound(0, (when - a) / 4, 1);
2093                         goto hud_config_notifyprint;
2094                 }
2095
2096                 if (j == KN_MAX_ENTRIES)
2097                         j = 0;
2098
2099                 if(killnotify_times[j] + when > time)
2100                         a = 1;
2101                 else if(fadetime)
2102                 {
2103                         a = bound(0, (killnotify_times[j] + when + fadetime - time) / fadetime, 1);
2104                         if(!a)
2105                         {
2106                                 break;
2107                         }
2108                 }
2109                 else
2110                 {
2111                         break;
2112                 }
2113
2114                 s = "";
2115
2116                 w = -1;
2117                 w = DEATH_WEAPONOF(killnotify_deathtype[j]);
2118
2119                 // TODO: maybe print in team colors?
2120                 //
2121                 // Y [used by] X
2122                 if(killnotify_actiontype[j] == 0) 
2123                 {
2124                         if(killnotify_deathtype[j] == DEATH_GENERIC)
2125                         {
2126                                 s = "notify_death";
2127                         }
2128                         else if(killnotify_deathtype[j] == DEATH_NOAMMO)
2129                         {
2130                                 s = "notify_outofammo";
2131                         }
2132                         else if(killnotify_deathtype[j] == DEATH_KILL)
2133                         {
2134                                 s = "notify_selfkill";
2135                         }
2136                         else if(killnotify_deathtype[j] == DEATH_CAMP)
2137                         {
2138                                 s = "notify_camping";
2139                         }
2140                         else if(killnotify_deathtype[j] == KILL_TEAM_RED)
2141                         {
2142                                 s = "notify_teamkill_red";
2143                         }
2144                         else if(killnotify_deathtype[j] == KILL_TEAM_BLUE)
2145                         {
2146                                 s = "notify_teamkill_blue";
2147                         }
2148                         else if(killnotify_deathtype[j] == DEATH_DROWN)
2149                         {
2150                                 s = "notify_water";
2151                         }
2152                         else if(killnotify_deathtype[j] == DEATH_SLIME)
2153                         {
2154                                 s = "notify_slime";
2155                         }
2156                         else if(killnotify_deathtype[j] == DEATH_LAVA)
2157                         {
2158                                 s = "notify_lava";
2159                         }
2160                         else if(killnotify_deathtype[j] == DEATH_FALL)
2161                         {
2162                                 s = "notify_fall";
2163                         }
2164                         else if(killnotify_deathtype[j] == DEATH_SHOOTING_STAR)
2165                         {
2166                                 s = "notify_shootingstar";
2167                         }
2168                         else if(killnotify_deathtype[j] == DEATH_HURTTRIGGER || killnotify_deathtype[j] == DEATH_CUSTOM)
2169                         {
2170                                 s = "notify_death";
2171                         }
2172                         else if(killnotify_deathtype[j] == INFO_GOTFLAG)
2173                         {
2174                                 if(killnotify_victims[j] == "^1RED^7 flag")
2175                                 {
2176                                         s = "notify_red_taken";
2177                                 }
2178                                 else
2179                                 {
2180                                         s = "notify_blue_taken";
2181                                 }
2182                         }
2183                         else if(killnotify_deathtype[j] == INFO_RETURNFLAG)
2184                         {
2185                                 if(killnotify_victims[j] == "^1RED^7 flag")
2186                                 {
2187                                         s = "notify_red_returned";
2188                                 }
2189                                 else
2190                                 {
2191                                         s = "notify_blue_returned";
2192                                 }
2193                         }
2194                         else if(killnotify_deathtype[j] == INFO_LOSTFLAG)
2195                         {
2196                                 if(killnotify_victims[j] == "^1RED^7 flag")
2197                                 {
2198                                         s = "notify_red_lost";
2199                                 }
2200                                 else
2201                                 {
2202                                         s = "notify_blue_lost";
2203                                 }
2204                         }
2205                         else if(killnotify_deathtype[j] == INFO_CAPTUREFLAG)
2206                         {
2207                                 if(killnotify_victims[j] == "^1RED^7 flag")
2208                                 {
2209                                         s = "notify_red_captured";
2210                                 }
2211                                 else
2212                                 {
2213                                         s = "notify_blue_captured";
2214                                 }
2215                         }
2216                         else if(killnotify_deathtype[j] == KA_DROPBALL)
2217                         {
2218                                 s = "notify_balldropped";
2219                         }
2220                         else if(killnotify_deathtype[j] == KA_PICKUPBALL)
2221                         {
2222                                 s = "notify_ballpickedup";
2223                         }
2224                         
2225                         attacker = textShortenToWidth(killnotify_attackers[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2226                         pos_attacker = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2227                         weap_pos = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
2228
2229                         if(s != "")
2230                         {
2231                                 drawpic_aspect_skin(weap_pos, s, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2232                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2233                         }
2234                 }
2235                 // X [did action to] Y
2236                 else
2237                 {
2238                         if(killnotify_deathtype[j] & HITTYPE_SECONDARY && w == WEP_LASER)
2239                         {
2240                                 s = "notify_melee_laser";
2241                         }
2242                         else if(killnotify_deathtype[j] & HITTYPE_SECONDARY && w == WEP_SHOTGUN)
2243                         {
2244                                 s = "notify_melee_shotgun";
2245                         }
2246                         else if(WEP_VALID(w))
2247                         {
2248                                 self = get_weaponinfo(w);
2249                                 s = strcat("weapon", self.netname);
2250                         }
2251                         else if(killnotify_deathtype[j] == KILL_TEAM_RED)
2252                         {
2253                                 s = "notify_teamkill_red";
2254                         }
2255                         else if(killnotify_deathtype[j] == KILL_TEAM_BLUE)
2256                         {
2257                                 s = "notify_teamkill_red";
2258                         }
2259                         else if(killnotify_deathtype[j] == DEATH_TELEFRAG)
2260                         {
2261                                 s = "notify_telefrag";
2262                         }
2263                         else if(killnotify_deathtype[j] == DEATH_DROWN)
2264                         {
2265                                 s = "notify_water";
2266                         }
2267                         else if(killnotify_deathtype[j] == DEATH_SLIME)
2268                         {
2269                                 s = "notify_slime";
2270                         }
2271                         else if(killnotify_deathtype[j] == DEATH_LAVA)
2272                         {
2273                                 s = "notify_lava";
2274                         }
2275                         else if(killnotify_deathtype[j] == DEATH_FALL)
2276                         {
2277                                 s = "notify_fall";
2278                         }
2279                         else if(killnotify_deathtype[j] == DEATH_SHOOTING_STAR)
2280                         {
2281                                 s = "notify_shootingstar";
2282                         }
2283                         else if(killnotify_deathtype[j] == DEATH_HURTTRIGGER || killnotify_deathtype[j] == DEATH_CUSTOM) // DEATH_CUSTOM is also void, right?
2284                         {
2285                                 s = "notify_void";
2286                         }
2287                         else if(killnotify_deathtype[j] == DEATH_HEADSHOT)
2288                         {
2289                                 s = "notify_headshot";
2290                         }
2291                         else if(killnotify_deathtype[j] == RACE_SERVER_RECORD)
2292                         {
2293                                 s = "race_newrecordserver";
2294                         }
2295                         else if(killnotify_deathtype[j] == RACE_NEW_RANK)
2296                         {
2297                                 s = "race_newrankyellow";
2298                         }
2299                         else if(killnotify_deathtype[j] == RACE_NEW_TIME)
2300                         {
2301                                 s = "race_newtime";
2302                         }
2303                         else if(killnotify_deathtype[j] == RACE_FAIL)
2304                         {
2305                                 s = "race_newfail";
2306                         }
2307
2308                         attacker = textShortenToWidth(killnotify_attackers[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2309                         victim = textShortenToWidth(killnotify_victims[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2310 :hud_config_notifyprint
2311                         width_attacker = stringwidth(attacker, TRUE, fontsize);
2312                         pos_attacker = pos + eX * (0.48 * mySize_x - height - width_attacker) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2313                         pos_victim = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2314                         weap_pos = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
2315
2316                         if(s != "")
2317                         {
2318                                 drawpic_aspect_skin(weap_pos, s, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2319                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2320                                 drawcolorcodedstring(pos_victim, victim, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2321                         }
2322                 }
2323         }
2324 }
2325
2326 // Timer (#5)
2327 //
2328 // TODO: macro
2329 string seconds_tostring(float sec)
2330 {
2331         float minutes;
2332         minutes = floor(sec / 60);
2333
2334         sec -= minutes * 60;
2335         return sprintf("%d:%02d", minutes, sec);
2336 }
2337
2338 void HUD_Timer(void)
2339 {
2340         if(!autocvar__hud_configure)
2341         {
2342                 if(!autocvar_hud_panel_timer) return;
2343         }
2344         else
2345                 hud_configure_active_panel = HUD_PANEL_TIMER;
2346
2347         HUD_Panel_UpdateCvars(timer);
2348         HUD_Panel_ApplyFadeAlpha();
2349         vector pos, mySize;
2350         pos = panel_pos;
2351         mySize = panel_size;
2352
2353         HUD_Panel_DrawBg(1);
2354         if(panel_bg_padding)
2355         {
2356                 pos += '1 1 0' * panel_bg_padding;
2357                 mySize -= '2 2 0' * panel_bg_padding;
2358         }
2359
2360         string timer;
2361         float timelimit, elapsedTime, timeleft, minutesLeft;
2362
2363         timelimit = getstatf(STAT_TIMELIMIT);
2364
2365         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
2366         timeleft = ceil(timeleft);
2367
2368         minutesLeft = floor(timeleft / 60);
2369
2370         vector timer_color;
2371         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
2372                 timer_color = '1 1 1'; //white
2373         else if(minutesLeft >= 1)
2374                 timer_color = '1 1 0'; //yellow
2375         else
2376                 timer_color = '1 0 0'; //red
2377
2378         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
2379                 if (time < getstatf(STAT_GAMESTARTTIME)) {
2380                         //while restart is still active, show 00:00
2381                         timer = seconds_tostring(0);
2382                 } else {
2383                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
2384                         timer = seconds_tostring(elapsedTime);
2385                 }
2386         } else {
2387                 timer = seconds_tostring(timeleft);
2388         }
2389
2390         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2391 }
2392
2393 // Radar (#6)
2394 //
2395 void HUD_Radar(void)
2396 {
2397         if (!autocvar__hud_configure)
2398         {
2399                 if (hud_panel_radar_maximized)
2400                 {
2401                         if (!hud_draw_maximized) return;
2402                 }
2403                 else
2404                 {
2405                         if (autocvar_hud_panel_radar == 0) return;
2406                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
2407                 }
2408         }
2409         else
2410                 hud_configure_active_panel = HUD_PANEL_RADAR;
2411
2412         HUD_Panel_UpdateCvars(radar);
2413         HUD_Panel_ApplyFadeAlpha();
2414
2415         if (hud_panel_radar_maximized && !autocvar__hud_configure)
2416         {
2417                 panel_size = autocvar_hud_panel_radar_maximized_size;
2418                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
2419                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
2420                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
2421                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
2422                 
2423                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
2424                 if(precache_pic(panel_bg) == "") { panel_bg = "gfx/hud/default/border_default"; } // fallback
2425         }
2426
2427         vector pos, mySize;
2428         pos = panel_pos;
2429         mySize = panel_size;
2430
2431         HUD_Panel_DrawBg(1);
2432         if(panel_bg_padding)
2433         {
2434                 pos += '1 1 0' * panel_bg_padding;
2435                 mySize -= '2 2 0' * panel_bg_padding;
2436         }
2437
2438         float color2;
2439         entity tm;
2440         float scale2d, normalsize, bigsize;
2441         float f;
2442
2443         teamradar_origin2d = pos + 0.5 * mySize;
2444         teamradar_size2d = mySize;
2445
2446         if(minimapname == "")
2447                 return;
2448
2449         teamradar_loadcvars();
2450
2451         switch(hud_panel_radar_zoommode)
2452         {
2453                 default:
2454                 case 0:
2455                         f = current_zoomfraction;
2456                         break;
2457                 case 1:
2458                         f = 1 - current_zoomfraction;
2459                         break;
2460                 case 2:
2461                         f = 0;
2462                         break;
2463                 case 3:
2464                         f = 1;
2465                         break;
2466         }
2467
2468         switch(hud_panel_radar_rotation)
2469         {
2470                 case 0:
2471                         teamradar_angle = view_angles_y - 90;
2472                         break;
2473                 default:
2474                         teamradar_angle = 90 * hud_panel_radar_rotation;
2475                         break;
2476         }
2477
2478         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
2479         teamradar_size2d = mySize;
2480
2481         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
2482
2483         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
2484         if(hud_panel_radar_rotation == 0)
2485         {
2486                 // max-min distance must fit the radar in any rotation
2487                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
2488         }
2489         else
2490         {
2491                 vector c0, c1, c2, c3, span;
2492                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
2493                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
2494                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
2495                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
2496                 span = '0 0 0';
2497                 span_x = max4(c0_x, c1_x, c2_x, c3_x) - min4(c0_x, c1_x, c2_x, c3_x);
2498                 span_y = max4(c0_y, c1_y, c2_y, c3_y) - min4(c0_y, c1_y, c2_y, c3_y);
2499
2500                 // max-min distance must fit the radar in x=x, y=y
2501                 bigsize = min(
2502                         teamradar_size2d_x * scale2d / (1.05 * span_x),
2503                         teamradar_size2d_y * scale2d / (1.05 * span_y)
2504                 );
2505         }
2506
2507         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
2508         if(bigsize > normalsize)
2509                 normalsize = bigsize;
2510
2511         teamradar_size =
2512                   f * bigsize
2513                 + (1 - f) * normalsize;
2514         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2515                   f * mi_center
2516                 + (1 - f) * view_origin);
2517
2518         drawsetcliparea(
2519                 pos_x,
2520                 pos_y,
2521                 mySize_x,
2522                 mySize_y
2523         );
2524
2525         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2526
2527         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2528                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2529         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2530                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2531         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2532         {
2533                 color2 = GetPlayerColor(tm.sv_entnum);
2534                 //if(color == COLOR_SPECTATOR || color == color2)
2535                         draw_teamradar_player(tm.origin, tm.angles, GetTeamRGB(color2));
2536         }
2537         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2538
2539         drawresetcliparea();
2540 };
2541
2542 // Score (#7)
2543 //
2544 void HUD_UpdatePlayerTeams();
2545 void HUD_Score_Rankings(vector pos, vector mySize, entity me, float team_count)
2546 {
2547         float score;
2548         entity tm, pl;
2549 #define SCOREPANEL_MAX_ENTRIES 6
2550 #define SCOREPANEL_ASPECTRATIO 2
2551         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2552         vector fontsize = '1 1 0' * (mySize_y/entries);
2553
2554         vector rgb, score_color;
2555         rgb = '1 1 1';
2556         score_color = '1 1 1';
2557
2558         float name_size = mySize_x*0.75;
2559         float spacing_size = mySize_x*0.04;
2560         const float highlight_alpha = 0.2;
2561         float i, me_printed, first_pl;
2562         string s;
2563         i = 0;
2564         first_pl = 0;
2565         if (autocvar__hud_configure)
2566         {
2567                 float players_per_team;
2568                 if (team_count)
2569                 {
2570                         // show team scores in the first line
2571                         float score_size = mySize_x / team_count;
2572                         players_per_team = max(2, ceil((entries - 1) / team_count));
2573                         for(i=0; i<team_count; ++i) {
2574                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2575                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2576                                 drawstring_aspect(pos + eX * score_size * i, ftos(175 - 23*i), eX * score_size + eY * fontsize_y, GetTeamRGB(ColorByTeam(i)) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2577                         }
2578                         first_pl = 1;
2579                         pos_y += fontsize_y;
2580                 }
2581                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2582                 for (i=first_pl; i<entries; ++i)
2583                 {
2584                         //simulate my score is lower than all displayed players,
2585                         //so that I don't appear at all showing pure rankings.
2586                         //This is to better show the difference between the 2 ranking views
2587                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2588                         {
2589                                 rgb = '1 1 0';
2590                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2591                                 s = GetPlayerName(pl.sv_entnum);
2592                                 score = 7;
2593                         }
2594                         else
2595                         {
2596                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2597                                 score -= 3;
2598                         }
2599
2600                         if (team_count)
2601                                 score_color = GetTeamRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2602                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2603                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2604                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2605                         pos_y += fontsize_y;
2606                 }
2607                 return;
2608         }
2609
2610         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2611                 HUD_UpdatePlayerTeams();
2612         if (team_count)
2613         {
2614                 // show team scores in the first line
2615                 float score_size = mySize_x / team_count;
2616                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2617                         if(tm.team == COLOR_SPECTATOR)
2618                                 continue;
2619                         if (tm.team == myteam)
2620                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2621                         drawstring_aspect(pos + eX * score_size * i, ftos(tm.(teamscores[ts_primary])), eX * score_size + eY * fontsize_y, GetTeamRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2622                         ++i;
2623                 }
2624                 first_pl = 1;
2625                 pos_y += fontsize_y;
2626                 tm = teams.sort_next;
2627         }
2628         i = first_pl;
2629
2630         do
2631         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2632         {
2633                 if ((team_count && pl.team != tm.team) || pl.team == COLOR_SPECTATOR)
2634                         continue;
2635
2636                 if (i == entries-1 && !me_printed && pl != me)
2637                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2638                 {
2639                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2640                                 if (pl.team != COLOR_SPECTATOR)
2641                                         break;
2642
2643                         if (pl)
2644                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2645                         else
2646                                 rgb = '1 0 0'; //last: red
2647                         pl = me;
2648                 }
2649
2650                 if (pl == me)
2651                 {
2652                         if (i == first_pl)
2653                                 rgb = '0 1 0'; //first: green
2654                         me_printed = 1;
2655                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2656                 }
2657                 if (team_count)
2658                         score_color = GetTeamRGB(pl.team) * 0.8;
2659                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2660                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2661                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2662                 pos_y += fontsize_y;
2663                 ++i;
2664         }
2665         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != COLOR_SPECTATOR || (tm = tm.sort_next)));
2666 }
2667
2668 void HUD_Score(void)
2669 {
2670         if(!autocvar__hud_configure)
2671         {
2672                 if(!autocvar_hud_panel_score) return;
2673                 if(spectatee_status == -1 && (gametype == GAME_RACE || gametype == GAME_CTS)) return;
2674         }
2675         else
2676                 hud_configure_active_panel = HUD_PANEL_SCORE;
2677
2678         HUD_Panel_UpdateCvars(score);
2679         HUD_Panel_ApplyFadeAlpha();
2680         vector pos, mySize;
2681         pos = panel_pos;
2682         mySize = panel_size;
2683
2684         HUD_Panel_DrawBg(1);
2685         if(panel_bg_padding)
2686         {
2687                 pos += '1 1 0' * panel_bg_padding;
2688                 mySize -= '2 2 0' * panel_bg_padding;
2689         }
2690
2691         float score, distribution;
2692         string sign;
2693         vector distribution_color;
2694         entity tm, pl, me;
2695         me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2696
2697         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2698                 string timer, distrtimer;
2699
2700                 pl = players.sort_next;
2701                 if(pl == me)
2702                         pl = pl.sort_next;
2703                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2704                         if(pl.scores[ps_primary] == 0)
2705                                 pl = world;
2706
2707                 score = me.(scores[ps_primary]);
2708                 timer = TIME_ENCODED_TOSTRING(score);
2709
2710                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2711                         // distribution display
2712                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2713
2714                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2715
2716                         if (distribution <= 0) {
2717                                 distribution_color = '0 1 0';
2718                                 sign = "-";
2719                         }
2720                         else {
2721                                 distribution_color = '1 0 0';
2722                                 sign = "+";
2723                         }
2724                         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);
2725                 }
2726                 // race record display
2727                 if (distribution <= 0)
2728                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2729                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2730         } else if (!teamplay) { // non-teamgames
2731                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2732                 {
2733                         HUD_Score_Rankings(pos, mySize, me, 0);
2734                         return;
2735               &nbs