]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
6c6ab2aaa9457a34bc3ad17129ba2c435e5303af
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_RIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float camera_mode;
346 float reticle_type;
347 string NextFrameCommand;
348 void CSQC_SPIDER_HUD();
349 void CSQC_RAPTOR_HUD();
350
351 vector freeze_pmove_org, freeze_input_angles;
352 entity nightvision_noise, nightvision_noise2;
353
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
359
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
362
363 vector myhealth_gentlergb;
364
365 float contentavgalpha, liquidalpha_prev;
366 vector liquidcolor_prev;
367
368 float eventchase_current_distance;
369
370 float checkfail[16];
371
372 void CSQC_UpdateView(float w, float h)
373 {
374         entity e;
375         float fov;
376         float f, i, j;
377         vector v, vo;
378         vector vf_size, vf_min;
379         float a;
380
381         button_attack2 = (input_buttons & BUTTON_3);
382         button_zoom = (input_buttons & BUTTON_4);
383
384 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
385         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
386         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
387         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
388         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
389         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
390         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
391
392         vf_size = R_SetView3fv(VF_SIZE);
393         vf_min = R_SetView3fv(VF_MIN);
394         vid_width = vf_size_x;
395         vid_height = vf_size_y;
396
397         vector reticle_pos, reticle_size;
398         vector splash_pos, splash_size;
399
400         WaypointSprite_Load();
401
402         if(spectatee_status)
403                 myteam = GetPlayerColor(spectatee_status - 1);
404         else
405                 myteam = GetPlayerColor(player_localentnum - 1);
406
407         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
408         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
409
410         warpzone_fixview_origin = pmove_org + vo;
411         warpzone_fixview_cl_viewangles = input_angles;
412         warpzone_fixview_angles = view_angles;
413         WarpZone_FixView();
414         pmove_org = warpzone_fixview_origin - vo;
415         input_angles = warpzone_fixview_cl_viewangles;
416         view_angles = warpzone_fixview_angles;
417
418         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
419         {
420                 pmove_org = freeze_pmove_org;
421                 input_angles = view_angles = freeze_input_angles;
422                 R_SetView(VF_ORIGIN, pmove_org + vo);
423                 R_SetView(VF_ANGLES, view_angles);
424                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
425         }
426         freeze_pmove_org = pmove_org;
427         freeze_input_angles = input_angles;
428
429         // event chase camera
430         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
431         {
432                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
433                 {
434                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
435                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
436                         if(!autocvar_chase_active)
437                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
438
439                         // make the camera smooth back
440                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
441                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
442                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
443                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
444
445                         vector eventchase_target_origin;
446                         makevectors(view_angles);
447                         // pass 1, used to check where the camera would go and obtain the trace_fraction
448                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
449
450                         WarpZone_TraceLine(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
451                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
452                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
453                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
454                         WarpZone_TraceLine(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
455
456                         R_SetView(VF_ORIGIN, trace_endpos);
457                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
458                 }
459                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
460                 {
461                         cvar_set("chase_active", "0");
462                         eventchase_current_distance = 0; // start from 0 next time
463                 }
464         }
465
466         // Render the Scene
467         view_origin = pmove_org + vo;
468         view_angles = input_angles;
469         makevectors(view_angles);
470         view_forward = v_forward;
471         view_right = v_right;
472         view_up = v_up;
473
474 #ifdef BLURTEST
475         if(time > blurtest_time0 && time < blurtest_time1)
476         {
477                 float r, t;
478
479                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
480                 r = t * blurtest_radius;
481                 f = 1 / pow(t, blurtest_power) - 1;
482
483                 cvar_set("r_glsl_postprocess", "1");
484                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
485         }
486         else
487         {
488                 cvar_set("r_glsl_postprocess", "0");
489                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
490         }
491 #endif
492
493         TargetMusic_Advance();
494         Fog_Force();
495
496         drawframetime = max(0.000001, time - drawtime);
497         drawtime = time;
498
499         // watch for gametype changes here...
500         // in ParseStuffCMD the cmd isn't executed yet :/
501         // might even be better to add the gametype to TE_CSQC_INIT...?
502         if(!postinit)
503                 PostInit();
504
505         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
506                 if(calledhooks & HOOK_START)
507                 {
508                         localcmd("\ncl_hook_gameend\n");
509                         calledhooks |= HOOK_END;
510                 }
511
512         CheckForGamestartChange();
513         serverAnnouncer();
514         maptimeAnnouncer();
515         carrierAnnouncer();
516
517         fov = autocvar_fov;
518         if(fov <= 59.5)
519         {
520                 if(!zoomscript_caught)
521                 {
522                         localcmd("+button9\n");
523                         zoomscript_caught = 1;
524                 }
525         }
526         else
527         {
528                 if(zoomscript_caught)
529                 {
530                         localcmd("-button9\n");
531                         zoomscript_caught = 0;
532                 }
533         }
534
535         ColorTranslateMode = autocvar_cl_stripcolorcodes;
536         activeweapon = getstati(STAT_SWITCHWEAPON);
537         f = (serverflags & SERVERFLAG_TEAMPLAY);
538         if(f != teamplay)
539         {
540                 teamplay = f;
541                 HUD_InitScores();
542         }
543
544         if(last_weapon != activeweapon) {
545                 weapontime = time;
546                 last_weapon = activeweapon;
547
548                 e = get_weaponinfo(activeweapon);
549                 if(e.netname != "")
550                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
551                 else
552                         localcmd("\ncl_hook_activeweapon none\n");
553         }
554
555         // ALWAYS Clear Current Scene First
556         R_ClearScene();
557
558         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
559         R_SetView(VF_SIZE, vf_size);
560         R_SetView(VF_MIN, vf_min);
561
562         // Assign Standard Viewflags
563         // Draw the World (and sky)
564         R_SetView(VF_DRAWWORLD, 1);
565
566         // Set the console size vars
567         vid_conwidth = autocvar_vid_conwidth;
568         vid_conheight = autocvar_vid_conheight;
569         vid_pixelheight = autocvar_vid_pixelheight;
570
571         R_SetView(VF_FOV, GetCurrentFov(fov));
572
573         // Camera for demo playback
574         if(camera_active)
575         {
576                 if(autocvar_camera_enable)
577                         CSQC_Demo_Camera();
578                 else
579                 {
580                         cvar_set("chase_active", ftos(chase_active_backup));
581                         cvar_set("cl_demo_mousegrab", "0");
582                         camera_active = FALSE;
583                 }
584         }
585 #ifdef CAMERATEST
586         else if(autocvar_camera_enable)
587 #else
588         else if(autocvar_camera_enable && isdemo())
589 #endif
590         {
591                 // Enable required Darkplaces cvars
592                 chase_active_backup = autocvar_chase_active;
593                 cvar_set("chase_active", "2");
594                 cvar_set("cl_demo_mousegrab", "1");
595                 camera_active = TRUE;
596                 camera_mode = FALSE;
597         }
598
599         // Draw the Crosshair
600         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
601
602         // Draw the Engine Status Bar (the default Quake HUD)
603         R_SetView(VF_DRAWENGINEHUD, 0);
604
605         // Update the mouse position
606         /*
607            mousepos_x = vid_conwidth;
608            mousepos_y = vid_conheight;
609            mousepos = mousepos*0.5 + getmousepos();
610          */
611
612         e = self;
613         for(self = world; (self = nextent(self)); )
614                 if(self.draw)
615                         self.draw();
616         self = e;
617
618         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
619         R_RenderScene();
620
621         // now switch to 2D drawing mode by calling a 2D drawing function
622         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
623         // next R_RenderScene call
624         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
625
626         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
627         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
628         {
629                 // apply night vision effect
630                 vector rgb, tc_00, tc_01, tc_10, tc_11;
631
632                 if(!nightvision_noise)
633                 {
634                         nightvision_noise = spawn();
635                         nightvision_noise.classname = "nightvision_noise";
636                 }
637                 if(!nightvision_noise2)
638                 {
639                         nightvision_noise2 = spawn();
640                         nightvision_noise2.classname = "nightvision_noise2";
641                 }
642
643                 // color tint in yellow
644                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
645
646                 // draw BG
647                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
648                 rgb = '1 1 1';
649                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
650                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
651                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
652                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
653                 tc_11 = tc_01 + tc_10 - tc_00;
654                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
655                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
656                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
657                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
658                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
659                 R_EndPolygon();
660
661                 // draw FG
662                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
663                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
664                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
665                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
666                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
667                 tc_11 = tc_01 + tc_10 - tc_00;
668                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
669                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
670                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
671                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
672                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
673                 R_EndPolygon();
674         }
675
676         // Draw the aiming reticle for weapons that use it
677         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
678         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
679         // the view to go back to normal, so reticle_type would become 0 as we fade out)
680         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
681                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
682         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
683                 reticle_type = 2; // nex zoom
684         else if(button_zoom || zoomscript_caught)
685                 reticle_type = 1; // normal zoom
686         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
687                 reticle_type = 2; // nex zoom
688
689         if (reticle_type)
690         {
691                 if(autocvar_cl_reticle_stretch)
692                 {
693                         reticle_size_x = vid_conwidth;
694                         reticle_size_y = vid_conheight;
695                         reticle_pos_x = 0;
696                         reticle_pos_y = 0;
697                 }
698                 else
699                 {
700                         reticle_size_x = max(vid_conwidth, vid_conheight);
701                         reticle_size_y = max(vid_conwidth, vid_conheight);
702                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
703                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
704                 }
705
706                 f = current_zoomfraction;
707                 if(zoomscript_caught)
708                         f = 1;
709                 if(autocvar_cl_reticle_item_normal)
710                 {
711                         if(reticle_type == 1 && f)
712                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
713                 }
714                 if(autocvar_cl_reticle_item_nex)
715                 {
716                         if(reticle_type == 2 && f)
717                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
718                 }
719         }
720
721
722         // improved polyblend
723         vector rgb;
724         if(autocvar_hud_contents)
725         {
726                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
727                 vector liquidcolor;
728                 
729                 switch(pointcontents(view_origin))
730                 {
731                         case CONTENT_WATER:
732                                 liquidalpha = autocvar_hud_contents_water_alpha;
733                                 liquidcolor = stov(autocvar_hud_contents_water_color);
734                                 incontent = 1;
735                                 break;
736                                 
737                         case CONTENT_LAVA:
738                                 liquidalpha = autocvar_hud_contents_lava_alpha;
739                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
740                                 incontent = 1;
741                                 break;  
742                                                         
743                         case CONTENT_SLIME:
744                                 liquidalpha = autocvar_hud_contents_slime_alpha;
745                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
746                                 incontent = 1;
747                                 break;
748                                 
749                         default:
750                                 liquidalpha = 0;
751                                 liquidcolor = '0 0 0';
752                                 incontent = 0;
753                                 break;
754                 }
755                 
756                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
757                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
758                         contentfadetime = autocvar_hud_contents_fadeintime;
759                         liquidalpha_prev = liquidalpha;
760                         liquidcolor_prev = liquidcolor;
761                 }
762                 else
763                         contentfadetime = autocvar_hud_contents_fadeouttime;
764                         
765                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
766                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
767                 
768                 if(contentavgalpha)
769                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
770         }
771         
772         if(autocvar_hud_damage && !autocvar_chase_active)
773         {
774                 splash_size_x = max(vid_conwidth, vid_conheight);
775                 splash_size_y = max(vid_conwidth, vid_conheight);
776                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
777                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
778
779                 float myhealth_flash_temp;
780                 myhealth = getstati(STAT_HEALTH);
781
782                 // fade out
783                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
784                 // add new damage
785                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
786
787                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
788                 pain_threshold = autocvar_hud_damage_pain_threshold;
789                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
790                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
791
792                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
793                 {
794                         pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
795                 }
796
797                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
798
799                 if(myhealth_prev < 1)
800                 {
801                         if(myhealth >= 1)
802                         {
803                                 myhealth_flash = 0; // just spawned, clear the flash immediately
804                                 myhealth_flash_temp = 0;
805                         }
806                         else
807                         {
808                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
809                         }
810                 }
811
812                 if(spectatee_status == -1 || intermission)
813                 {
814                         myhealth_flash = 0; // observing, or match ended
815                         myhealth_flash_temp = 0;
816                 }
817
818                 myhealth_prev = myhealth;
819
820                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
821                 {
822                         if(autocvar_cl_gentle_damage == 2)
823                         {
824                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
825                                 {
826                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
827                                 }
828                         }
829                         else
830                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
831
832                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
833                 }
834                 else
835                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
836         }
837
838         // Draw the mouse cursor
839         // NOTE: drawpic must happen after R_RenderScene for some reason
840         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
841         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
842         //self = edict_num(player_localnum);
843         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
844         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
845         // as long as the ctf part isn't in, this is useless
846         if(menu_visible)
847                 menu_show();
848
849         /*if(gametype == GAME_CTF)
850           {
851           ctf_view();
852           } else */
853
854         // draw 2D entities
855         e = self;
856         for(self = world; (self = nextent(self)); )
857                 if(self.draw2d)
858                         self.draw2d();
859         self = e;
860         Draw_ShowNames_All();
861
862         scoreboard_active = HUD_WouldDrawScoreboard();
863
864         hit_time = getstatf(STAT_HIT_TIME);
865         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
866         {
867                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
868                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
869         }
870         typehit_time = getstatf(STAT_TYPEHIT_TIME);
871         if(typehit_time > nextsound_typehit_time)
872         {
873                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
874                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
875         }
876
877         float hud;
878         hud = getstati(STAT_HUD);
879         if(hud == HUD_SPIDERBOT)
880                 CSQC_SPIDER_HUD();
881         else if(hud == HUD_WAKIZASHI)
882         CSQC_WAKIZASHI_HUD();
883     else if(hud == HUD_RAPTOR)
884         CSQC_RAPTOR_HUD();
885         else
886         {
887                 if(gametype == GAME_FREEZETAG)
888                 {
889                         if(getstati(STAT_FROZEN))
890                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
891                         if(getstatf(STAT_REVIVE_PROGRESS))
892                         {
893                                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
894                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
895                         }
896                 }
897
898                 if(autocvar_r_letterbox == 0)
899                         if(autocvar_viewsize < 120)
900                                 CSQC_common_hud();
901
902                 // crosshair goes VERY LAST
903                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
904                         string wcross_style;
905                         float wcross_alpha, wcross_resolution;
906                         wcross_style = autocvar_crosshair;
907                         if (wcross_style == "0")
908                                 return;
909                         wcross_resolution = autocvar_crosshair_size;
910                         if (wcross_resolution == 0)
911                                 return;
912                         wcross_alpha = autocvar_crosshair_alpha;
913                         if (wcross_alpha == 0)
914                                 return;
915
916                         // TrueAim check
917                         float shottype;
918
919                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
920                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
921                         wcross_origin_z = 0;
922                         if(autocvar_crosshair_hittest)
923                         {
924                                 vector wcross_oldorigin;
925                                 wcross_oldorigin = wcross_origin;
926                                 shottype = TrueAimCheck();
927                                 if(shottype == SHOTTYPE_HITWORLD)
928                                 {
929                                         v = wcross_origin - wcross_oldorigin;
930                                         v_x /= vid_conwidth;
931                                         v_y /= vid_conheight;
932                                         if(vlen(v) > 0.01)
933                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
934                                 }
935                                 if(!autocvar_crosshair_hittest_showimpact)
936                                         wcross_origin = wcross_oldorigin;
937                         }
938                         else
939                                 shottype = SHOTTYPE_HITWORLD;
940
941                         vector wcross_color, wcross_size;
942                         string wcross_wep, wcross_name;
943                         float wcross_scale, wcross_blur;
944
945                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
946                                 e = get_weaponinfo(activeweapon);
947                                 if (e && e.netname != "")
948                                 {
949                                         wcross_wep = e.netname;
950                                         if(autocvar_crosshair_per_weapon)
951                                         {
952                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
953                                                 if (wcross_resolution == 0)
954                                                         return;
955                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
956                                                 if (wcross_alpha == 0)
957                                                         return;
958
959                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
960                                                 if(wcross_style == "" || wcross_style == "0")
961                                                         wcross_style = wcross_wep;
962                                         }
963                                 }
964                         }
965                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
966                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
967                         else if(autocvar_crosshair_color_by_health)
968                         {
969                                 local float x = getstati(STAT_HEALTH);
970                                 
971                                 //x = red
972                                 //y = green
973                                 //z = blue
974                                 
975                                 wcross_color_z = 0;
976                                 
977                                 if(x > 200)
978                                 {
979                                         wcross_color_x = 0;
980                                         wcross_color_y = 1;
981                                 }
982                                 else if(x > 150)
983                                 {
984                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
985                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
986                                 }
987                                 else if(x > 100)
988                                 {
989                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
990                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
991                                         wcross_color_z = 1 - (x-100)*0.02;
992                                 }
993                                 else if(x > 50)
994                                 {
995                                         wcross_color_x = 1;
996                                         wcross_color_y = 1;
997                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
998                                 }
999                                 else if(x > 20)
1000                                 {
1001                                         wcross_color_x = 1;
1002                                         wcross_color_y = (x-20)*90/27/100;
1003                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1004                                 }
1005                                 else
1006                                 {
1007                                         wcross_color_x = 1;
1008                                         wcross_color_y = 0;
1009                                 }
1010                         }
1011                         else
1012                                 wcross_color = stov(autocvar_crosshair_color);
1013
1014                         wcross_name = strcat("gfx/crosshair", wcross_style);
1015
1016                         if(autocvar_crosshair_effect_scalefade)
1017                         {
1018                                 wcross_scale = wcross_resolution;
1019                                 wcross_resolution = 1;
1020                         }
1021                         else
1022                         {
1023                                 wcross_scale = 1;
1024                         }
1025
1026                         if(autocvar_crosshair_pickup)
1027                         {
1028                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1029                                 {
1030                                         pickup_crosshair_size = 1;
1031                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1032                                 }
1033
1034                                 if(pickup_crosshair_size > 0)
1035                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1036                                 else
1037                                         pickup_crosshair_size = 0;
1038
1039                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1040                         }
1041                         
1042                         vector hitindication_color;
1043                         if(autocvar_crosshair_hitindication)
1044                         {
1045                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1046                                 if(hitindication_crosshair_time < hit_time)
1047                                 {
1048                                         hitindication_crosshair_size = 1;
1049                                         hitindication_crosshair_time = hit_time;
1050                                 }
1051
1052                                 if(hitindication_crosshair_size > 0)
1053                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1054                                 else
1055                                         hitindication_crosshair_size = 0;
1056
1057                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1058                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1059                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1060                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1061                         }
1062
1063                         if(shottype == SHOTTYPE_HITENEMY)
1064                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1065                         if(shottype == SHOTTYPE_HITTEAM)
1066                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1067
1068                         f = autocvar_crosshair_effect_speed;
1069                         if(f < 0)
1070                                 f *= -2 * g_weaponswitchdelay;
1071                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1072                         {
1073                                 wcross_changedonetime = time + f;
1074                         }
1075                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1076                         {
1077                                 wcross_name_changestarttime = time;
1078                                 wcross_name_changedonetime = time + f;
1079                                 if(wcross_name_goal_prev_prev)
1080                                         strunzone(wcross_name_goal_prev_prev);
1081                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1082                                 wcross_name_goal_prev = strzone(wcross_name);
1083                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1084                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1085                                 wcross_resolution_goal_prev = wcross_resolution;
1086                         }
1087
1088                         wcross_scale_goal_prev = wcross_scale;
1089                         wcross_alpha_goal_prev = wcross_alpha;
1090                         wcross_color_goal_prev = wcross_color;
1091
1092                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1093                         {
1094                                 wcross_blur = 1;
1095                                 wcross_alpha *= 0.75;
1096                         }
1097                         else
1098                                 wcross_blur = 0;
1099                         // *_prev is at time-frametime
1100                         // * is at wcross_changedonetime+f
1101                         // what do we have at time?
1102                         if(time < wcross_changedonetime)
1103                         {
1104                                 f = frametime / (wcross_changedonetime - time + frametime);
1105                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1106                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1107                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1108                         }
1109
1110                         wcross_scale_prev = wcross_scale;
1111                         wcross_alpha_prev = wcross_alpha;
1112                         wcross_color_prev = wcross_color;
1113
1114                         wcross_scale *= 1 - autocvar__menu_alpha;
1115                         wcross_alpha *= 1 - autocvar__menu_alpha;
1116                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1117
1118                         // crosshair rings for weapon stats
1119                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1120                         {
1121                                 // declarations and stats
1122                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1123                                 string ring_image, ring_inner_image;
1124                                 vector ring_rgb, ring_inner_rgb;
1125                                 
1126                                 ring_scale = autocvar_crosshair_ring_size;
1127
1128                                 float weapon_clipload, weapon_clipsize;
1129                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1130                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1131
1132                                 float nex_charge, nex_chargepool;
1133                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1134                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1135
1136                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1137                                         nex_charge_movingavg = nex_charge;
1138                                         
1139
1140                                 // handle the values
1141                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1142                                 {
1143                                         if (nex_chargepool || use_nex_chargepool) { 
1144                                                 use_nex_chargepool = 1; 
1145                                                 ring_inner_value = nex_chargepool;
1146                                         } else { 
1147                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1148                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1149                                         }
1150                                                 
1151                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1152                                         ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1153                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1154                                         
1155                                         // draw the outer ring to show the current charge of the weapon
1156                                         ring_value = nex_charge;
1157                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1158                                         ring_rgb = wcross_color;
1159                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1160                                 }
1161                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1162                                 {
1163                                         ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1164                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1165                                         ring_rgb = wcross_color;
1166                                         ring_image = "gfx/crosshair_ring.tga";
1167                                 }
1168                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1169                                 {
1170                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1171                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1172                                         ring_rgb = wcross_color;
1173                                         ring_image = "gfx/crosshair_ring.tga";
1174                                 }
1175
1176                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1177                                 {
1178                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1179                                         ring_scale = autocvar_crosshair_ring_reload_size;
1180                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1181                                         ring_rgb = wcross_color;
1182                                         
1183                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1184                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1185                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1186                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1187                                         else
1188                                                 ring_image = "gfx/crosshair_ring.tga";
1189                                 }
1190
1191                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1192                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1193
1194                                 if (ring_value)
1195                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1196                         }
1197
1198 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1199                         do \
1200                         { \
1201                                 if(wcross_blur > 0) \
1202                                 { \
1203                                         for(i = -2; i <= 2; ++i) \
1204                                                 for(j = -2; j <= 2; ++j) \
1205                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1206                                 } \
1207                                 else \
1208                                 { \
1209                                         M(0,0,sz,wcross_name,wcross_alpha); \
1210                                 } \
1211                         } \
1212                         while(0)
1213
1214 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1215                         drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1216
1217 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1218                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1219
1220                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1221                         {
1222                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1223                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1224                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1225                                 f = 1 - f;
1226                         }
1227                         else
1228                         {
1229                                 f = 1;
1230                         }
1231
1232                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1233                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1234
1235                         if(autocvar_crosshair_dot)
1236             {
1237                 vector wcross_color_old;
1238                 wcross_color_old = wcross_color;
1239                 if(autocvar_crosshair_dot_color != "0")
1240                     wcross_color = stov(autocvar_crosshair_dot_color);
1241                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1242                 wcross_color = wcross_color_old;
1243             }
1244
1245                         wcross_name_alpha_goal_prev = f;
1246                 }
1247                 else
1248                 {
1249                         wcross_scale_prev = 0;
1250                         wcross_alpha_prev = 0;
1251                         wcross_scale_goal_prev = 0;
1252                         wcross_alpha_goal_prev = 0;
1253                         wcross_changedonetime = 0;
1254                         if(wcross_name_goal_prev)
1255                                 strunzone(wcross_name_goal_prev);
1256                         wcross_name_goal_prev = string_null;
1257                         if(wcross_name_goal_prev_prev)
1258                                 strunzone(wcross_name_goal_prev_prev);
1259                         wcross_name_goal_prev_prev = string_null;
1260                         wcross_name_changestarttime = 0;
1261                         wcross_name_changedonetime = 0;
1262                         wcross_name_alpha_goal_prev = 0;
1263                         wcross_name_alpha_goal_prev_prev = 0;
1264                         wcross_resolution_goal_prev = 0;
1265                         wcross_resolution_goal_prev_prev = 0;
1266                 }
1267         }
1268
1269         if(NextFrameCommand)
1270         {
1271                 localcmd("\n", NextFrameCommand, "\n");
1272                 NextFrameCommand = string_null;
1273         }
1274
1275         // we must do this check AFTER a frame was rendered, or it won't work
1276         if(cs_project_is_b0rked == 0)
1277         {
1278                 string w0, h0;
1279                 w0 = ftos(autocvar_vid_conwidth);
1280                 h0 = ftos(autocvar_vid_conheight);
1281                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1282                 //R_SetView(VF_FOV, '90 90 0');
1283                 R_SetView(VF_ORIGIN, '0 0 0');
1284                 R_SetView(VF_ANGLES, '0 0 0');
1285                 R_SetView(VF_PERSPECTIVE, 1);
1286                 makevectors('0 0 0');
1287                 vector v1, v2;
1288                 cvar_set("vid_conwidth", "800");
1289                 cvar_set("vid_conheight", "600");
1290                 v1 = cs_project(v_forward);
1291                 cvar_set("vid_conwidth", "640");
1292                 cvar_set("vid_conheight", "480");
1293                 v2 = cs_project(v_forward);
1294                 if(v1 == v2)
1295                         cs_project_is_b0rked = 1;
1296                 else
1297                         cs_project_is_b0rked = -1;
1298                 cvar_set("vid_conwidth", w0);
1299                 cvar_set("vid_conheight", h0);
1300         }
1301
1302         if(autocvar__hud_configure)
1303                 HUD_Panel_Mouse();
1304
1305         // let's reset the view back to normal for the end
1306         R_SetView(VF_MIN, '0 0 0');
1307         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1308 }
1309
1310 #define spider_h "gfx/vehicles/hud_bg.tga"
1311 #define spider_b "gfx/vehicles/sbot.tga"
1312 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1313 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1314 #define spider_s "gfx/vehicles/shiled.tga"
1315 #define spider_a1 "gfx/hud/sb_rocket.tga"
1316 #define spider_a2 "gfx/sb_bullets.tga"
1317
1318 void CSQC_SPIDER_HUD()
1319 {
1320         float rockets, reload, heat, hp, shield;
1321         vector picsize, hudloc;
1322
1323     // Fetch health & ammo stats
1324     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1325         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1326         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1327         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1328         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1329
1330     // Draw the crosshairs
1331     picsize = drawgetimagesize(SPIDER_CROSS);
1332     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1333     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1334     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1335
1336     hudloc_y =  4;
1337     hudloc_x = 4;
1338
1339     picsize = drawgetimagesize(spider_h) * 0.5;
1340     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1341
1342     picsize = drawgetimagesize(spider_a2) * 0.5;
1343     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1344
1345     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1346     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1347     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1348
1349     picsize = drawgetimagesize(spider_a1) * 0.85;
1350     if(rockets == 9)
1351     {
1352         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1353         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1354     }
1355     else
1356     {
1357         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1358         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1359     }
1360
1361     picsize = drawgetimagesize(spider_b) * 0.5;
1362     hudloc_y = 10.5;
1363     hudloc_x = 10.5;
1364
1365     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1366     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1367     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1368     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1369
1370
1371         /*
1372         // Draw health bar
1373         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1374         p = p + '0 1 0' * vid_conheight - '0 32 0';
1375         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1376         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1377         p_y += 8;
1378         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1379         p_x += 256 * hp;
1380         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1381
1382         // Draw minigun heat indicator
1383         p = '0.5 0 0' * (vid_conwidth - 256);
1384         p = p + '0 1 0' * vid_conheight - '0 34  0';
1385         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1386         p_x += 256 * (1-heat);
1387         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1388
1389
1390         // Draw rocket icons for loaded/empty tubes.
1391         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1392         pp += '0 1 0' * vid_conheight - '0 64 0';
1393         for(i = 0; i < 8; ++i)
1394         {
1395                 p = pp + '1 0 0' * (rkt_size * i);
1396                 if(rockets == 8)
1397                 {
1398                         if(floor(reload * 8) == i)
1399                         {
1400                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1401                         }
1402                         else if(i < reload * 8)
1403                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1404                         else
1405                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1406                 }
1407                 else
1408                 {
1409                         if(i < rockets)
1410                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1411                         else
1412                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1413                 }
1414         }
1415         */
1416
1417         if (scoreboard_showscores)
1418         {
1419                 HUD_DrawScoreboard();
1420                 HUD_DrawCenterPrint();
1421         }
1422
1423 }
1424
1425 #define raptor_h "gfx/vehicles/hud_bg.tga"
1426 #define raptor_b "gfx/vehicles/raptor.tga"
1427 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1428 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1429 #define raptor_s "gfx/vehicles/shiled.tga"
1430
1431 void CSQC_RAPTOR_HUD()
1432 {
1433         float reload, hp, shield, energy;
1434         vector picsize, hudloc;
1435
1436     // Fetch health & ammo stats
1437     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1438         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1439         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1440         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1441
1442     // Draw the crosshairs
1443     picsize = drawgetimagesize(SPIDER_CROSS);
1444     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1445     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1446     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1447
1448     hudloc_y =  4;
1449     hudloc_x = 4;
1450
1451     picsize = drawgetimagesize(raptor_h) * 0.5;
1452     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1453
1454     picsize = drawgetimagesize(spider_a2) * 0.5;
1455     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1456
1457     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1458     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1459     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1460
1461
1462     picsize = drawgetimagesize(spider_a1) * 0.85;
1463     if(reload == 1)
1464     {
1465         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1466         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1467     }
1468     else
1469     {
1470         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1471         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1472     }
1473
1474     picsize = drawgetimagesize(raptor_b) * 0.5;
1475     hudloc_y = 10.5;
1476     hudloc_x = 10.5;
1477
1478     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1479     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1480     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1481     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1482
1483
1484         if (scoreboard_showscores)
1485         {
1486                 HUD_DrawScoreboard();
1487                 HUD_DrawCenterPrint();
1488         }
1489
1490 }
1491
1492 #define waki_h "gfx/vehicles/hud_bg.tga"
1493 #define waki_b "gfx/vehicles/waki.tga"
1494 #define waki_e "gfx/vehicles/waki_e.tga"
1495 #define waki_g "gfx/vehicles/waki_guns.tga"
1496 #define waki_r "gfx/vehicles/waki_rockets.tga"
1497 #define waki_s "gfx/vehicles/shiled.tga"
1498
1499 #define waki_a1 "gfx/hud/sb_rocket.tga"
1500 #define waki_a2 "gfx/sb_cells.tga"
1501
1502 void CSQC_WAKIZASHI_HUD()
1503 {
1504         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1505         float health, shield, energy, rockets;
1506         vector picsize, hudloc;
1507
1508     picsize = drawgetimagesize(SPIDER_CROSS);
1509     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1510     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1511     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1512
1513 /*
1514 const float STAT_VEHICLESTAT_HEALTH  = 60;
1515 const float STAT_VEHICLESTAT_SHIELD  = 61;
1516 const float STAT_VEHICLESTAT_ENERGY  = 62;
1517 const float STAT_VEHICLESTAT_AMMO1   = 63;
1518 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1519 const float STAT_VEHICLESTAT_AMMO2   = 65;
1520 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1521 */
1522     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1523         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1524         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1525         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1526
1527     hudloc_y =  4;
1528     hudloc_x = 4;
1529
1530     picsize = drawgetimagesize(waki_h) * 0.5;
1531     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1532
1533     picsize = drawgetimagesize(waki_a2) * 0.7;
1534     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1535
1536
1537     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1538     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1539
1540     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1541
1542     picsize = drawgetimagesize(waki_a1) * 0.75;
1543     if(rockets == 1)
1544     {
1545         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1546         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1547     }
1548     else
1549     {
1550         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1551         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1552         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1553     }
1554
1555     picsize = drawgetimagesize(waki_b) * 0.5;
1556     hudloc_y = 10.5;
1557     hudloc_x = 10.5;
1558
1559     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1560     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1561     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1562     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1563
1564
1565
1566         /*
1567         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1568         p = p + '0 1 0' * vid_conheight - '0 32 0';
1569
1570         // Draw health bar
1571         p_y += 8;
1572         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1573         p_x += 256 * health;
1574         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1575
1576         // Draw shiled bar
1577         p_x -= 256 * health;
1578         p_y += 4;
1579         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1580
1581         // Draw energy
1582         //p_x -= 256 * health;
1583         p_y -= 8;
1584         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1585
1586         // Draw rockets bar
1587         p_y += 12;
1588         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1589         */
1590
1591
1592
1593
1594         if (scoreboard_showscores)
1595         {
1596                 HUD_DrawScoreboard();
1597                 HUD_DrawCenterPrint();
1598         }
1599
1600 }
1601
1602 void CSQC_common_hud(void)
1603 {
1604         // HUD_SortFrags(); done in HUD_Draw
1605         float hud;
1606         hud = getstati(STAT_HUD);
1607
1608         //hud = 10;
1609         switch(hud)
1610         {
1611                 case HUD_NORMAL:
1612                         // do some accuracy var caching
1613                         float i;
1614                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1615                         {
1616                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1617                                 {
1618                                         if(acc_color_levels)
1619                                                 strunzone(acc_color_levels);
1620                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1621                                         acc_levels = tokenize(acc_color_levels);
1622                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1623                                                 acc_levels = MAX_ACCURACY_LEVELS;
1624
1625                                         for (i = 0; i < acc_levels; ++i)
1626                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1627                                 }
1628                                 // let know that acc_col[] needs to be loaded
1629                                 acc_col_x[0] = -1;
1630                         }
1631
1632                         HUD_Main(); // always run these functions for alpha checks
1633                         HUD_DrawScoreboard();
1634
1635                         if (scoreboard_active) // scoreboard/accuracy
1636                         {       
1637                                 HUD_Reset();
1638                                 // HUD_DrawScoreboard takes care of centerprint_start
1639                         }
1640                         else if (intermission == 2) // map voting screen
1641                         {
1642                                 HUD_FinaleOverlay();
1643                                 HUD_Reset();
1644
1645                                 centerprint_start_x = 0;
1646                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1647                         }
1648                         else // hud
1649                         {
1650                                 centerprint_start_x = 0;
1651                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1652                         }
1653
1654                         HUD_DrawCenterPrint();
1655                         break;
1656
1657                 case HUD_SPIDERBOT:
1658                         CSQC_SPIDER_HUD();
1659                         break;
1660
1661                 case HUD_WAKIZASHI:
1662                         CSQC_WAKIZASHI_HUD();
1663                         break;
1664         }
1665 }
1666
1667
1668 // following vectors must be global to allow seamless switching between camera modes
1669 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1670 void CSQC_Demo_Camera()
1671 {
1672         float speed, attenuation, dimensions;
1673         vector tmp, delta;
1674
1675         if( autocvar_camera_reset || !camera_mode )
1676         {
1677                 camera_offset = '0 0 0';
1678                 current_angles = '0 0 0';
1679                 camera_direction = '0 0 0';
1680                 camera_offset_z += 30;
1681                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1682                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1683                 current_origin = view_origin;
1684                 current_camera_offset  = camera_offset;
1685                 cvar_set("camera_reset", "0");
1686                 camera_mode = CAMERA_CHASE;
1687         }
1688
1689         // Camera angles
1690         if( camera_roll )
1691                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1692
1693         if(autocvar_camera_look_player)
1694         {
1695                 local vector dir;
1696                 local float n;
1697
1698                 dir = normalize(view_origin - current_position);
1699                 n = mouse_angles_z;
1700                 mouse_angles = vectoangles(dir);
1701                 mouse_angles_x = mouse_angles_x * -1;
1702                 mouse_angles_z = n;
1703         }
1704         else
1705         {
1706                 tmp = getmousepos() * 0.1;
1707                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1708                 {
1709                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1710                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1711                 }
1712         }
1713
1714         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1715         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1716         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1717         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1718
1719         // Fix difference when angles don't have the same sign
1720         delta = '0 0 0';
1721         if(mouse_angles_y < -60 && current_angles_y > 60)
1722                 delta = '0 360 0';
1723         if(mouse_angles_y > 60 && current_angles_y < -60)
1724                 delta = '0 -360 0';
1725
1726         if(autocvar_camera_look_player)
1727                 attenuation = autocvar_camera_look_attenuation;
1728         else
1729                 attenuation = autocvar_camera_speed_attenuation;
1730
1731         attenuation = 1 / max(1, attenuation);
1732         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1733
1734         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1735         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1736         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1737         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1738
1739         // Camera position
1740         tmp = '0 0 0';
1741         dimensions = 0;
1742
1743         if( camera_direction_x )
1744         {
1745                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1746                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1747                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1748                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1749                 ++dimensions;
1750         }
1751
1752         if( camera_direction_y )
1753         {
1754                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1755                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1756                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1757                 ++dimensions;
1758         }
1759
1760         if( camera_direction_z )
1761         {
1762                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1763                 ++dimensions;
1764         }
1765
1766         if(autocvar_camera_free)
1767                 speed = autocvar_camera_speed_free;
1768         else
1769                 speed = autocvar_camera_speed_chase;
1770
1771         if(dimensions)
1772         {
1773                 speed = speed * sqrt(1 / dimensions);
1774                 camera_offset += tmp * speed;
1775         }
1776
1777         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1778
1779         // Camera modes
1780         if( autocvar_camera_free )
1781         {
1782                 if ( camera_mode == CAMERA_CHASE )
1783                 {
1784                         current_camera_offset = current_origin + current_camera_offset;
1785                         camera_offset = current_origin + camera_offset;
1786                 }
1787
1788                 camera_mode = CAMERA_FREE;
1789                 current_position = current_camera_offset;
1790         }
1791         else
1792         {
1793                 if ( camera_mode == CAMERA_FREE )
1794                 {
1795                         current_origin = view_origin;
1796                         camera_offset = camera_offset - current_origin;
1797                         current_camera_offset = current_camera_offset - current_origin;
1798                 }
1799
1800                 camera_mode = CAMERA_CHASE;
1801
1802                 if(autocvar_camera_chase_smoothly)
1803                         current_origin += (view_origin - current_origin) * attenuation;
1804                 else
1805                         current_origin = view_origin;
1806
1807                 current_position = current_origin + current_camera_offset;
1808         }
1809
1810         R_SetView(VF_ANGLES, current_angles);
1811         R_SetView(VF_ORIGIN, current_position);
1812 }