]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge branch 'master' into mirceakitsune/event_chasecam
[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_SNIPERRIFLE && sniperrifle_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_SNIPERRIFLE:
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 view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
360
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
363
364 vector myhealth_gentlergb;
365
366 float contentavgalpha, liquidalpha_prev;
367 vector liquidcolor_prev;
368
369 float eventchase_current_distance;
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 #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
382         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
383         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
384         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);
385         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
386         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
387         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
388
389         vf_size = R_SetView3fv(VF_SIZE);
390         vf_min = R_SetView3fv(VF_MIN);
391         vid_width = vf_size_x;
392         vid_height = vf_size_y;
393
394         vector reticle_pos, reticle_size;
395         vector splash_pos, splash_size;
396
397         WaypointSprite_Load();
398
399         if(spectatee_status)
400                 myteam = GetPlayerColor(spectatee_status - 1);
401         else
402                 myteam = GetPlayerColor(player_localentnum - 1);
403
404         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
405         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
406
407         warpzone_fixview_origin = pmove_org + vo;
408         warpzone_fixview_cl_viewangles = input_angles;
409         warpzone_fixview_angles = view_angles;
410         WarpZone_FixView();
411         pmove_org = warpzone_fixview_origin - vo;
412         input_angles = warpzone_fixview_cl_viewangles;
413         view_angles = warpzone_fixview_angles;
414
415         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
416         {
417                 pmove_org = freeze_pmove_org;
418                 input_angles = view_angles = freeze_input_angles;
419                 R_SetView(VF_ORIGIN, pmove_org + vo);
420                 R_SetView(VF_ANGLES, view_angles);
421                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
422         }
423         freeze_pmove_org = pmove_org;
424         freeze_input_angles = input_angles;
425
426         // event chase camera
427         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
428         {
429                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
430                 {
431                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
432                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
433                         if(!autocvar_chase_active)
434                                 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)
435
436                         // make the camera smooth back
437                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
438                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
439                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
440                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
441
442                         vector eventchase_target_origin;
443                         makevectors(view_angles);
444                         // pass 1, used to check where the camera would go and obtain the trace_fraction
445                         eventchase_target_origin = pmove_org - view_forward * eventchase_current_distance;
446
447                         traceline(pmove_org, eventchase_target_origin, MOVE_NORMAL, self);
448                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
449                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
450                         eventchase_target_origin = pmove_org - view_forward * eventchase_current_distance * (trace_fraction - 0.1);
451
452                         R_SetView(VF_ORIGIN, eventchase_target_origin);
453                 }
454                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
455                 {
456                         cvar_set("chase_active", "0");
457                         eventchase_current_distance = 0; // start from 0 next time
458                 }
459         }
460
461         // Render the Scene
462         if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission))
463         {
464                 view_origin = pmove_org + vo;
465                 view_angles = input_angles;
466                 makevectors(view_angles);
467                 view_forward = v_forward;
468                 view_right = v_right;
469                 view_up = v_up;
470                 view_set = 1;
471         }
472
473 #ifdef BLURTEST
474         if(time > blurtest_time0 && time < blurtest_time1)
475         {
476                 float r, t;
477
478                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
479                 r = t * blurtest_radius;
480                 f = 1 / pow(t, blurtest_power) - 1;
481
482                 cvar_set("r_glsl_postprocess", "1");
483                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
484         }
485         else
486         {
487                 cvar_set("r_glsl_postprocess", "0");
488                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
489         }
490 #endif
491
492         TargetMusic_Advance();
493         Fog_Force();
494
495         drawframetime = max(0.000001, time - drawtime);
496         drawtime = time;
497
498         // watch for gametype changes here...
499         // in ParseStuffCMD the cmd isn't executed yet :/
500         // might even be better to add the gametype to TE_CSQC_INIT...?
501         if(!postinit)
502                 PostInit();
503
504         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
505                 if(calledhooks & HOOK_START)
506                 {
507                         localcmd("\ncl_hook_gameend\n");
508                         calledhooks |= HOOK_END;
509                 }
510
511         CheckForGamestartChange();
512         serverAnnouncer();
513         maptimeAnnouncer();
514         carrierAnnouncer();
515
516         fov = autocvar_fov;
517         if(button_zoom || fov <= 59.5)
518         {
519                 if(!zoomscript_caught)
520                 {
521                         localcmd("+button4\n");
522                         zoomscript_caught = 1;
523                         ignore_plus_zoom += 1;
524                 }
525         }
526         else
527         {
528                 if(zoomscript_caught)
529                 {
530                         localcmd("-button4\n");
531                         zoomscript_caught = 0;
532                         ignore_minus_zoom += 1;
533                 }
534         }
535
536         ColorTranslateMode = autocvar_cl_stripcolorcodes;
537         activeweapon = getstati(STAT_SWITCHWEAPON);
538         f = (serverflags & SERVERFLAG_TEAMPLAY);
539         if(f != teamplay)
540         {
541                 teamplay = f;
542                 HUD_InitScores();
543         }
544
545         if(last_weapon != activeweapon) {
546                 weapontime = time;
547                 last_weapon = activeweapon;
548
549                 e = get_weaponinfo(activeweapon);
550                 if(e.netname != "")
551                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
552                 else
553                         localcmd("\ncl_hook_activeweapon none\n");
554         }
555
556         // ALWAYS Clear Current Scene First
557         R_ClearScene();
558
559         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
560         R_SetView(VF_SIZE, vf_size);
561         R_SetView(VF_MIN, vf_min);
562
563         // Assign Standard Viewflags
564         // Draw the World (and sky)
565         R_SetView(VF_DRAWWORLD, 1);
566
567         // Set the console size vars
568         vid_conwidth = autocvar_vid_conwidth;
569         vid_conheight = autocvar_vid_conheight;
570         vid_pixelheight = autocvar_vid_pixelheight;
571
572         R_SetView(VF_FOV, GetCurrentFov(fov));
573
574         // Camera for demo playback
575         if(camera_active)
576         {
577                 if(autocvar_camera_enable)
578                         CSQC_Demo_Camera();
579                 else
580                 {
581                         cvar_set("chase_active", ftos(chase_active_backup));
582                         cvar_set("cl_demo_mousegrab", "0");
583                         camera_active = FALSE;
584                 }
585         }
586 #ifdef CAMERATEST
587         else if(autocvar_camera_enable)
588 #else
589         else if(autocvar_camera_enable && isdemo())
590 #endif
591         {
592                 // Enable required Darkplaces cvars
593                 chase_active_backup = autocvar_chase_active;
594                 cvar_set("chase_active", "2");
595                 cvar_set("cl_demo_mousegrab", "1");
596                 camera_active = TRUE;
597                 camera_mode = FALSE;
598         }
599
600         // Draw the Crosshair
601         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
602
603         // Draw the Engine Status Bar (the default Quake HUD)
604         R_SetView(VF_DRAWENGINEHUD, 0);
605
606         // fetch this one only once per frame
607         hud_showbinds = autocvar_hud_showbinds;
608         hud_showbinds_limit = autocvar_hud_showbinds_limit;
609
610         // Update the mouse position
611         /*
612            mousepos_x = vid_conwidth;
613            mousepos_y = vid_conheight;
614            mousepos = mousepos*0.5 + getmousepos();
615          */
616
617         e = self;
618         for(self = world; (self = nextent(self)); )
619                 if(self.draw)
620                         self.draw();
621         self = e;
622
623         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
624         R_RenderScene();
625
626         // now switch to 2D drawing mode by calling a 2D drawing function
627         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
628         // next R_RenderScene call
629         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
630
631         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
632         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
633         {
634                 // apply night vision effect
635                 vector rgb, tc_00, tc_01, tc_10, tc_11;
636
637                 if(!nightvision_noise)
638                 {
639                         nightvision_noise = spawn();
640                         nightvision_noise.classname = "nightvision_noise";
641                 }
642                 if(!nightvision_noise2)
643                 {
644                         nightvision_noise2 = spawn();
645                         nightvision_noise2.classname = "nightvision_noise2";
646                 }
647
648                 // color tint in yellow
649                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
650
651                 // draw BG
652                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
653                 rgb = '1 1 1';
654                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
655                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
656                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
657                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
658                 tc_11 = tc_01 + tc_10 - tc_00;
659                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
660                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
661                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
662                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
663                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
664                 R_EndPolygon();
665
666                 // draw FG
667                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
668                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
669                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
670                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
671                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
672                 tc_11 = tc_01 + tc_10 - tc_00;
673                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
674                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
675                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
676                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
677                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
678                 R_EndPolygon();
679         }
680
681         // Draw the aiming reticle for weapons that use it
682         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
683         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
684         // the view to go back to normal, so reticle_type would become 0 as we fade out)
685         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
686                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
687         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
688                 reticle_type = 2; // nex zoom
689         else if(button_zoom || zoomscript_caught)
690                 reticle_type = 1; // normal zoom
691         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
692                 reticle_type = 2; // nex zoom
693
694         if (reticle_type)
695         {
696                 if(autocvar_cl_reticle_stretch)
697                 {
698                         reticle_size_x = vid_conwidth;
699                         reticle_size_y = vid_conheight;
700                         reticle_pos_x = 0;
701                         reticle_pos_y = 0;
702                 }
703                 else
704                 {
705                         reticle_size_x = max(vid_conwidth, vid_conheight);
706                         reticle_size_y = max(vid_conwidth, vid_conheight);
707                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
708                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
709                 }
710
711                 f = current_zoomfraction;
712                 if(zoomscript_caught)
713                         f = 1;
714                 if(autocvar_cl_reticle_item_normal)
715                 {
716                         if(reticle_type == 1 && f)
717                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
718                 }
719                 if(autocvar_cl_reticle_item_nex)
720                 {
721                         if(reticle_type == 2 && f)
722                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
723                 }
724         }
725
726
727         // improved polyblend
728         vector rgb;
729         if(autocvar_hud_contents)
730         {
731                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
732                 vector liquidcolor;
733                 
734                 switch(pointcontents(view_origin))
735                 {
736                         case CONTENT_WATER:
737                                 liquidalpha = autocvar_hud_contents_water_alpha;
738                                 liquidcolor = stov(autocvar_hud_contents_water_color);
739                                 incontent = 1;
740                                 break;
741                                 
742                         case CONTENT_LAVA:
743                                 liquidalpha = autocvar_hud_contents_lava_alpha;
744                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
745                                 incontent = 1;
746                                 break;  
747                                                         
748                         case CONTENT_SLIME:
749                                 liquidalpha = autocvar_hud_contents_slime_alpha;
750                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
751                                 incontent = 1;
752                                 break;
753                                 
754                         default:
755                                 liquidalpha = 0;
756                                 liquidcolor = '0 0 0';
757                                 incontent = 0;
758                                 break;
759                 }
760                 
761                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
762                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
763                         contentfadetime = autocvar_hud_contents_fadeintime;
764                         liquidalpha_prev = liquidalpha;
765                         liquidcolor_prev = liquidcolor;
766                 }
767                 else
768                         contentfadetime = autocvar_hud_contents_fadeouttime;
769                         
770                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
771                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
772                 
773                 if(contentavgalpha)
774                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
775         }
776         
777         if(autocvar_hud_damage)
778         {
779                 splash_size_x = max(vid_conwidth, vid_conheight);
780                 splash_size_y = max(vid_conwidth, vid_conheight);
781                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
782                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
783
784                 float myhealth_flash_temp;
785                 myhealth = getstati(STAT_HEALTH);
786
787                 // fade out
788                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
789                 // add new damage
790                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
791
792                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
793                 pain_threshold = autocvar_hud_damage_pain_threshold;
794                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
795                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
796
797                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
798                 {
799                         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);
800                 }
801
802                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
803
804                 if(myhealth_prev < 1)
805                 {
806                         if(myhealth >= 1)
807                         {
808                                 myhealth_flash = 0; // just spawned, clear the flash immediately
809                                 myhealth_flash_temp = 0;
810                         }
811                         else
812                         {
813                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
814                         }
815                 }
816
817                 if(spectatee_status == -1 || intermission)
818                 {
819                         myhealth_flash = 0; // observing, or match ended
820                         myhealth_flash_temp = 0;
821                 }
822
823                 myhealth_prev = myhealth;
824
825                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
826                 {
827                         if(autocvar_cl_gentle_damage == 2)
828                         {
829                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
830                                 {
831                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
832                                 }
833                         }
834                         else
835                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
836
837                         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);
838                 }
839                 else
840                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
841         }
842
843         // Draw the mouse cursor
844         // NOTE: drawpic must happen after R_RenderScene for some reason
845         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
846         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
847         //self = edict_num(player_localnum);
848         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
849         //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);
850         // as long as the ctf part isn't in, this is useless
851         if(menu_visible)
852                 menu_show();
853
854         /*if(gametype == GAME_CTF)
855           {
856           ctf_view();
857           } else */
858
859         // draw 2D entities
860         e = self;
861         for(self = world; (self = nextent(self)); )
862                 if(self.draw2d)
863                         self.draw2d();
864         self = e;
865
866         scoreboard_active = HUD_WouldDrawScoreboard();
867
868         hit_time = getstatf(STAT_HIT_TIME);
869         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
870         {
871                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
872                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
873         }
874         typehit_time = getstatf(STAT_TYPEHIT_TIME);
875         if(typehit_time > nextsound_typehit_time)
876         {
877                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
878                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
879         }
880
881         float hud;
882         hud = getstati(STAT_HUD);
883         if(hud == HUD_SPIDERBOT)
884                 CSQC_SPIDER_HUD();
885         else if(hud == HUD_WAKIZASHI)
886         CSQC_WAKIZASHI_HUD();
887     else if(hud == HUD_RAPTOR)
888         CSQC_RAPTOR_HUD();
889         else
890         {
891                 if(gametype == GAME_FREEZETAG)
892                 {
893                         if(getstati(STAT_FROZEN))
894                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
895                         if(getstatf(STAT_REVIVE_PROGRESS))
896                         {
897                                 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);
898                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
899                         }
900                 }
901
902                 if(autocvar_r_letterbox == 0)
903                         if(autocvar_viewsize < 120)
904                                 CSQC_common_hud();
905
906                 // crosshair goes VERY LAST
907                 if(!scoreboard_active && !camera_active && intermission != 2) {
908                         string wcross_style;
909                         float wcross_alpha, wcross_resolution;
910                         wcross_style = autocvar_crosshair;
911                         if (wcross_style == "0")
912                                 return;
913                         wcross_resolution = autocvar_crosshair_size;
914                         if (wcross_resolution == 0)
915                                 return;
916                         wcross_alpha = autocvar_crosshair_alpha;
917                         if (wcross_alpha == 0)
918                                 return;
919
920                         // TrueAim check
921                         float shottype;
922
923                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
924                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
925                         wcross_origin_z = 0;
926                         if(autocvar_crosshair_hittest)
927                         {
928                                 vector wcross_oldorigin;
929                                 wcross_oldorigin = wcross_origin;
930                                 shottype = TrueAimCheck();
931                                 if(shottype == SHOTTYPE_HITWORLD)
932                                 {
933                                         v = wcross_origin - wcross_oldorigin;
934                                         v_x /= vid_conwidth;
935                                         v_y /= vid_conheight;
936                                         if(vlen(v) > 0.01)
937                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
938                                 }
939                                 if(!autocvar_crosshair_hittest_showimpact)
940                                         wcross_origin = wcross_oldorigin;
941                         }
942                         else
943                                 shottype = SHOTTYPE_HITWORLD;
944
945                         vector wcross_color, wcross_size;
946                         string wcross_wep, wcross_name;
947                         float wcross_scale, wcross_blur;
948
949                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
950                                 e = get_weaponinfo(activeweapon);
951                                 if (e && e.netname != "")
952                                 {
953                                         wcross_wep = e.netname;
954                                         if(autocvar_crosshair_per_weapon)
955                                         {
956                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
957                                                 if (wcross_resolution == 0)
958                                                         return;
959                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
960                                                 if (wcross_alpha == 0)
961                                                         return;
962
963                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
964                                                 if(wcross_style == "" || wcross_style == "0")
965                                                         wcross_style = wcross_wep;
966                                         }
967                                 }
968                         }
969                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
970                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
971                         else if(autocvar_crosshair_color_by_health)
972                         {
973                                 local float x = getstati(STAT_HEALTH);
974                                 
975                                 //x = red
976                                 //y = green
977                                 //z = blue
978                                 
979                                 wcross_color_z = 0;
980                                 
981                                 if(x > 200)
982                                 {
983                                         wcross_color_x = 0;
984                                         wcross_color_y = 1;
985                                 }
986                                 else if(x > 150)
987                                 {
988                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
989                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
990                                 }
991                                 else if(x > 100)
992                                 {
993                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
994                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
995                                         wcross_color_z = 1 - (x-100)*0.02;
996                                 }
997                                 else if(x > 50)
998                                 {
999                                         wcross_color_x = 1;
1000                                         wcross_color_y = 1;
1001                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
1002                                 }
1003                                 else if(x > 20)
1004                                 {
1005                                         wcross_color_x = 1;
1006                                         wcross_color_y = (x-20)*90/27/100;
1007                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1008                                 }
1009                                 else
1010                                 {
1011                                         wcross_color_x = 1;
1012                                         wcross_color_y = 0;
1013                                 }
1014                         }
1015                         else
1016                                 wcross_color = stov(autocvar_crosshair_color);
1017
1018                         wcross_name = strcat("gfx/crosshair", wcross_style);
1019
1020                         if(autocvar_crosshair_effect_scalefade)
1021                         {
1022                                 wcross_scale = wcross_resolution;
1023                                 wcross_resolution = 1;
1024                         }
1025                         else
1026                         {
1027                                 wcross_scale = 1;
1028                         }
1029
1030                         if(autocvar_crosshair_pickup)
1031                         {
1032                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1033                                 {
1034                                         pickup_crosshair_size = 1;
1035                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1036                                 }
1037
1038                                 if(pickup_crosshair_size > 0)
1039                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1040                                 else
1041                                         pickup_crosshair_size = 0;
1042
1043                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1044                         }
1045                         
1046                         vector hitindication_color;
1047                         if(autocvar_crosshair_hitindication)
1048                         {
1049                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1050                                 if(hitindication_crosshair_time < hit_time)
1051                                 {
1052                                         hitindication_crosshair_size = 1;
1053                                         hitindication_crosshair_time = hit_time;
1054                                 }
1055
1056                                 if(hitindication_crosshair_size > 0)
1057                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1058                                 else
1059                                         hitindication_crosshair_size = 0;
1060
1061                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1062                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1063                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1064                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1065                         }
1066
1067                         if(shottype == SHOTTYPE_HITENEMY)
1068                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1069                         if(shottype == SHOTTYPE_HITTEAM)
1070                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1071
1072                         f = autocvar_crosshair_effect_speed;
1073                         if(f < 0)
1074                                 f *= -2 * g_weaponswitchdelay;
1075                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1076                         {
1077                                 wcross_changedonetime = time + f;
1078                         }
1079                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1080                         {
1081                                 wcross_name_changestarttime = time;
1082                                 wcross_name_changedonetime = time + f;
1083                                 if(wcross_name_goal_prev_prev)
1084                                         strunzone(wcross_name_goal_prev_prev);
1085                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1086                                 wcross_name_goal_prev = strzone(wcross_name);
1087                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1088                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1089                                 wcross_resolution_goal_prev = wcross_resolution;
1090                         }
1091
1092                         wcross_scale_goal_prev = wcross_scale;
1093                         wcross_alpha_goal_prev = wcross_alpha;
1094                         wcross_color_goal_prev = wcross_color;
1095
1096                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1097                         {
1098                                 wcross_blur = 1;
1099                                 wcross_alpha *= 0.75;
1100                         }
1101                         else
1102                                 wcross_blur = 0;
1103                         // *_prev is at time-frametime
1104                         // * is at wcross_changedonetime+f
1105                         // what do we have at time?
1106                         if(time < wcross_changedonetime)
1107                         {
1108                                 f = frametime / (wcross_changedonetime - time + frametime);
1109                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1110                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1111                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1112                         }
1113
1114                         wcross_scale_prev = wcross_scale;
1115                         wcross_alpha_prev = wcross_alpha;
1116                         wcross_color_prev = wcross_color;
1117
1118                         wcross_scale *= 1 - autocvar__menu_alpha;
1119                         wcross_alpha *= 1 - autocvar__menu_alpha;
1120                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1121
1122                         // crosshair rings for weapon stats
1123                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1124                         {
1125                                 // declarations and stats
1126                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1127                                 string ring_image, ring_inner_image;
1128                                 vector ring_rgb, ring_inner_rgb;
1129                                 
1130                                 ring_scale = autocvar_crosshair_ring_size;
1131
1132                                 float weapon_clipload, weapon_clipsize;
1133                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1134                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1135
1136                                 float nex_charge, nex_chargepool;
1137                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1138                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1139
1140                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1141                                         nex_charge_movingavg = nex_charge;
1142                                         
1143
1144                                 // handle the values
1145                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1146                                 {
1147                                         if (nex_chargepool || use_nex_chargepool) { 
1148                                                 use_nex_chargepool = 1; 
1149                                                 ring_inner_value = nex_chargepool;
1150                                         } else { 
1151                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1152                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1153                                         }
1154                                                 
1155                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1156                                         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;
1157                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1158                                         
1159                                         // draw the outer ring to show the current charge of the weapon
1160                                         ring_value = nex_charge;
1161                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1162                                         ring_rgb = wcross_color;
1163                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1164                                 }
1165                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1166                                 {
1167                                         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.
1168                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1169                                         ring_rgb = wcross_color;
1170                                         ring_image = "gfx/crosshair_ring.tga";
1171                                 }
1172
1173                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1174                                 {
1175                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1176                                         ring_scale = autocvar_crosshair_ring_reload_size;
1177                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1178                                         ring_rgb = wcross_color;
1179                                         
1180                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1181                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1182                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1183                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1184                                         else
1185                                                 ring_image = "gfx/crosshair_ring.tga";
1186                                 }
1187
1188                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1189                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1190
1191                                 if (ring_value)
1192                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1193                         }
1194
1195 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1196                         do \
1197                         { \
1198                                 if(wcross_blur > 0) \
1199                                 { \
1200                                         for(i = -2; i <= 2; ++i) \
1201                                                 for(j = -2; j <= 2; ++j) \
1202                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1203                                 } \
1204                                 else \
1205                                 { \
1206                                         M(0,0,sz,wcross_name,wcross_alpha); \
1207                                 } \
1208                         } \
1209                         while(0)
1210
1211 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1212                         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)
1213
1214 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1215                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1216
1217                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1218                         {
1219                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1220                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1221                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1222                                 f = 1 - f;
1223                         }
1224                         else
1225                         {
1226                                 f = 1;
1227                         }
1228
1229                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1230                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1231
1232                         if(autocvar_crosshair_dot)
1233             {
1234                 vector wcross_color_old;
1235                 wcross_color_old = wcross_color;
1236                 if(autocvar_crosshair_dot_color != "0")
1237                     wcross_color = stov(autocvar_crosshair_dot_color);
1238                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1239                 wcross_color = wcross_color_old;
1240             }
1241
1242                         wcross_name_alpha_goal_prev = f;
1243                 }
1244                 else
1245                 {
1246                         wcross_scale_prev = 0;
1247                         wcross_alpha_prev = 0;
1248                         wcross_scale_goal_prev = 0;
1249                         wcross_alpha_goal_prev = 0;
1250                         wcross_changedonetime = 0;
1251                         if(wcross_name_goal_prev)
1252                                 strunzone(wcross_name_goal_prev);
1253                         wcross_name_goal_prev = string_null;
1254                         if(wcross_name_goal_prev_prev)
1255                                 strunzone(wcross_name_goal_prev_prev);
1256                         wcross_name_goal_prev_prev = string_null;
1257                         wcross_name_changestarttime = 0;
1258                         wcross_name_changedonetime = 0;
1259                         wcross_name_alpha_goal_prev = 0;
1260                         wcross_name_alpha_goal_prev_prev = 0;
1261                         wcross_resolution_goal_prev = 0;
1262                         wcross_resolution_goal_prev_prev = 0;
1263                 }
1264         }
1265
1266         if(NextFrameCommand)
1267         {
1268                 localcmd("\n", NextFrameCommand, "\n");
1269                 NextFrameCommand = string_null;
1270         }
1271
1272         // we must do this check AFTER a frame was rendered, or it won't work
1273         if(cs_project_is_b0rked == 0)
1274         {
1275                 string w0, h0;
1276                 w0 = ftos(autocvar_vid_conwidth);
1277                 h0 = ftos(autocvar_vid_conheight);
1278                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1279                 //R_SetView(VF_FOV, '90 90 0');
1280                 R_SetView(VF_ORIGIN, '0 0 0');
1281                 R_SetView(VF_ANGLES, '0 0 0');
1282                 R_SetView(VF_PERSPECTIVE, 1);
1283                 makevectors('0 0 0');
1284                 vector v1, v2;
1285                 cvar_set("vid_conwidth", "800");
1286                 cvar_set("vid_conheight", "600");
1287                 v1 = cs_project(v_forward);
1288                 cvar_set("vid_conwidth", "640");
1289                 cvar_set("vid_conheight", "480");
1290                 v2 = cs_project(v_forward);
1291                 if(v1 == v2)
1292                         cs_project_is_b0rked = 1;
1293                 else
1294                         cs_project_is_b0rked = -1;
1295                 cvar_set("vid_conwidth", w0);
1296                 cvar_set("vid_conheight", h0);
1297         }
1298
1299         if(autocvar__hud_configure)
1300                 HUD_Panel_Mouse();
1301
1302         // let's reset the view back to normal for the end
1303         R_SetView(VF_MIN, '0 0 0');
1304         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1305 }
1306
1307 #define spider_h "gfx/vehicles/hud_bg.tga"
1308 #define spider_b "gfx/vehicles/sbot.tga"
1309 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1310 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1311 #define spider_s "gfx/vehicles/shiled.tga"
1312 #define spider_a1 "gfx/hud/sb_rocket.tga"
1313 #define spider_a2 "gfx/sb_bullets.tga"
1314
1315 void CSQC_SPIDER_HUD()
1316 {
1317         float rockets, reload, heat, hp, shield;
1318         vector picsize, hudloc;
1319
1320     // Fetch health & ammo stats
1321     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1322         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1323         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1324         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1325         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1326
1327     // Draw the crosshairs
1328     picsize = drawgetimagesize(SPIDER_CROSS);
1329     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1330     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1331     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);
1332
1333     hudloc_y =  4;
1334     hudloc_x = 4;
1335
1336     picsize = drawgetimagesize(spider_h) * 0.5;
1337     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1338
1339     picsize = drawgetimagesize(spider_a2) * 0.5;
1340     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1341
1342     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1343     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1344     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1345
1346     picsize = drawgetimagesize(spider_a1) * 0.85;
1347     if(rockets == 9)
1348     {
1349         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1350         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1351     }
1352     else
1353     {
1354         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1355         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1356     }
1357
1358     picsize = drawgetimagesize(spider_b) * 0.5;
1359     hudloc_y = 10.5;
1360     hudloc_x = 10.5;
1361
1362     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1363     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1364     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1365     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1366
1367
1368         /*
1369         // Draw health bar
1370         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1371         p = p + '0 1 0' * vid_conheight - '0 32 0';
1372         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1373         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1374         p_y += 8;
1375         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1376         p_x += 256 * hp;
1377         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1378
1379         // Draw minigun heat indicator
1380         p = '0.5 0 0' * (vid_conwidth - 256);
1381         p = p + '0 1 0' * vid_conheight - '0 34  0';
1382         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1383         p_x += 256 * (1-heat);
1384         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1385
1386
1387         // Draw rocket icons for loaded/empty tubes.
1388         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1389         pp += '0 1 0' * vid_conheight - '0 64 0';
1390         for(i = 0; i < 8; ++i)
1391         {
1392                 p = pp + '1 0 0' * (rkt_size * i);
1393                 if(rockets == 8)
1394                 {
1395                         if(floor(reload * 8) == i)
1396                         {
1397                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1398                         }
1399                         else if(i < reload * 8)
1400                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1401                         else
1402                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1403                 }
1404                 else
1405                 {
1406                         if(i < rockets)
1407                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1408                         else
1409                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1410                 }
1411         }
1412         */
1413
1414         if (scoreboard_showscores)
1415         {
1416                 HUD_DrawScoreboard();
1417                 HUD_DrawCenterPrint();
1418         }
1419
1420 }
1421
1422 #define raptor_h "gfx/vehicles/hud_bg.tga"
1423 #define raptor_b "gfx/vehicles/raptor.tga"
1424 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1425 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1426 #define raptor_s "gfx/vehicles/shiled.tga"
1427
1428 void CSQC_RAPTOR_HUD()
1429 {
1430         float reload, hp, shield, energy;
1431         vector picsize, hudloc;
1432
1433     // Fetch health & ammo stats
1434     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1435         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1436         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1437         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1438
1439     // Draw the crosshairs
1440     picsize = drawgetimagesize(SPIDER_CROSS);
1441     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1442     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1443     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);
1444
1445     hudloc_y =  4;
1446     hudloc_x = 4;
1447
1448     picsize = drawgetimagesize(raptor_h) * 0.5;
1449     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1450
1451     picsize = drawgetimagesize(spider_a2) * 0.5;
1452     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1453
1454     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1455     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1456     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1457
1458
1459     picsize = drawgetimagesize(spider_a1) * 0.85;
1460     if(reload == 1)
1461     {
1462         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1463         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1464     }
1465     else
1466     {
1467         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1468         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1469     }
1470
1471     picsize = drawgetimagesize(raptor_b) * 0.5;
1472     hudloc_y = 10.5;
1473     hudloc_x = 10.5;
1474
1475     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1476     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1477     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1478     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1479
1480
1481         if (scoreboard_showscores)
1482         {
1483                 HUD_DrawScoreboard();
1484                 HUD_DrawCenterPrint();
1485         }
1486
1487 }
1488
1489 #define waki_h "gfx/vehicles/hud_bg.tga"
1490 #define waki_b "gfx/vehicles/waki.tga"
1491 #define waki_e "gfx/vehicles/waki_e.tga"
1492 #define waki_g "gfx/vehicles/waki_guns.tga"
1493 #define waki_r "gfx/vehicles/waki_rockets.tga"
1494 #define waki_s "gfx/vehicles/shiled.tga"
1495
1496 #define waki_a1 "gfx/hud/sb_rocket.tga"
1497 #define waki_a2 "gfx/sb_cells.tga"
1498
1499 void CSQC_WAKIZASHI_HUD()
1500 {
1501         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1502         float health, shield, energy, rockets;
1503         vector picsize, hudloc;
1504
1505     picsize = drawgetimagesize(SPIDER_CROSS);
1506     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1507     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1508     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);
1509
1510 /*
1511 const float STAT_VEHICLESTAT_HEALTH  = 60;
1512 const float STAT_VEHICLESTAT_SHIELD  = 61;
1513 const float STAT_VEHICLESTAT_ENERGY  = 62;
1514 const float STAT_VEHICLESTAT_AMMO1   = 63;
1515 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1516 const float STAT_VEHICLESTAT_AMMO2   = 65;
1517 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1518 */
1519     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1520         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1521         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1522         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1523
1524     hudloc_y =  4;
1525     hudloc_x = 4;
1526
1527     picsize = drawgetimagesize(waki_h) * 0.5;
1528     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1529
1530     picsize = drawgetimagesize(waki_a2) * 0.7;
1531     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1532
1533
1534     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1535     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1536
1537     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1538
1539     picsize = drawgetimagesize(waki_a1) * 0.75;
1540     if(rockets == 1)
1541     {
1542         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1543         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1544     }
1545     else
1546     {
1547         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1548         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1549         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1550     }
1551
1552     picsize = drawgetimagesize(waki_b) * 0.5;
1553     hudloc_y = 10.5;
1554     hudloc_x = 10.5;
1555
1556     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1557     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1558     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1559     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1560
1561
1562
1563         /*
1564         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1565         p = p + '0 1 0' * vid_conheight - '0 32 0';
1566
1567         // Draw health bar
1568         p_y += 8;
1569         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1570         p_x += 256 * health;
1571         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1572
1573         // Draw shiled bar
1574         p_x -= 256 * health;
1575         p_y += 4;
1576         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1577
1578         // Draw energy
1579         //p_x -= 256 * health;
1580         p_y -= 8;
1581         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1582
1583         // Draw rockets bar
1584         p_y += 12;
1585         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1586         */
1587
1588
1589
1590
1591         if (scoreboard_showscores)
1592         {
1593                 HUD_DrawScoreboard();
1594                 HUD_DrawCenterPrint();
1595         }
1596
1597 }
1598
1599
1600 void CSQC_common_hud(void)
1601 {
1602         // HUD_SortFrags(); done in HUD_Draw
1603         float hud;
1604         hud = getstati(STAT_HUD);
1605
1606         //hud = 10;
1607         switch(hud)
1608         {
1609                 case HUD_NORMAL:
1610                         // do some accuracy var caching
1611                         float i;
1612                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1613                         {
1614                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1615                                 {
1616                                         if(acc_color_levels)
1617                                                 strunzone(acc_color_levels);
1618                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1619                                         acc_levels = tokenize(acc_color_levels);
1620                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1621                                                 acc_levels = MAX_ACCURACY_LEVELS;
1622
1623                                         for (i = 0; i < acc_levels; ++i)
1624                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1625                                 }
1626                                 // let know that acc_col[] needs to be loaded
1627                                 acc_col_x[0] = -1;
1628                         }
1629
1630                         HUD_Main(); // always run these functions for alpha checks
1631                         HUD_DrawScoreboard();
1632
1633                         if (scoreboard_active) // scoreboard/accuracy
1634                         {       
1635                                 HUD_Reset();
1636                                 // HUD_DrawScoreboard takes care of centerprint_start
1637                         }
1638                         else if (intermission == 2) // map voting screen
1639                         {
1640                                 HUD_FinaleOverlay();
1641                                 HUD_Reset();
1642
1643                                 centerprint_start_x = 0;
1644                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1645                         }
1646                         else // hud
1647                         {
1648                                 centerprint_start_x = 0;
1649                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1650                         }
1651
1652                         HUD_DrawCenterPrint();
1653                         break;
1654
1655                 case HUD_SPIDERBOT:
1656                         CSQC_SPIDER_HUD();
1657                         break;
1658
1659                 case HUD_WAKIZASHI:
1660                         CSQC_WAKIZASHI_HUD();
1661                         break;
1662         }
1663 }
1664
1665
1666 // following vectors must be global to allow seamless switching between camera modes
1667 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1668 void CSQC_Demo_Camera()
1669 {
1670         float speed, attenuation, dimensions;
1671         vector tmp, delta;
1672
1673         if( autocvar_camera_reset || !camera_mode )
1674         {
1675                 camera_offset = '0 0 0';
1676                 current_angles = '0 0 0';
1677                 camera_direction = '0 0 0';
1678                 camera_offset_z += 30;
1679                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1680                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1681                 current_origin = view_origin;
1682                 current_camera_offset  = camera_offset;
1683                 cvar_set("camera_reset", "0");
1684                 camera_mode = CAMERA_CHASE;
1685         }
1686
1687         // Camera angles
1688         if( camera_roll )
1689                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1690
1691         if(autocvar_camera_look_player)
1692         {
1693                 local vector dir;
1694                 local float n;
1695
1696                 dir = normalize(view_origin - current_position);
1697                 n = mouse_angles_z;
1698                 mouse_angles = vectoangles(dir);
1699                 mouse_angles_x = mouse_angles_x * -1;
1700                 mouse_angles_z = n;
1701         }
1702         else
1703         {
1704                 tmp = getmousepos() * 0.1;
1705                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1706                 {
1707                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1708                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1709                 }
1710         }
1711
1712         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1713         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1714         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1715         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1716
1717         // Fix difference when angles don't have the same sign
1718         delta = '0 0 0';
1719         if(mouse_angles_y < -60 && current_angles_y > 60)
1720                 delta = '0 360 0';
1721         if(mouse_angles_y > 60 && current_angles_y < -60)
1722                 delta = '0 -360 0';
1723
1724         if(autocvar_camera_look_player)
1725                 attenuation = autocvar_camera_look_attenuation;
1726         else
1727                 attenuation = autocvar_camera_speed_attenuation;
1728
1729         attenuation = 1 / max(1, attenuation);
1730         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1731
1732         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1733         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1734         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1735         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1736
1737         // Camera position
1738         tmp = '0 0 0';
1739         dimensions = 0;
1740
1741         if( camera_direction_x )
1742         {
1743                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1744                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1745                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1746                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1747                 ++dimensions;
1748         }
1749
1750         if( camera_direction_y )
1751         {
1752                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1753                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1754                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1755                 ++dimensions;
1756         }
1757
1758         if( camera_direction_z )
1759         {
1760                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1761                 ++dimensions;
1762         }
1763
1764         if(autocvar_camera_free)
1765                 speed = autocvar_camera_speed_free;
1766         else
1767                 speed = autocvar_camera_speed_chase;
1768
1769         if(dimensions)
1770         {
1771                 speed = speed * sqrt(1 / dimensions);
1772                 camera_offset += tmp * speed;
1773         }
1774
1775         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1776
1777         // Camera modes
1778         if( autocvar_camera_free )
1779         {
1780                 if ( camera_mode == CAMERA_CHASE )
1781                 {
1782                         current_camera_offset = current_origin + current_camera_offset;
1783                         camera_offset = current_origin + camera_offset;
1784                 }
1785
1786                 camera_mode = CAMERA_FREE;
1787                 current_position = current_camera_offset;
1788         }
1789         else
1790         {
1791                 if ( camera_mode == CAMERA_FREE )
1792                 {
1793                         current_origin = view_origin;
1794                         camera_offset = camera_offset - current_origin;
1795                         current_camera_offset = current_camera_offset - current_origin;
1796                 }
1797
1798                 camera_mode = CAMERA_CHASE;
1799
1800                 if(autocvar_camera_chase_smoothly)
1801                         current_origin += (view_origin - current_origin) * attenuation;
1802                 else
1803                         current_origin = view_origin;
1804
1805                 current_position = current_origin + current_camera_offset;
1806         }
1807
1808         R_SetView(VF_ANGLES, current_angles);
1809         R_SetView(VF_ORIGIN, current_position);
1810 }