]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge branch 'master' into mirceakitsune/hud_postprocessing
[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 float old_blurradius, old_bluralpha;
365 float old_sharpen_intensity;
366
367 vector myhealth_gentlergb;
368
369 float contentavgalpha, liquidalpha_prev;
370 vector liquidcolor_prev;
371
372 float eventchase_current_distance;
373
374 vector damage_blurpostprocess, content_blurpostprocess;
375
376 float checkfail[16];
377
378 void CSQC_UpdateView(float w, float h)
379 {
380         entity e;
381         float fov;
382         float f, i, j;
383         vector v, vo;
384         vector vf_size, vf_min;
385         float a;
386
387         button_attack2 = (input_buttons & BUTTON_3);
388         button_zoom = (input_buttons & BUTTON_4);
389
390 #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
391         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
392         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
393         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);
394         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
395         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
396         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
397
398         vf_size = R_SetView3fv(VF_SIZE);
399         vf_min = R_SetView3fv(VF_MIN);
400         vid_width = vf_size_x;
401         vid_height = vf_size_y;
402
403         vector reticle_pos, reticle_size;
404         vector splash_pos, splash_size;
405
406         WaypointSprite_Load();
407
408         if(spectatee_status)
409                 myteam = GetPlayerColor(spectatee_status - 1);
410         else
411                 myteam = GetPlayerColor(player_localentnum - 1);
412
413         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
414         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
415
416         warpzone_fixview_origin = pmove_org + vo;
417         warpzone_fixview_cl_viewangles = input_angles;
418         warpzone_fixview_angles = view_angles;
419         WarpZone_FixView();
420         pmove_org = warpzone_fixview_origin - vo;
421         input_angles = warpzone_fixview_cl_viewangles;
422         view_angles = warpzone_fixview_angles;
423
424         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
425         {
426                 pmove_org = freeze_pmove_org;
427                 input_angles = view_angles = freeze_input_angles;
428                 R_SetView(VF_ORIGIN, pmove_org + vo);
429                 R_SetView(VF_ANGLES, view_angles);
430                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
431         }
432         freeze_pmove_org = pmove_org;
433         freeze_input_angles = input_angles;
434
435         // event chase camera
436         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
437         {
438                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
439                 {
440                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
441                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
442                         if(!autocvar_chase_active)
443                                 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)
444
445                         // make the camera smooth back
446                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
447                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
448                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
449                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
450
451                         vector eventchase_target_origin;
452                         makevectors(view_angles);
453                         // pass 1, used to check where the camera would go and obtain the trace_fraction
454                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
455
456                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
457                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
458                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
459                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
460
461                         R_SetView(VF_ORIGIN, eventchase_target_origin);
462                         R_SetView(VF_ANGLES, view_angles);
463                 }
464                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
465                 {
466                         cvar_set("chase_active", "0");
467                         eventchase_current_distance = 0; // start from 0 next time
468                 }
469         }
470
471         // Render the Scene
472         if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission))
473         {
474                 view_origin = pmove_org + vo;
475                 view_angles = input_angles;
476                 makevectors(view_angles);
477                 view_forward = v_forward;
478                 view_right = v_right;
479                 view_up = v_up;
480                 view_set = 1;
481         }
482
483 #ifdef BLURTEST
484         if(time > blurtest_time0 && time < blurtest_time1)
485         {
486                 float r, t;
487
488                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
489                 r = t * blurtest_radius;
490                 f = 1 / pow(t, blurtest_power) - 1;
491
492                 cvar_set("r_glsl_postprocess", "1");
493                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
494         }
495         else
496         {
497                 cvar_set("r_glsl_postprocess", "0");
498                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
499         }
500 #endif
501
502         TargetMusic_Advance();
503         Fog_Force();
504
505         drawframetime = max(0.000001, time - drawtime);
506         drawtime = time;
507
508         // watch for gametype changes here...
509         // in ParseStuffCMD the cmd isn't executed yet :/
510         // might even be better to add the gametype to TE_CSQC_INIT...?
511         if(!postinit)
512                 PostInit();
513
514         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
515                 if(calledhooks & HOOK_START)
516                 {
517                         localcmd("\ncl_hook_gameend\n");
518                         calledhooks |= HOOK_END;
519                 }
520
521         CheckForGamestartChange();
522         serverAnnouncer();
523         maptimeAnnouncer();
524         carrierAnnouncer();
525
526         fov = autocvar_fov;
527         if(fov <= 59.5)
528         {
529                 if(!zoomscript_caught)
530                 {
531                         localcmd("+button9\n");
532                         zoomscript_caught = 1;
533                 }
534         }
535         else
536         {
537                 if(zoomscript_caught)
538                 {
539                         localcmd("-button9\n");
540                         zoomscript_caught = 0;
541                 }
542         }
543
544         ColorTranslateMode = autocvar_cl_stripcolorcodes;
545         activeweapon = getstati(STAT_SWITCHWEAPON);
546         f = (serverflags & SERVERFLAG_TEAMPLAY);
547         if(f != teamplay)
548         {
549                 teamplay = f;
550                 HUD_InitScores();
551         }
552
553         if(last_weapon != activeweapon) {
554                 weapontime = time;
555                 last_weapon = activeweapon;
556
557                 e = get_weaponinfo(activeweapon);
558                 if(e.netname != "")
559                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
560                 else
561                         localcmd("\ncl_hook_activeweapon none\n");
562         }
563
564         // ALWAYS Clear Current Scene First
565         R_ClearScene();
566
567         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
568         R_SetView(VF_SIZE, vf_size);
569         R_SetView(VF_MIN, vf_min);
570
571         // Assign Standard Viewflags
572         // Draw the World (and sky)
573         R_SetView(VF_DRAWWORLD, 1);
574
575         // Set the console size vars
576         vid_conwidth = autocvar_vid_conwidth;
577         vid_conheight = autocvar_vid_conheight;
578         vid_pixelheight = autocvar_vid_pixelheight;
579
580         R_SetView(VF_FOV, GetCurrentFov(fov));
581
582         // Camera for demo playback
583         if(camera_active)
584         {
585                 if(autocvar_camera_enable)
586                         CSQC_Demo_Camera();
587                 else
588                 {
589                         cvar_set("chase_active", ftos(chase_active_backup));
590                         cvar_set("cl_demo_mousegrab", "0");
591                         camera_active = FALSE;
592                 }
593         }
594 #ifdef CAMERATEST
595         else if(autocvar_camera_enable)
596 #else
597         else if(autocvar_camera_enable && isdemo())
598 #endif
599         {
600                 // Enable required Darkplaces cvars
601                 chase_active_backup = autocvar_chase_active;
602                 cvar_set("chase_active", "2");
603                 cvar_set("cl_demo_mousegrab", "1");
604                 camera_active = TRUE;
605                 camera_mode = FALSE;
606         }
607
608         // Draw the Crosshair
609         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
610
611         // Draw the Engine Status Bar (the default Quake HUD)
612         R_SetView(VF_DRAWENGINEHUD, 0);
613
614         // Update the mouse position
615         /*
616            mousepos_x = vid_conwidth;
617            mousepos_y = vid_conheight;
618            mousepos = mousepos*0.5 + getmousepos();
619          */
620
621         e = self;
622         for(self = world; (self = nextent(self)); )
623                 if(self.draw)
624                         self.draw();
625         self = e;
626
627         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
628         R_RenderScene();
629
630         // now switch to 2D drawing mode by calling a 2D drawing function
631         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
632         // next R_RenderScene call
633         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
634
635         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
636         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
637         {
638                 // apply night vision effect
639                 vector rgb, tc_00, tc_01, tc_10, tc_11;
640
641                 if(!nightvision_noise)
642                 {
643                         nightvision_noise = spawn();
644                         nightvision_noise.classname = "nightvision_noise";
645                 }
646                 if(!nightvision_noise2)
647                 {
648                         nightvision_noise2 = spawn();
649                         nightvision_noise2.classname = "nightvision_noise2";
650                 }
651
652                 // color tint in yellow
653                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
654
655                 // draw BG
656                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
657                 rgb = '1 1 1';
658                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
659                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
660                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
661                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
662                 tc_11 = tc_01 + tc_10 - tc_00;
663                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
664                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
665                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
666                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
667                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
668                 R_EndPolygon();
669
670                 // draw FG
671                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
672                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
673                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
674                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
675                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
676                 tc_11 = tc_01 + tc_10 - tc_00;
677                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
678                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
679                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
680                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
681                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
682                 R_EndPolygon();
683         }
684
685         // Draw the aiming reticle for weapons that use it
686         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
687         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
688         // the view to go back to normal, so reticle_type would become 0 as we fade out)
689         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
690                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
691         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
692                 reticle_type = 2; // nex zoom
693         else if(button_zoom || zoomscript_caught)
694                 reticle_type = 1; // normal zoom
695         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
696                 reticle_type = 2; // nex zoom
697
698         if (reticle_type)
699         {
700                 if(autocvar_cl_reticle_stretch)
701                 {
702                         reticle_size_x = vid_conwidth;
703                         reticle_size_y = vid_conheight;
704                         reticle_pos_x = 0;
705                         reticle_pos_y = 0;
706                 }
707                 else
708                 {
709                         reticle_size_x = max(vid_conwidth, vid_conheight);
710                         reticle_size_y = max(vid_conwidth, vid_conheight);
711                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
712                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
713                 }
714
715                 f = current_zoomfraction;
716                 if(zoomscript_caught)
717                         f = 1;
718                 if(autocvar_cl_reticle_item_normal)
719                 {
720                         if(reticle_type == 1 && f)
721                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
722                 }
723                 if(autocvar_cl_reticle_item_nex)
724                 {
725                         if(reticle_type == 2 && f)
726                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
727                 }
728         }
729
730
731         // improved polyblend
732         vector rgb;
733         if(autocvar_hud_contents)
734         {
735                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
736                 vector liquidcolor;
737                 
738                 switch(pointcontents(view_origin))
739                 {
740                         case CONTENT_WATER:
741                                 liquidalpha = autocvar_hud_contents_water_alpha;
742                                 liquidcolor = stov(autocvar_hud_contents_water_color);
743                                 incontent = 1;
744                                 break;
745                                 
746                         case CONTENT_LAVA:
747                                 liquidalpha = autocvar_hud_contents_lava_alpha;
748                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
749                                 incontent = 1;
750                                 break;  
751                                                         
752                         case CONTENT_SLIME:
753                                 liquidalpha = autocvar_hud_contents_slime_alpha;
754                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
755                                 incontent = 1;
756                                 break;
757                                 
758                         default:
759                                 liquidalpha = 0;
760                                 liquidcolor = '0 0 0';
761                                 incontent = 0;
762                                 break;
763                 }
764                 
765                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
766                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
767                         contentfadetime = autocvar_hud_contents_fadeintime;
768                         liquidalpha_prev = liquidalpha;
769                         liquidcolor_prev = liquidcolor;
770                 }
771                 else
772                         contentfadetime = autocvar_hud_contents_fadeouttime;
773                         
774                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
775                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
776                 
777                 if(contentavgalpha)
778                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
779
780                 if(autocvar_hud_postprocessing)
781                 {
782                         if(autocvar_hud_contents_blur && contentavgalpha)
783                         {
784                                 content_blurpostprocess_x = 1;
785                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
786                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
787                         }
788                         else
789                         {
790                                 content_blurpostprocess_x = 0;
791                                 content_blurpostprocess_y = 0;
792                                 content_blurpostprocess_z = 0;
793                         }
794                 }
795         }
796         
797         if(autocvar_hud_damage)
798         {
799                 splash_size_x = max(vid_conwidth, vid_conheight);
800                 splash_size_y = max(vid_conwidth, vid_conheight);
801                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
802                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
803
804                 float myhealth_flash_temp;
805                 myhealth = getstati(STAT_HEALTH);
806
807                 // fade out
808                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
809                 // add new damage
810                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
811
812                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
813                 pain_threshold = autocvar_hud_damage_pain_threshold;
814                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
815                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
816
817                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
818                 {
819                         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);
820                 }
821
822                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
823
824                 if(myhealth_prev < 1)
825                 {
826                         if(myhealth >= 1)
827                         {
828                                 myhealth_flash = 0; // just spawned, clear the flash immediately
829                                 myhealth_flash_temp = 0;
830                         }
831                         else
832                         {
833                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
834                         }
835                 }
836
837                 if(spectatee_status == -1 || intermission)
838                 {
839                         myhealth_flash = 0; // observing, or match ended
840                         myhealth_flash_temp = 0;
841                 }
842
843                 myhealth_prev = myhealth;
844
845                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
846                 {
847                         if(autocvar_cl_gentle_damage == 2)
848                         {
849                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
850                                 {
851                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
852                                 }
853                         }
854                         else
855                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
856
857                         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);
858                 }
859                 else
860                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
861
862                 if(autocvar_hud_postprocessing)
863                 {
864                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
865                         {
866                                 damage_blurpostprocess_x = 1;
867                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
868                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
869                         }
870                         else
871                         {
872                                 damage_blurpostprocess_x = 0;
873                                 damage_blurpostprocess_y = 0;
874                                 damage_blurpostprocess_z = 0;
875                         }
876                 }
877         }
878
879         if(autocvar_hud_postprocessing)
880         {
881                 // all of this should be done in the engine eventually
882
883                 // enable or disable rendering types if they are used or not
884                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
885                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
886                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
887                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
888
889                 // lets apply the postprocess effects from the previous two functions if needed
890                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
891                 {
892                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
893                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
894                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
895                         {
896                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
897                                 old_blurradius = blurradius;
898                                 old_bluralpha = bluralpha;
899                         }
900                 }
901                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
902                 {
903                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
904                         old_blurradius = 0;
905                         old_bluralpha = 0;
906                 }
907
908                 float sharpen_intensity;
909                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
910                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
911                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
912                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
913
914                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
915                 {
916                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
917
918                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
919                         {
920                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
921                                 old_sharpen_intensity = sharpen_intensity;
922                         }
923                 }
924                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
925                 {
926                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
927                         old_sharpen_intensity = 0;
928                 }
929         }
930
931         // Draw the mouse cursor
932         // NOTE: drawpic must happen after R_RenderScene for some reason
933         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
934         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
935         //self = edict_num(player_localnum);
936         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
937         //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);
938         // as long as the ctf part isn't in, this is useless
939         if(menu_visible)
940                 menu_show();
941
942         /*if(gametype == GAME_CTF)
943           {
944           ctf_view();
945           } else */
946
947         // draw 2D entities
948         e = self;
949         for(self = world; (self = nextent(self)); )
950                 if(self.draw2d)
951                         self.draw2d();
952         self = e;
953         Draw_ShowNames_All();
954
955         scoreboard_active = HUD_WouldDrawScoreboard();
956
957         hit_time = getstatf(STAT_HIT_TIME);
958         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
959         {
960                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
961                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
962         }
963         typehit_time = getstatf(STAT_TYPEHIT_TIME);
964         if(typehit_time > nextsound_typehit_time)
965         {
966                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
967                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
968         }
969
970         float hud;
971         hud = getstati(STAT_HUD);
972         if(hud == HUD_SPIDERBOT)
973                 CSQC_SPIDER_HUD();
974         else if(hud == HUD_WAKIZASHI)
975         CSQC_WAKIZASHI_HUD();
976     else if(hud == HUD_RAPTOR)
977         CSQC_RAPTOR_HUD();
978         else
979         {
980                 if(gametype == GAME_FREEZETAG)
981                 {
982                         if(getstati(STAT_FROZEN))
983                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
984                         if(getstatf(STAT_REVIVE_PROGRESS))
985                         {
986                                 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);
987                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
988                         }
989                 }
990
991                 if(autocvar_r_letterbox == 0)
992                         if(autocvar_viewsize < 120)
993                                 CSQC_common_hud();
994
995                 // crosshair goes VERY LAST
996                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
997                         string wcross_style;
998                         float wcross_alpha, wcross_resolution;
999                         wcross_style = autocvar_crosshair;
1000                         if (wcross_style == "0")
1001                                 return;
1002                         wcross_resolution = autocvar_crosshair_size;
1003                         if (wcross_resolution == 0)
1004                                 return;
1005                         wcross_alpha = autocvar_crosshair_alpha;
1006                         if (wcross_alpha == 0)
1007                                 return;
1008
1009                         // TrueAim check
1010                         float shottype;
1011
1012                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1013                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1014                         wcross_origin_z = 0;
1015                         if(autocvar_crosshair_hittest)
1016                         {
1017                                 vector wcross_oldorigin;
1018                                 wcross_oldorigin = wcross_origin;
1019                                 shottype = TrueAimCheck();
1020                                 if(shottype == SHOTTYPE_HITWORLD)
1021                                 {
1022                                         v = wcross_origin - wcross_oldorigin;
1023                                         v_x /= vid_conwidth;
1024                                         v_y /= vid_conheight;
1025                                         if(vlen(v) > 0.01)
1026                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1027                                 }
1028                                 if(!autocvar_crosshair_hittest_showimpact)
1029                                         wcross_origin = wcross_oldorigin;
1030                         }
1031                         else
1032                                 shottype = SHOTTYPE_HITWORLD;
1033
1034                         vector wcross_color, wcross_size;
1035                         string wcross_wep, wcross_name;
1036                         float wcross_scale, wcross_blur;
1037
1038                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1039                                 e = get_weaponinfo(activeweapon);
1040                                 if (e && e.netname != "")
1041                                 {
1042                                         wcross_wep = e.netname;
1043                                         if(autocvar_crosshair_per_weapon)
1044                                         {
1045                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1046                                                 if (wcross_resolution == 0)
1047                                                         return;
1048                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1049                                                 if (wcross_alpha == 0)
1050                                                         return;
1051
1052                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1053                                                 if(wcross_style == "" || wcross_style == "0")
1054                                                         wcross_style = wcross_wep;
1055                                         }
1056                                 }
1057                         }
1058                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1059                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1060                         else if(autocvar_crosshair_color_by_health)
1061                         {
1062                                 local float x = getstati(STAT_HEALTH);
1063                                 
1064                                 //x = red
1065                                 //y = green
1066                                 //z = blue
1067                                 
1068                                 wcross_color_z = 0;
1069                                 
1070                                 if(x > 200)
1071                                 {
1072                                         wcross_color_x = 0;
1073                                         wcross_color_y = 1;
1074                                 }
1075                                 else if(x > 150)
1076                                 {
1077                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1078                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1079                                 }
1080                                 else if(x > 100)
1081                                 {
1082                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1083                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1084                                         wcross_color_z = 1 - (x-100)*0.02;
1085                                 }
1086                                 else if(x > 50)
1087                                 {
1088                                         wcross_color_x = 1;
1089                                         wcross_color_y = 1;
1090                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
1091                                 }
1092                                 else if(x > 20)
1093                                 {
1094                                         wcross_color_x = 1;
1095                                         wcross_color_y = (x-20)*90/27/100;
1096                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1097                                 }
1098                                 else
1099                                 {
1100                                         wcross_color_x = 1;
1101                                         wcross_color_y = 0;
1102                                 }
1103                         }
1104                         else
1105                                 wcross_color = stov(autocvar_crosshair_color);
1106
1107                         wcross_name = strcat("gfx/crosshair", wcross_style);
1108
1109                         if(autocvar_crosshair_effect_scalefade)
1110                         {
1111                                 wcross_scale = wcross_resolution;
1112                                 wcross_resolution = 1;
1113                         }
1114                         else
1115                         {
1116                                 wcross_scale = 1;
1117                         }
1118
1119                         if(autocvar_crosshair_pickup)
1120                         {
1121                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1122                                 {
1123                                         pickup_crosshair_size = 1;
1124                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1125                                 }
1126
1127                                 if(pickup_crosshair_size > 0)
1128                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1129                                 else
1130                                         pickup_crosshair_size = 0;
1131
1132                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1133                         }
1134                         
1135                         vector hitindication_color;
1136                         if(autocvar_crosshair_hitindication)
1137                         {
1138                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1139                                 if(hitindication_crosshair_time < hit_time)
1140                                 {
1141                                         hitindication_crosshair_size = 1;
1142                                         hitindication_crosshair_time = hit_time;
1143                                 }
1144
1145                                 if(hitindication_crosshair_size > 0)
1146                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1147                                 else
1148                                         hitindication_crosshair_size = 0;
1149
1150                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1151                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1152                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1153                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1154                         }
1155
1156                         if(shottype == SHOTTYPE_HITENEMY)
1157                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1158                         if(shottype == SHOTTYPE_HITTEAM)
1159                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1160
1161                         f = autocvar_crosshair_effect_speed;
1162                         if(f < 0)
1163                                 f *= -2 * g_weaponswitchdelay;
1164                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1165                         {
1166                                 wcross_changedonetime = time + f;
1167                         }
1168                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1169                         {
1170                                 wcross_name_changestarttime = time;
1171                                 wcross_name_changedonetime = time + f;
1172                                 if(wcross_name_goal_prev_prev)
1173                                         strunzone(wcross_name_goal_prev_prev);
1174                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1175                                 wcross_name_goal_prev = strzone(wcross_name);
1176                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1177                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1178                                 wcross_resolution_goal_prev = wcross_resolution;
1179                         }
1180
1181                         wcross_scale_goal_prev = wcross_scale;
1182                         wcross_alpha_goal_prev = wcross_alpha;
1183                         wcross_color_goal_prev = wcross_color;
1184
1185                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1186                         {
1187                                 wcross_blur = 1;
1188                                 wcross_alpha *= 0.75;
1189                         }
1190                         else
1191                                 wcross_blur = 0;
1192                         // *_prev is at time-frametime
1193                         // * is at wcross_changedonetime+f
1194                         // what do we have at time?
1195                         if(time < wcross_changedonetime)
1196                         {
1197                                 f = frametime / (wcross_changedonetime - time + frametime);
1198                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1199                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1200                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1201                         }
1202
1203                         wcross_scale_prev = wcross_scale;
1204                         wcross_alpha_prev = wcross_alpha;
1205                         wcross_color_prev = wcross_color;
1206
1207                         wcross_scale *= 1 - autocvar__menu_alpha;
1208                         wcross_alpha *= 1 - autocvar__menu_alpha;
1209                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1210
1211                         // crosshair rings for weapon stats
1212                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1213                         {
1214                                 // declarations and stats
1215                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1216                                 string ring_image, ring_inner_image;
1217                                 vector ring_rgb, ring_inner_rgb;
1218                                 
1219                                 ring_scale = autocvar_crosshair_ring_size;
1220
1221                                 float weapon_clipload, weapon_clipsize;
1222                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1223                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1224
1225                                 float nex_charge, nex_chargepool;
1226                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1227                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1228
1229                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1230                                         nex_charge_movingavg = nex_charge;
1231                                         
1232
1233                                 // handle the values
1234                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1235                                 {
1236                                         if (nex_chargepool || use_nex_chargepool) { 
1237                                                 use_nex_chargepool = 1; 
1238                                                 ring_inner_value = nex_chargepool;
1239                                         } else { 
1240                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1241                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1242                                         }
1243                                                 
1244                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1245                                         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;
1246                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1247                                         
1248                                         // draw the outer ring to show the current charge of the weapon
1249                                         ring_value = nex_charge;
1250                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1251                                         ring_rgb = wcross_color;
1252                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1253                                 }
1254                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1255                                 {
1256                                         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.
1257                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1258                                         ring_rgb = wcross_color;
1259                                         ring_image = "gfx/crosshair_ring.tga";
1260                                 }
1261                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1262                                 {
1263                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1264                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1265                                         ring_rgb = wcross_color;
1266                                         ring_image = "gfx/crosshair_ring.tga";
1267                                 }
1268
1269                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1270                                 {
1271                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1272                                         ring_scale = autocvar_crosshair_ring_reload_size;
1273                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1274                                         ring_rgb = wcross_color;
1275                                         
1276                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1277                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1278                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1279                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1280                                         else
1281                                                 ring_image = "gfx/crosshair_ring.tga";
1282                                 }
1283
1284                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1285                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1286
1287                                 if (ring_value)
1288                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1289                         }
1290
1291 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1292                         do \
1293                         { \
1294                                 if(wcross_blur > 0) \
1295                                 { \
1296                                         for(i = -2; i <= 2; ++i) \
1297                                                 for(j = -2; j <= 2; ++j) \
1298                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1299                                 } \
1300                                 else \
1301                                 { \
1302                                         M(0,0,sz,wcross_name,wcross_alpha); \
1303                                 } \
1304                         } \
1305                         while(0)
1306
1307 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1308                         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)
1309
1310 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1311                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1312
1313                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1314                         {
1315                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1316                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1317                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1318                                 f = 1 - f;
1319                         }
1320                         else
1321                         {
1322                                 f = 1;
1323                         }
1324
1325                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1326                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1327
1328                         if(autocvar_crosshair_dot)
1329             {
1330                 vector wcross_color_old;
1331                 wcross_color_old = wcross_color;
1332                 if(autocvar_crosshair_dot_color != "0")
1333                     wcross_color = stov(autocvar_crosshair_dot_color);
1334                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1335                 wcross_color = wcross_color_old;
1336             }
1337
1338                         wcross_name_alpha_goal_prev = f;
1339                 }
1340                 else
1341                 {
1342                         wcross_scale_prev = 0;
1343                         wcross_alpha_prev = 0;
1344                         wcross_scale_goal_prev = 0;
1345                         wcross_alpha_goal_prev = 0;
1346                         wcross_changedonetime = 0;
1347                         if(wcross_name_goal_prev)
1348                                 strunzone(wcross_name_goal_prev);
1349                         wcross_name_goal_prev = string_null;
1350                         if(wcross_name_goal_prev_prev)
1351                                 strunzone(wcross_name_goal_prev_prev);
1352                         wcross_name_goal_prev_prev = string_null;
1353                         wcross_name_changestarttime = 0;
1354                         wcross_name_changedonetime = 0;
1355                         wcross_name_alpha_goal_prev = 0;
1356                         wcross_name_alpha_goal_prev_prev = 0;
1357                         wcross_resolution_goal_prev = 0;
1358                         wcross_resolution_goal_prev_prev = 0;
1359                 }
1360         }
1361
1362         if(NextFrameCommand)
1363         {
1364                 localcmd("\n", NextFrameCommand, "\n");
1365                 NextFrameCommand = string_null;
1366         }
1367
1368         // we must do this check AFTER a frame was rendered, or it won't work
1369         if(cs_project_is_b0rked == 0)
1370         {
1371                 string w0, h0;
1372                 w0 = ftos(autocvar_vid_conwidth);
1373                 h0 = ftos(autocvar_vid_conheight);
1374                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1375                 //R_SetView(VF_FOV, '90 90 0');
1376                 R_SetView(VF_ORIGIN, '0 0 0');
1377                 R_SetView(VF_ANGLES, '0 0 0');
1378                 R_SetView(VF_PERSPECTIVE, 1);
1379                 makevectors('0 0 0');
1380                 vector v1, v2;
1381                 cvar_set("vid_conwidth", "800");
1382                 cvar_set("vid_conheight", "600");
1383                 v1 = cs_project(v_forward);
1384                 cvar_set("vid_conwidth", "640");
1385                 cvar_set("vid_conheight", "480");
1386                 v2 = cs_project(v_forward);
1387                 if(v1 == v2)
1388                         cs_project_is_b0rked = 1;
1389                 else
1390                         cs_project_is_b0rked = -1;
1391                 cvar_set("vid_conwidth", w0);
1392                 cvar_set("vid_conheight", h0);
1393         }
1394
1395         if(autocvar__hud_configure)
1396                 HUD_Panel_Mouse();
1397
1398         // let's reset the view back to normal for the end
1399         R_SetView(VF_MIN, '0 0 0');
1400         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1401 }
1402
1403 #define spider_h "gfx/vehicles/hud_bg.tga"
1404 #define spider_b "gfx/vehicles/sbot.tga"
1405 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1406 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1407 #define spider_s "gfx/vehicles/shiled.tga"
1408 #define spider_a1 "gfx/hud/sb_rocket.tga"
1409 #define spider_a2 "gfx/sb_bullets.tga"
1410
1411 void CSQC_SPIDER_HUD()
1412 {
1413         float rockets, reload, heat, hp, shield;
1414         vector picsize, hudloc;
1415
1416     // Fetch health & ammo stats
1417     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1418         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1419         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1420         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1421         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1422
1423     // Draw the crosshairs
1424     picsize = drawgetimagesize(SPIDER_CROSS);
1425     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1426     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1427     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);
1428
1429     hudloc_y =  4;
1430     hudloc_x = 4;
1431
1432     picsize = drawgetimagesize(spider_h) * 0.5;
1433     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1434
1435     picsize = drawgetimagesize(spider_a2) * 0.5;
1436     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1437
1438     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1439     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1440     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1441
1442     picsize = drawgetimagesize(spider_a1) * 0.85;
1443     if(rockets == 9)
1444     {
1445         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1446         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1447     }
1448     else
1449     {
1450         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1451         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1452     }
1453
1454     picsize = drawgetimagesize(spider_b) * 0.5;
1455     hudloc_y = 10.5;
1456     hudloc_x = 10.5;
1457
1458     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1459     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1460     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1461     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1462
1463
1464         /*
1465         // Draw health bar
1466         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1467         p = p + '0 1 0' * vid_conheight - '0 32 0';
1468         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1469         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1470         p_y += 8;
1471         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1472         p_x += 256 * hp;
1473         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1474
1475         // Draw minigun heat indicator
1476         p = '0.5 0 0' * (vid_conwidth - 256);
1477         p = p + '0 1 0' * vid_conheight - '0 34  0';
1478         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1479         p_x += 256 * (1-heat);
1480         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1481
1482
1483         // Draw rocket icons for loaded/empty tubes.
1484         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1485         pp += '0 1 0' * vid_conheight - '0 64 0';
1486         for(i = 0; i < 8; ++i)
1487         {
1488                 p = pp + '1 0 0' * (rkt_size * i);
1489                 if(rockets == 8)
1490                 {
1491                         if(floor(reload * 8) == i)
1492                         {
1493                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1494                         }
1495                         else if(i < reload * 8)
1496                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1497                         else
1498                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1499                 }
1500                 else
1501                 {
1502                         if(i < rockets)
1503                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1504                         else
1505                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1506                 }
1507         }
1508         */
1509
1510         if (scoreboard_showscores)
1511         {
1512                 HUD_DrawScoreboard();
1513                 HUD_DrawCenterPrint();
1514         }
1515
1516 }
1517
1518 #define raptor_h "gfx/vehicles/hud_bg.tga"
1519 #define raptor_b "gfx/vehicles/raptor.tga"
1520 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1521 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1522 #define raptor_s "gfx/vehicles/shiled.tga"
1523
1524 void CSQC_RAPTOR_HUD()
1525 {
1526         float reload, hp, shield, energy;
1527         vector picsize, hudloc;
1528
1529     // Fetch health & ammo stats
1530     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1531         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1532         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1533         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1534
1535     // Draw the crosshairs
1536     picsize = drawgetimagesize(SPIDER_CROSS);
1537     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1538     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1539     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);
1540
1541     hudloc_y =  4;
1542     hudloc_x = 4;
1543
1544     picsize = drawgetimagesize(raptor_h) * 0.5;
1545     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1546
1547     picsize = drawgetimagesize(spider_a2) * 0.5;
1548     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1549
1550     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1551     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1552     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1553
1554
1555     picsize = drawgetimagesize(spider_a1) * 0.85;
1556     if(reload == 1)
1557     {
1558         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1559         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1560     }
1561     else
1562     {
1563         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1564         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1565     }
1566
1567     picsize = drawgetimagesize(raptor_b) * 0.5;
1568     hudloc_y = 10.5;
1569     hudloc_x = 10.5;
1570
1571     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1572     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1573     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1574     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1575
1576
1577         if (scoreboard_showscores)
1578         {
1579                 HUD_DrawScoreboard();
1580                 HUD_DrawCenterPrint();
1581         }
1582
1583 }
1584
1585 #define waki_h "gfx/vehicles/hud_bg.tga"
1586 #define waki_b "gfx/vehicles/waki.tga"
1587 #define waki_e "gfx/vehicles/waki_e.tga"
1588 #define waki_g "gfx/vehicles/waki_guns.tga"
1589 #define waki_r "gfx/vehicles/waki_rockets.tga"
1590 #define waki_s "gfx/vehicles/shiled.tga"
1591
1592 #define waki_a1 "gfx/hud/sb_rocket.tga"
1593 #define waki_a2 "gfx/sb_cells.tga"
1594
1595 void CSQC_WAKIZASHI_HUD()
1596 {
1597         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1598         float health, shield, energy, rockets;
1599         vector picsize, hudloc;
1600
1601     picsize = drawgetimagesize(SPIDER_CROSS);
1602     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1603     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1604     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);
1605
1606 /*
1607 const float STAT_VEHICLESTAT_HEALTH  = 60;
1608 const float STAT_VEHICLESTAT_SHIELD  = 61;
1609 const float STAT_VEHICLESTAT_ENERGY  = 62;
1610 const float STAT_VEHICLESTAT_AMMO1   = 63;
1611 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1612 const float STAT_VEHICLESTAT_AMMO2   = 65;
1613 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1614 */
1615     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1616         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1617         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1618         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1619
1620     hudloc_y =  4;
1621     hudloc_x = 4;
1622
1623     picsize = drawgetimagesize(waki_h) * 0.5;
1624     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1625
1626     picsize = drawgetimagesize(waki_a2) * 0.7;
1627     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1628
1629
1630     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1631     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1632
1633     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1634
1635     picsize = drawgetimagesize(waki_a1) * 0.75;
1636     if(rockets == 1)
1637     {
1638         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1639         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1640     }
1641     else
1642     {
1643         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1644         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1645         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1646     }
1647
1648     picsize = drawgetimagesize(waki_b) * 0.5;
1649     hudloc_y = 10.5;
1650     hudloc_x = 10.5;
1651
1652     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1653     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1654     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1655     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1656
1657
1658
1659         /*
1660         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1661         p = p + '0 1 0' * vid_conheight - '0 32 0';
1662
1663         // Draw health bar
1664         p_y += 8;
1665         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1666         p_x += 256 * health;
1667         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1668
1669         // Draw shiled bar
1670         p_x -= 256 * health;
1671         p_y += 4;
1672         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1673
1674         // Draw energy
1675         //p_x -= 256 * health;
1676         p_y -= 8;
1677         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1678
1679         // Draw rockets bar
1680         p_y += 12;
1681         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1682         */
1683
1684
1685
1686
1687         if (scoreboard_showscores)
1688         {
1689                 HUD_DrawScoreboard();
1690                 HUD_DrawCenterPrint();
1691         }
1692
1693 }
1694
1695 void CSQC_common_hud(void)
1696 {
1697         // HUD_SortFrags(); done in HUD_Draw
1698         float hud;
1699         hud = getstati(STAT_HUD);
1700
1701         //hud = 10;
1702         switch(hud)
1703         {
1704                 case HUD_NORMAL:
1705                         // do some accuracy var caching
1706                         float i;
1707                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1708                         {
1709                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1710                                 {
1711                                         if(acc_color_levels)
1712                                                 strunzone(acc_color_levels);
1713                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1714                                         acc_levels = tokenize(acc_color_levels);
1715                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1716                                                 acc_levels = MAX_ACCURACY_LEVELS;
1717
1718                                         for (i = 0; i < acc_levels; ++i)
1719                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1720                                 }
1721                                 // let know that acc_col[] needs to be loaded
1722                                 acc_col_x[0] = -1;
1723                         }
1724
1725                         HUD_Main(); // always run these functions for alpha checks
1726                         HUD_DrawScoreboard();
1727
1728                         if (scoreboard_active) // scoreboard/accuracy
1729                         {       
1730                                 HUD_Reset();
1731                                 // HUD_DrawScoreboard takes care of centerprint_start
1732                         }
1733                         else if (intermission == 2) // map voting screen
1734                         {
1735                                 HUD_FinaleOverlay();
1736                                 HUD_Reset();
1737
1738                                 centerprint_start_x = 0;
1739                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1740                         }
1741                         else // hud
1742                         {
1743                                 centerprint_start_x = 0;
1744                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1745                         }
1746
1747                         HUD_DrawCenterPrint();
1748                         break;
1749
1750                 case HUD_SPIDERBOT:
1751                         CSQC_SPIDER_HUD();
1752                         break;
1753
1754                 case HUD_WAKIZASHI:
1755                         CSQC_WAKIZASHI_HUD();
1756                         break;
1757         }
1758 }
1759
1760
1761 // following vectors must be global to allow seamless switching between camera modes
1762 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1763 void CSQC_Demo_Camera()
1764 {
1765         float speed, attenuation, dimensions;
1766         vector tmp, delta;
1767
1768         if( autocvar_camera_reset || !camera_mode )
1769         {
1770                 camera_offset = '0 0 0';
1771                 current_angles = '0 0 0';
1772                 camera_direction = '0 0 0';
1773                 camera_offset_z += 30;
1774                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1775                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1776                 current_origin = view_origin;
1777                 current_camera_offset  = camera_offset;
1778                 cvar_set("camera_reset", "0");
1779                 camera_mode = CAMERA_CHASE;
1780         }
1781
1782         // Camera angles
1783         if( camera_roll )
1784                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1785
1786         if(autocvar_camera_look_player)
1787         {
1788                 local vector dir;
1789                 local float n;
1790
1791                 dir = normalize(view_origin - current_position);
1792                 n = mouse_angles_z;
1793                 mouse_angles = vectoangles(dir);
1794                 mouse_angles_x = mouse_angles_x * -1;
1795                 mouse_angles_z = n;
1796         }
1797         else
1798         {
1799                 tmp = getmousepos() * 0.1;
1800                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1801                 {
1802                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1803                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1804                 }
1805         }
1806
1807         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1808         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1809         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1810         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1811
1812         // Fix difference when angles don't have the same sign
1813         delta = '0 0 0';
1814         if(mouse_angles_y < -60 && current_angles_y > 60)
1815                 delta = '0 360 0';
1816         if(mouse_angles_y > 60 && current_angles_y < -60)
1817                 delta = '0 -360 0';
1818
1819         if(autocvar_camera_look_player)
1820                 attenuation = autocvar_camera_look_attenuation;
1821         else
1822                 attenuation = autocvar_camera_speed_attenuation;
1823
1824         attenuation = 1 / max(1, attenuation);
1825         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1826
1827         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1828         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1829         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1830         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1831
1832         // Camera position
1833         tmp = '0 0 0';
1834         dimensions = 0;
1835
1836         if( camera_direction_x )
1837         {
1838                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1839                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1840                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1841                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1842                 ++dimensions;
1843         }
1844
1845         if( camera_direction_y )
1846         {
1847                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1848                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1849                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1850                 ++dimensions;
1851         }
1852
1853         if( camera_direction_z )
1854         {
1855                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1856                 ++dimensions;
1857         }
1858
1859         if(autocvar_camera_free)
1860                 speed = autocvar_camera_speed_free;
1861         else
1862                 speed = autocvar_camera_speed_chase;
1863
1864         if(dimensions)
1865         {
1866                 speed = speed * sqrt(1 / dimensions);
1867                 camera_offset += tmp * speed;
1868         }
1869
1870         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1871
1872         // Camera modes
1873         if( autocvar_camera_free )
1874         {
1875                 if ( camera_mode == CAMERA_CHASE )
1876                 {
1877                         current_camera_offset = current_origin + current_camera_offset;
1878                         camera_offset = current_origin + camera_offset;
1879                 }
1880
1881                 camera_mode = CAMERA_FREE;
1882                 current_position = current_camera_offset;
1883         }
1884         else
1885         {
1886                 if ( camera_mode == CAMERA_FREE )
1887                 {
1888                         current_origin = view_origin;
1889                         camera_offset = camera_offset - current_origin;
1890                         current_camera_offset = current_camera_offset - current_origin;
1891                 }
1892
1893                 camera_mode = CAMERA_CHASE;
1894
1895                 if(autocvar_camera_chase_smoothly)
1896                         current_origin += (view_origin - current_origin) * attenuation;
1897                 else
1898                         current_origin = view_origin;
1899
1900                 current_position = current_origin + current_camera_offset;
1901         }
1902
1903         R_SetView(VF_ANGLES, current_angles);
1904         R_SetView(VF_ORIGIN, current_position);
1905 }