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Merge remote-tracking branch 'origin/samual/fixes_for_latest_merge'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_SNIPERRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
360
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
363
364 vector myhealth_gentlergb;
365
366 float contentavgalpha, liquidalpha_prev;
367 vector liquidcolor_prev;
368
369 void CSQC_UpdateView(float w, float h)
370 {
371         entity e;
372         float fov;
373         float f, i, j;
374         vector v, vo;
375         vector vf_size, vf_min;
376         float a;
377
378         vf_size = R_SetView3fv(VF_SIZE);
379         vf_min = R_SetView3fv(VF_MIN);
380         vid_width = vf_size_x;
381         vid_height = vf_size_y;
382
383         vector reticle_pos, reticle_size;
384         vector splash_pos, splash_size;
385
386         WaypointSprite_Load();
387
388         if(spectatee_status)
389                 myteam = GetPlayerColor(spectatee_status - 1);
390         else
391                 myteam = GetPlayerColor(player_localentnum - 1);
392
393         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
394         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
395
396         warpzone_fixview_origin = pmove_org + vo;
397         warpzone_fixview_cl_viewangles = input_angles;
398         warpzone_fixview_angles = view_angles;
399         WarpZone_FixView();
400         pmove_org = warpzone_fixview_origin - vo;
401         input_angles = warpzone_fixview_cl_viewangles;
402         view_angles = warpzone_fixview_angles;
403
404         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
405         {
406                 pmove_org = freeze_pmove_org;
407                 input_angles = view_angles = freeze_input_angles;
408                 R_SetView(VF_ORIGIN, pmove_org + vo);
409                 R_SetView(VF_ANGLES, view_angles);
410                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
411         }
412         freeze_pmove_org = pmove_org;
413         freeze_input_angles = input_angles;
414
415         // Render the Scene
416         if(!intermission || !view_set)
417         {
418                 view_origin = pmove_org + vo;
419                 view_angles = input_angles;
420                 makevectors(view_angles);
421                 view_forward = v_forward;
422                 view_right = v_right;
423                 view_up = v_up;
424                 view_set = 1;
425         }
426
427 #ifdef BLURTEST
428         if(time > blurtest_time0 && time < blurtest_time1)
429         {
430                 float r, t;
431
432                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
433                 r = t * blurtest_radius;
434                 f = 1 / pow(t, blurtest_power) - 1;
435
436                 cvar_set("r_glsl_postprocess", "1");
437                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
438         }
439         else
440         {
441                 cvar_set("r_glsl_postprocess", "0");
442                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
443         }
444 #endif
445
446         TargetMusic_Advance();
447         Fog_Force();
448
449         drawframetime = max(0.000001, time - drawtime);
450         drawtime = time;
451
452         // watch for gametype changes here...
453         // in ParseStuffCMD the cmd isn't executed yet :/
454         // might even be better to add the gametype to TE_CSQC_INIT...?
455         if(!postinit)
456                 PostInit();
457
458         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
459                 if(calledhooks & HOOK_START)
460                 {
461                         localcmd("\ncl_hook_gameend\n");
462                         calledhooks |= HOOK_END;
463                 }
464
465         CheckForGamestartChange();
466         serverAnnouncer();
467         maptimeAnnouncer();
468         carrierAnnouncer();
469
470         fov = autocvar_fov;
471         if(button_zoom || fov <= 59.5)
472         {
473                 if(!zoomscript_caught)
474                 {
475                         localcmd("+button4\n");
476                         zoomscript_caught = 1;
477                         ignore_plus_zoom += 1;
478                 }
479         }
480         else
481         {
482                 if(zoomscript_caught)
483                 {
484                         localcmd("-button4\n");
485                         zoomscript_caught = 0;
486                         ignore_minus_zoom += 1;
487                 }
488         }
489
490         ColorTranslateMode = autocvar_cl_stripcolorcodes;
491         activeweapon = getstati(STAT_SWITCHWEAPON);
492         f = (serverflags & SERVERFLAG_TEAMPLAY);
493         if(f != teamplay)
494         {
495                 teamplay = f;
496                 HUD_InitScores();
497         }
498
499         if(last_weapon != activeweapon) {
500                 weapontime = time;
501                 last_weapon = activeweapon;
502
503                 e = get_weaponinfo(activeweapon);
504                 if(e.netname != "")
505                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
506                 else
507                         localcmd("\ncl_hook_activeweapon none\n");
508         }
509
510         // ALWAYS Clear Current Scene First
511         R_ClearScene();
512
513         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
514         R_SetView(VF_SIZE, vf_size);
515         R_SetView(VF_MIN, vf_min);
516
517         // Assign Standard Viewflags
518         // Draw the World (and sky)
519         R_SetView(VF_DRAWWORLD, 1);
520
521         // Set the console size vars
522         vid_conwidth = autocvar_vid_conwidth;
523         vid_conheight = autocvar_vid_conheight;
524         vid_pixelheight = autocvar_vid_pixelheight;
525
526         R_SetView(VF_FOV, GetCurrentFov(fov));
527
528         // Camera for demo playback
529         if(camera_active)
530         {
531                 if(autocvar_camera_enable)
532                         CSQC_Demo_Camera();
533                 else
534                 {
535                         cvar_set("chase_active", ftos(chase_active_backup));
536                         cvar_set("cl_demo_mousegrab", "0");
537                         camera_active = FALSE;
538                 }
539         }
540 #ifdef CAMERATEST
541         else if(autocvar_camera_enable)
542 #else
543         else if(autocvar_camera_enable && isdemo())
544 #endif
545         {
546                 // Enable required Darkplaces cvars
547                 chase_active_backup = autocvar_chase_active;
548                 cvar_set("chase_active", "2");
549                 cvar_set("cl_demo_mousegrab", "1");
550                 camera_active = TRUE;
551                 camera_mode = FALSE;
552         }
553
554         // Draw the Crosshair
555         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
556
557         // Draw the Engine Status Bar (the default Quake HUD)
558         R_SetView(VF_DRAWENGINEHUD, 0);
559
560         // fetch this one only once per frame
561         hud_showbinds = autocvar_hud_showbinds;
562         hud_showbinds_limit = autocvar_hud_showbinds_limit;
563
564         // Update the mouse position
565         /*
566            mousepos_x = vid_conwidth;
567            mousepos_y = vid_conheight;
568            mousepos = mousepos*0.5 + getmousepos();
569          */
570
571         e = self;
572         for(self = world; (self = nextent(self)); )
573                 if(self.draw)
574                         self.draw();
575         self = e;
576
577         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
578         R_RenderScene();
579
580         // now switch to 2D drawing mode by calling a 2D drawing function
581         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
582         // next R_RenderScene call
583         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
584
585         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
586         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
587         {
588                 // apply night vision effect
589                 vector rgb, tc_00, tc_01, tc_10, tc_11;
590
591                 if(!nightvision_noise)
592                 {
593                         nightvision_noise = spawn();
594                         nightvision_noise.classname = "nightvision_noise";
595                 }
596                 if(!nightvision_noise2)
597                 {
598                         nightvision_noise2 = spawn();
599                         nightvision_noise2.classname = "nightvision_noise2";
600                 }
601
602                 // color tint in yellow
603                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
604
605                 // draw BG
606                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
607                 rgb = '1 1 1';
608                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
609                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
610                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
611                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
612                 tc_11 = tc_01 + tc_10 - tc_00;
613                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
614                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
615                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
616                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
617                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
618                 R_EndPolygon();
619
620                 // draw FG
621                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
622                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
623                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
624                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
625                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
626                 tc_11 = tc_01 + tc_10 - tc_00;
627                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
628                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
629                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
630                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
631                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
632                 R_EndPolygon();
633         }
634
635         // Draw the aiming reticle for weapons that use it
636         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
637         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
638         // the view to go back to normal, so reticle_type would become 0 as we fade out)
639         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
640                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
641         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
642                 reticle_type = 2; // nex zoom
643         else if(button_zoom || zoomscript_caught)
644                 reticle_type = 1; // normal zoom
645         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
646                 reticle_type = 2; // nex zoom
647
648         if (reticle_type)
649         {
650                 if(autocvar_cl_reticle_stretch)
651                 {
652                         reticle_size_x = vid_conwidth;
653                         reticle_size_y = vid_conheight;
654                         reticle_pos_x = 0;
655                         reticle_pos_y = 0;
656                 }
657                 else
658                 {
659                         reticle_size_x = max(vid_conwidth, vid_conheight);
660                         reticle_size_y = max(vid_conwidth, vid_conheight);
661                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
662                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
663                 }
664
665                 f = current_zoomfraction;
666                 if(zoomscript_caught)
667                         f = 1;
668                 if(autocvar_cl_reticle_item_normal)
669                 {
670                         if(reticle_type == 1 && f)
671                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
672                 }
673                 if(autocvar_cl_reticle_item_nex)
674                 {
675                         if(reticle_type == 2 && f)
676                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
677                 }
678         }
679
680
681         // improved polyblend
682         vector rgb;
683         if(autocvar_hud_contents)
684         {
685                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
686                 vector liquidcolor;
687                 
688                 switch(pointcontents(view_origin))
689                 {
690                         case CONTENT_WATER:
691                                 liquidalpha = autocvar_hud_contents_water_alpha;
692                                 liquidcolor = stov(autocvar_hud_contents_water_color);
693                                 incontent = 1;
694                                 break;
695                                 
696                         case CONTENT_LAVA:
697                                 liquidalpha = autocvar_hud_contents_lava_alpha;
698                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
699                                 incontent = 1;
700                                 break;  
701                                                         
702                         case CONTENT_SLIME:
703                                 liquidalpha = autocvar_hud_contents_slime_alpha;
704                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
705                                 incontent = 1;
706                                 break;
707                                 
708                         default:
709                                 liquidalpha = 0;
710                                 liquidcolor = '0 0 0';
711                                 incontent = 0;
712                                 break;
713                 }
714                 
715                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
716                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
717                         contentfadetime = autocvar_hud_contents_fadeintime;
718                         liquidalpha_prev = liquidalpha;
719                         liquidcolor_prev = liquidcolor;
720                 }
721                 else
722                         contentfadetime = autocvar_hud_contents_fadeouttime;
723                         
724                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
725                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
726                 
727                 if(contentavgalpha)
728                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
729         }
730         
731         if(autocvar_hud_damage)
732         {
733                 splash_size_x = max(vid_conwidth, vid_conheight);
734                 splash_size_y = max(vid_conwidth, vid_conheight);
735                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
736                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
737
738                 float myhealth_flash_temp;
739                 myhealth = getstati(STAT_HEALTH);
740
741                 // fade out
742                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
743                 // add new damage
744                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
745
746                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
747                 pain_threshold = autocvar_hud_damage_pain_threshold;
748                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
749                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
750
751                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
752                 {
753                         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);
754                 }
755
756                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
757
758                 if(myhealth_prev < 1)
759                 {
760                         if(myhealth >= 1)
761                         {
762                                 myhealth_flash = 0; // just spawned, clear the flash immediately
763                                 myhealth_flash_temp = 0;
764                         }
765                         else
766                         {
767                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
768                         }
769                 }
770
771                 if(spectatee_status == -1 || intermission)
772                 {
773                         myhealth_flash = 0; // observing, or match ended
774                         myhealth_flash_temp = 0;
775                 }
776
777                 myhealth_prev = myhealth;
778
779                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
780                 {
781                         if(autocvar_cl_gentle_damage == 2)
782                         {
783                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
784                                 {
785                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
786                                 }
787                         }
788                         else
789                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
790
791                         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);
792                 }
793                 else
794                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
795         }
796
797         // Draw the mouse cursor
798         // NOTE: drawpic must happen after R_RenderScene for some reason
799         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
800         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
801         //self = edict_num(player_localnum);
802         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
803         //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);
804         // as long as the ctf part isn't in, this is useless
805         if(menu_visible)
806                 menu_show();
807
808         /*if(gametype == GAME_CTF)
809           {
810           ctf_view();
811           } else */
812
813         // draw 2D entities
814         e = self;
815         for(self = world; (self = nextent(self)); )
816                 if(self.draw2d)
817                         self.draw2d();
818         self = e;
819
820         scoreboard_active = HUD_WouldDrawScoreboard();
821
822         hit_time = getstatf(STAT_HIT_TIME);
823         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
824         {
825                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
826                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
827         }
828         typehit_time = getstatf(STAT_TYPEHIT_TIME);
829         if(typehit_time > nextsound_typehit_time)
830         {
831                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
832                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
833         }
834
835         float hud;
836         hud = getstati(STAT_HUD);
837         if(hud == HUD_SPIDERBOT)
838                 CSQC_SPIDER_HUD();
839         else if(hud == HUD_WAKIZASHI)
840         CSQC_WAKIZASHI_HUD();
841     else if(hud == HUD_RAPTOR)
842         CSQC_RAPTOR_HUD();
843         else
844         {
845                 if(gametype == GAME_FREEZETAG)
846                 {
847                         if(getstati(STAT_FROZEN))
848                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
849                         if(getstatf(STAT_REVIVE_PROGRESS))
850                         {
851                                 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);
852                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
853                         }
854                 }
855
856                 if(autocvar_r_letterbox == 0)
857                         if(autocvar_viewsize < 120)
858                                 CSQC_common_hud();
859
860                 // crosshair goes VERY LAST
861                 if(!scoreboard_active && !camera_active && intermission != 2) {
862                         string wcross_style;
863                         float wcross_alpha, wcross_resolution;
864                         wcross_style = autocvar_crosshair;
865                         if (wcross_style == "0")
866                                 return;
867                         wcross_resolution = autocvar_crosshair_size;
868                         if (wcross_resolution == 0)
869                                 return;
870                         wcross_alpha = autocvar_crosshair_alpha;
871                         if (wcross_alpha == 0)
872                                 return;
873
874                         // TrueAim check
875                         float shottype;
876
877                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
878                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
879                         wcross_origin_z = 0;
880                         if(autocvar_crosshair_hittest)
881                         {
882                                 vector wcross_oldorigin;
883                                 wcross_oldorigin = wcross_origin;
884                                 shottype = TrueAimCheck();
885                                 if(shottype == SHOTTYPE_HITWORLD)
886                                 {
887                                         v = wcross_origin - wcross_oldorigin;
888                                         v_x /= vid_conwidth;
889                                         v_y /= vid_conheight;
890                                         if(vlen(v) > 0.01)
891                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
892                                 }
893                                 if(!autocvar_crosshair_hittest_showimpact)
894                                         wcross_origin = wcross_oldorigin;
895                         }
896                         else
897                                 shottype = SHOTTYPE_HITWORLD;
898
899                         vector wcross_color, wcross_size;
900                         string wcross_wep, wcross_name;
901                         float wcross_scale, wcross_blur;
902
903                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
904                                 e = get_weaponinfo(activeweapon);
905                                 if (e && e.netname != "")
906                                 {
907                                         wcross_wep = e.netname;
908                                         if(autocvar_crosshair_per_weapon)
909                                         {
910                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
911                                                 if (wcross_resolution == 0)
912                                                         return;
913                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
914                                                 if (wcross_alpha == 0)
915                                                         return;
916
917                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
918                                                 if(wcross_style == "" || wcross_style == "0")
919                                                         wcross_style = wcross_wep;
920                                         }
921                                 }
922                         }
923                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
924                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
925                         else if(autocvar_crosshair_color_by_health)
926                         {
927                                 local float x = getstati(STAT_HEALTH);
928                                 
929                                 //x = red
930                                 //y = green
931                                 //z = blue
932                                 
933                                 wcross_color_z = 0;
934                                 
935                                 if(x > 200)
936                                 {
937                                         wcross_color_x = 0;
938                                         wcross_color_y = 1;
939                                 }
940                                 else if(x > 150)
941                                 {
942                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
943                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
944                                 }
945                                 else if(x > 100)
946                                 {
947                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
948                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
949                                         wcross_color_z = 1 - (x-100)*0.02;
950                                 }
951                                 else if(x > 50)
952                                 {
953                                         wcross_color_x = 1;
954                                         wcross_color_y = 1;
955                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
956                                 }
957                                 else if(x > 20)
958                                 {
959                                         wcross_color_x = 1;
960                                         wcross_color_y = (x-20)*90/27/100;
961                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
962                                 }
963                                 else
964                                 {
965                                         wcross_color_x = 1;
966                                         wcross_color_y = 0;
967                                 }
968                         }
969                         else
970                                 wcross_color = stov(autocvar_crosshair_color);
971
972                         wcross_name = strcat("gfx/crosshair", wcross_style);
973
974                         if(autocvar_crosshair_effect_scalefade)
975                         {
976                                 wcross_scale = wcross_resolution;
977                                 wcross_resolution = 1;
978                         }
979                         else
980                         {
981                                 wcross_scale = 1;
982                         }
983
984                         if(autocvar_crosshair_pickup)
985                         {
986                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
987                                 {
988                                         pickup_crosshair_size = 1;
989                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
990                                 }
991
992                                 if(pickup_crosshair_size > 0)
993                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
994                                 else
995                                         pickup_crosshair_size = 0;
996
997                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
998                         }
999                         
1000                         vector hitindication_color;
1001                         if(autocvar_crosshair_hitindication)
1002                         {
1003                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1004                                 if(hitindication_crosshair_time < hit_time)
1005                                 {
1006                                         hitindication_crosshair_size = 1;
1007                                         hitindication_crosshair_time = hit_time;
1008                                 }
1009
1010                                 if(hitindication_crosshair_size > 0)
1011                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1012                                 else
1013                                         hitindication_crosshair_size = 0;
1014
1015                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1016                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1017                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1018                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1019                         }
1020
1021                         if(shottype == SHOTTYPE_HITENEMY)
1022                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1023                         if(shottype == SHOTTYPE_HITTEAM)
1024                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1025
1026                         f = autocvar_crosshair_effect_speed;
1027                         if(f < 0)
1028                                 f *= -2 * g_weaponswitchdelay;
1029                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1030                         {
1031                                 wcross_changedonetime = time + f;
1032                         }
1033                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1034                         {
1035                                 wcross_name_changestarttime = time;
1036                                 wcross_name_changedonetime = time + f;
1037                                 if(wcross_name_goal_prev_prev)
1038                                         strunzone(wcross_name_goal_prev_prev);
1039                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1040                                 wcross_name_goal_prev = strzone(wcross_name);
1041                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1042                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1043                                 wcross_resolution_goal_prev = wcross_resolution;
1044                         }
1045
1046                         wcross_scale_goal_prev = wcross_scale;
1047                         wcross_alpha_goal_prev = wcross_alpha;
1048                         wcross_color_goal_prev = wcross_color;
1049
1050                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1051                         {
1052                                 wcross_blur = 1;
1053                                 wcross_alpha *= 0.75;
1054                         }
1055                         else
1056                                 wcross_blur = 0;
1057                         // *_prev is at time-frametime
1058                         // * is at wcross_changedonetime+f
1059                         // what do we have at time?
1060                         if(time < wcross_changedonetime)
1061                         {
1062                                 f = frametime / (wcross_changedonetime - time + frametime);
1063                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1064                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1065                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1066                         }
1067
1068                         wcross_scale_prev = wcross_scale;
1069                         wcross_alpha_prev = wcross_alpha;
1070                         wcross_color_prev = wcross_color;
1071
1072                         wcross_scale *= 1 - autocvar__menu_alpha;
1073                         wcross_alpha *= 1 - autocvar__menu_alpha;
1074                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1075
1076                         // crosshair rings for weapon stats
1077                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1078                         {
1079                                 // declarations and stats
1080                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1081                                 string ring_image, ring_inner_image;
1082                                 vector ring_rgb, ring_inner_rgb;
1083                                 
1084                                 ring_scale = autocvar_crosshair_ring_size;
1085
1086                                 float weapon_clipload, weapon_clipsize;
1087                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1088                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1089
1090                                 float nex_charge, nex_chargepool;
1091                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1092                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1093
1094                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1095                                         nex_charge_movingavg = nex_charge;
1096                                         
1097
1098                                 // handle the values
1099                                 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1100                                 {
1101                                         if (nex_chargepool || use_nex_chargepool) { 
1102                                                 use_nex_chargepool = 1; 
1103                                                 ring_inner_value = nex_chargepool;
1104                                         } else { 
1105                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1106                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1107                                         }
1108                                                 
1109                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1110                                         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;
1111                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1112                                         
1113                                         // draw the outer ring to show the current charge of the weapon
1114                                         ring_value = nex_charge;
1115                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1116                                         ring_rgb = wcross_color;
1117                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1118                                 }
1119                                 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1120                                 {
1121                                         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.
1122                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1123                                         ring_rgb = wcross_color;
1124                                         ring_image = "gfx/crosshair_ring.tga";
1125                                 }
1126
1127                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1128                                 {
1129                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1130                                         ring_scale = autocvar_crosshair_ring_reload_size;
1131                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1132                                         ring_rgb = wcross_color;
1133                                         
1134                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1135                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1136                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1137                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1138                                         else
1139                                                 ring_image = "gfx/crosshair_ring.tga";
1140                                 }
1141
1142                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1143                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1144
1145                                 if (ring_value)
1146                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1147                         }
1148
1149 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1150                         do \
1151                         { \
1152                                 if(wcross_blur > 0) \
1153                                 { \
1154                                         for(i = -2; i <= 2; ++i) \
1155                                                 for(j = -2; j <= 2; ++j) \
1156                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1157                                 } \
1158                                 else \
1159                                 { \
1160                                         M(0,0,sz,wcross_name,wcross_alpha); \
1161                                 } \
1162                         } \
1163                         while(0)
1164
1165 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1166                         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)
1167
1168 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1169                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1170
1171                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1172                         {
1173                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1174                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1175                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1176                                 f = 1 - f;
1177                         }
1178                         else
1179                         {
1180                                 f = 1;
1181                         }
1182
1183                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1184                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1185
1186                         if(autocvar_crosshair_dot)
1187             {
1188                 vector wcross_color_old;
1189                 wcross_color_old = wcross_color;
1190                 if(autocvar_crosshair_dot_color != "0")
1191                     wcross_color = stov(autocvar_crosshair_dot_color);
1192                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1193                 wcross_color = wcross_color_old;
1194             }
1195
1196                         wcross_name_alpha_goal_prev = f;
1197                 }
1198                 else
1199                 {
1200                         wcross_scale_prev = 0;
1201                         wcross_alpha_prev = 0;
1202                         wcross_scale_goal_prev = 0;
1203                         wcross_alpha_goal_prev = 0;
1204                         wcross_changedonetime = 0;
1205                         if(wcross_name_goal_prev)
1206                                 strunzone(wcross_name_goal_prev);
1207                         wcross_name_goal_prev = string_null;
1208                         if(wcross_name_goal_prev_prev)
1209                                 strunzone(wcross_name_goal_prev_prev);
1210                         wcross_name_goal_prev_prev = string_null;
1211                         wcross_name_changestarttime = 0;
1212                         wcross_name_changedonetime = 0;
1213                         wcross_name_alpha_goal_prev = 0;
1214                         wcross_name_alpha_goal_prev_prev = 0;
1215                         wcross_resolution_goal_prev = 0;
1216                         wcross_resolution_goal_prev_prev = 0;
1217                 }
1218         }
1219
1220         if(NextFrameCommand)
1221         {
1222                 localcmd("\n", NextFrameCommand, "\n");
1223                 NextFrameCommand = string_null;
1224         }
1225
1226         // we must do this check AFTER a frame was rendered, or it won't work
1227         if(cs_project_is_b0rked == 0)
1228         {
1229                 string w0, h0;
1230                 w0 = ftos(autocvar_vid_conwidth);
1231                 h0 = ftos(autocvar_vid_conheight);
1232                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1233                 //R_SetView(VF_FOV, '90 90 0');
1234                 R_SetView(VF_ORIGIN, '0 0 0');
1235                 R_SetView(VF_ANGLES, '0 0 0');
1236                 R_SetView(VF_PERSPECTIVE, 1);
1237                 makevectors('0 0 0');
1238                 vector v1, v2;
1239                 cvar_set("vid_conwidth", "800");
1240                 cvar_set("vid_conheight", "600");
1241                 v1 = cs_project(v_forward);
1242                 cvar_set("vid_conwidth", "640");
1243                 cvar_set("vid_conheight", "480");
1244                 v2 = cs_project(v_forward);
1245                 if(v1 == v2)
1246                         cs_project_is_b0rked = 1;
1247                 else
1248                         cs_project_is_b0rked = -1;
1249                 cvar_set("vid_conwidth", w0);
1250                 cvar_set("vid_conheight", h0);
1251         }
1252
1253         if(autocvar__hud_configure)
1254                 HUD_Panel_Mouse();
1255
1256         // let's reset the view back to normal for the end
1257         R_SetView(VF_MIN, '0 0 0');
1258         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1259 }
1260
1261 #define spider_h "gfx/vehicles/hud_bg.tga"
1262 #define spider_b "gfx/vehicles/sbot.tga"
1263 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1264 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1265 #define spider_s "gfx/vehicles/shiled.tga"
1266 #define spider_a1 "gfx/hud/sb_rocket.tga"
1267 #define spider_a2 "gfx/sb_bullets.tga"
1268
1269 void CSQC_SPIDER_HUD()
1270 {
1271         float rockets, reload, heat, hp, shield;
1272         vector picsize, hudloc;
1273
1274     // Fetch health & ammo stats
1275     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1276         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1277         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1278         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1279         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1280
1281     // Draw the crosshairs
1282     picsize = drawgetimagesize(SPIDER_CROSS);
1283     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1284     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1285     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);
1286
1287     hudloc_y =  4;
1288     hudloc_x = 4;
1289
1290     picsize = drawgetimagesize(spider_h) * 0.5;
1291     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1292
1293     picsize = drawgetimagesize(spider_a2) * 0.5;
1294     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1295
1296     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1297     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1298     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1299
1300     picsize = drawgetimagesize(spider_a1) * 0.85;
1301     if(rockets == 9)
1302     {
1303         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1304         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1305     }
1306     else
1307     {
1308         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1309         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1310     }
1311
1312     picsize = drawgetimagesize(spider_b) * 0.5;
1313     hudloc_y = 10.5;
1314     hudloc_x = 10.5;
1315
1316     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1317     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1318     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1319     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1320
1321
1322         /*
1323         // Draw health bar
1324         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1325         p = p + '0 1 0' * vid_conheight - '0 32 0';
1326         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1327         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1328         p_y += 8;
1329         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1330         p_x += 256 * hp;
1331         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1332
1333         // Draw minigun heat indicator
1334         p = '0.5 0 0' * (vid_conwidth - 256);
1335         p = p + '0 1 0' * vid_conheight - '0 34  0';
1336         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1337         p_x += 256 * (1-heat);
1338         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1339
1340
1341         // Draw rocket icons for loaded/empty tubes.
1342         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1343         pp += '0 1 0' * vid_conheight - '0 64 0';
1344         for(i = 0; i < 8; ++i)
1345         {
1346                 p = pp + '1 0 0' * (rkt_size * i);
1347                 if(rockets == 8)
1348                 {
1349                         if(floor(reload * 8) == i)
1350                         {
1351                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1352                         }
1353                         else if(i < reload * 8)
1354                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1355                         else
1356                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1357                 }
1358                 else
1359                 {
1360                         if(i < rockets)
1361                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1362                         else
1363                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1364                 }
1365         }
1366         */
1367
1368         if (scoreboard_showscores)
1369         {
1370                 HUD_DrawScoreboard();
1371                 HUD_DrawCenterPrint();
1372         }
1373
1374 }
1375
1376 #define raptor_h "gfx/vehicles/hud_bg.tga"
1377 #define raptor_b "gfx/vehicles/raptor.tga"
1378 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1379 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1380 #define raptor_s "gfx/vehicles/shiled.tga"
1381
1382 void CSQC_RAPTOR_HUD()
1383 {
1384         float reload, hp, shield, energy;
1385         vector picsize, hudloc;
1386
1387     // Fetch health & ammo stats
1388     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1389         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1390         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1391         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1392
1393     // Draw the crosshairs
1394     picsize = drawgetimagesize(SPIDER_CROSS);
1395     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1396     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1397     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);
1398
1399     hudloc_y =  4;
1400     hudloc_x = 4;
1401
1402     picsize = drawgetimagesize(raptor_h) * 0.5;
1403     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1404
1405     picsize = drawgetimagesize(spider_a2) * 0.5;
1406     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1407
1408     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1409     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1410     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1411
1412
1413     picsize = drawgetimagesize(spider_a1) * 0.85;
1414     if(reload == 1)
1415     {
1416         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1417         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1418     }
1419     else
1420     {
1421         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1422         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1423     }
1424
1425     picsize = drawgetimagesize(raptor_b) * 0.5;
1426     hudloc_y = 10.5;
1427     hudloc_x = 10.5;
1428
1429     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1430     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1431     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1432     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1433
1434
1435         if (scoreboard_showscores)
1436         {
1437                 HUD_DrawScoreboard();
1438                 HUD_DrawCenterPrint();
1439         }
1440
1441 }
1442
1443 #define waki_h "gfx/vehicles/hud_bg.tga"
1444 #define waki_b "gfx/vehicles/waki.tga"
1445 #define waki_e "gfx/vehicles/waki_e.tga"
1446 #define waki_g "gfx/vehicles/waki_guns.tga"
1447 #define waki_r "gfx/vehicles/waki_rockets.tga"
1448 #define waki_s "gfx/vehicles/shiled.tga"
1449
1450 #define waki_a1 "gfx/hud/sb_rocket.tga"
1451 #define waki_a2 "gfx/sb_cells.tga"
1452
1453 void CSQC_WAKIZASHI_HUD()
1454 {
1455         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1456         float health, shield, energy, rockets;
1457         vector picsize, hudloc;
1458
1459     picsize = drawgetimagesize(SPIDER_CROSS);
1460     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1461     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1462     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);
1463
1464 /*
1465 const float STAT_VEHICLESTAT_HEALTH  = 60;
1466 const float STAT_VEHICLESTAT_SHIELD  = 61;
1467 const float STAT_VEHICLESTAT_ENERGY  = 62;
1468 const float STAT_VEHICLESTAT_AMMO1   = 63;
1469 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1470 const float STAT_VEHICLESTAT_AMMO2   = 65;
1471 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1472 */
1473     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1474         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1475         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1476         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1477
1478     hudloc_y =  4;
1479     hudloc_x = 4;
1480
1481     picsize = drawgetimagesize(waki_h) * 0.5;
1482     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1483
1484     picsize = drawgetimagesize(waki_a2) * 0.7;
1485     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1486
1487
1488     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1489     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1490
1491     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1492
1493     picsize = drawgetimagesize(waki_a1) * 0.75;
1494     if(rockets == 1)
1495     {
1496         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1497         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1498     }
1499     else
1500     {
1501         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1502         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1503         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1504     }
1505
1506     picsize = drawgetimagesize(waki_b) * 0.5;
1507     hudloc_y = 10.5;
1508     hudloc_x = 10.5;
1509
1510     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1511     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1512     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1513     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1514
1515
1516
1517         /*
1518         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1519         p = p + '0 1 0' * vid_conheight - '0 32 0';
1520
1521         // Draw health bar
1522         p_y += 8;
1523         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1524         p_x += 256 * health;
1525         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1526
1527         // Draw shiled bar
1528         p_x -= 256 * health;
1529         p_y += 4;
1530         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1531
1532         // Draw energy
1533         //p_x -= 256 * health;
1534         p_y -= 8;
1535         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1536
1537         // Draw rockets bar
1538         p_y += 12;
1539         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1540         */
1541
1542
1543
1544
1545         if (scoreboard_showscores)
1546         {
1547                 HUD_DrawScoreboard();
1548                 HUD_DrawCenterPrint();
1549         }
1550
1551 }
1552
1553
1554 void CSQC_common_hud(void)
1555 {
1556         // HUD_SortFrags(); done in HUD_Draw
1557         float hud;
1558         hud = getstati(STAT_HUD);
1559
1560         //hud = 10;
1561         switch(hud)
1562         {
1563                 case HUD_NORMAL:
1564                         // do some accuracy var caching
1565                         float i;
1566                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1567                         {
1568                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1569                                 {
1570                                         if(acc_color_levels)
1571                                                 strunzone(acc_color_levels);
1572                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1573                                         acc_levels = tokenize(acc_color_levels);
1574                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1575                                                 acc_levels = MAX_ACCURACY_LEVELS;
1576
1577                                         for (i = 0; i < acc_levels; ++i)
1578                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1579                                 }
1580                                 // let know that acc_col[] needs to be loaded
1581                                 acc_col_x[0] = -1;
1582                         }
1583
1584                         HUD_Main(); // always run these functions for alpha checks
1585                         HUD_DrawScoreboard();
1586
1587                         if (scoreboard_active) // scoreboard/accuracy
1588                         {       
1589                                 HUD_Reset();
1590                                 // HUD_DrawScoreboard takes care of centerprint_start
1591                         }
1592                         else if (intermission == 2) // map voting screen
1593                         {
1594                                 HUD_FinaleOverlay();
1595                                 HUD_Reset();
1596
1597                                 centerprint_start_x = 0;
1598                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1599                         }
1600                         else // hud
1601                         {
1602                                 centerprint_start_x = 0;
1603                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1604                         }
1605
1606                         HUD_DrawCenterPrint();
1607                         break;
1608
1609                 case HUD_SPIDERBOT:
1610                         CSQC_SPIDER_HUD();
1611                         break;
1612
1613                 case HUD_WAKIZASHI:
1614                         CSQC_WAKIZASHI_HUD();
1615                         break;
1616         }
1617 }
1618
1619
1620 // following vectors must be global to allow seamless switching between camera modes
1621 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1622 void CSQC_Demo_Camera()
1623 {
1624         float speed, attenuation, dimensions;
1625         vector tmp, delta;
1626
1627         if( autocvar_camera_reset || !camera_mode )
1628         {
1629                 camera_offset = '0 0 0';
1630                 current_angles = '0 0 0';
1631                 camera_direction = '0 0 0';
1632                 camera_offset_z += 30;
1633                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1634                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1635                 current_origin = view_origin;
1636                 current_camera_offset  = camera_offset;
1637                 cvar_set("camera_reset", "0");
1638                 camera_mode = CAMERA_CHASE;
1639         }
1640
1641         // Camera angles
1642         if( camera_roll )
1643                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1644
1645         if(autocvar_camera_look_player)
1646         {
1647                 local vector dir;
1648                 local float n;
1649
1650                 dir = normalize(view_origin - current_position);
1651                 n = mouse_angles_z;
1652                 mouse_angles = vectoangles(dir);
1653                 mouse_angles_x = mouse_angles_x * -1;
1654                 mouse_angles_z = n;
1655         }
1656         else
1657         {
1658                 tmp = getmousepos() * 0.1;
1659                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1660                 {
1661                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1662                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1663                 }
1664         }
1665
1666         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1667         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1668         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1669         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1670
1671         // Fix difference when angles don't have the same sign
1672         delta = '0 0 0';
1673         if(mouse_angles_y < -60 && current_angles_y > 60)
1674                 delta = '0 360 0';
1675         if(mouse_angles_y > 60 && current_angles_y < -60)
1676                 delta = '0 -360 0';
1677
1678         if(autocvar_camera_look_player)
1679                 attenuation = autocvar_camera_look_attenuation;
1680         else
1681                 attenuation = autocvar_camera_speed_attenuation;
1682
1683         attenuation = 1 / max(1, attenuation);
1684         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1685
1686         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1687         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1688         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1689         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1690
1691         // Camera position
1692         tmp = '0 0 0';
1693         dimensions = 0;
1694
1695         if( camera_direction_x )
1696         {
1697                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1698                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1699                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1700                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1701                 ++dimensions;
1702         }
1703
1704         if( camera_direction_y )
1705         {
1706                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1707                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1708                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1709                 ++dimensions;
1710         }
1711
1712         if( camera_direction_z )
1713         {
1714                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1715                 ++dimensions;
1716         }
1717
1718         if(autocvar_camera_free)
1719                 speed = autocvar_camera_speed_free;
1720         else
1721                 speed = autocvar_camera_speed_chase;
1722
1723         if(dimensions)
1724         {
1725                 speed = speed * sqrt(1 / dimensions);
1726                 camera_offset += tmp * speed;
1727         }
1728
1729         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1730
1731         // Camera modes
1732         if( autocvar_camera_free )
1733         {
1734                 if ( camera_mode == CAMERA_CHASE )
1735                 {
1736                         current_camera_offset = current_origin + current_camera_offset;
1737                         camera_offset = current_origin + camera_offset;
1738                 }
1739
1740                 camera_mode = CAMERA_FREE;
1741                 current_position = current_camera_offset;
1742         }
1743         else
1744         {
1745                 if ( camera_mode == CAMERA_FREE )
1746                 {
1747                         current_origin = view_origin;
1748                         camera_offset = camera_offset - current_origin;
1749                         current_camera_offset = current_camera_offset - current_origin;
1750                 }
1751
1752                 camera_mode = CAMERA_CHASE;
1753
1754                 if(autocvar_camera_chase_smoothly)
1755                         current_origin += (view_origin - current_origin) * attenuation;
1756                 else
1757                         current_origin = view_origin;
1758
1759                 current_position = current_origin + current_camera_offset;
1760         }
1761
1762         R_SetView(VF_ANGLES, current_angles);
1763         R_SetView(VF_ORIGIN, current_position);
1764 }