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makevectors goes before view_forward. Though it worked fine before too, so I'm not...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_SNIPERRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
360
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
363
364 vector myhealth_gentlergb;
365
366 float contentavgalpha, liquidalpha_prev;
367 vector liquidcolor_prev;
368
369 float chase_current_distance;
370
371 void CSQC_UpdateView(float w, float h)
372 {
373         entity e;
374         float fov;
375         float f, i, j;
376         vector v, vo;
377         vector vf_size, vf_min;
378         float a;
379
380         vf_size = R_SetView3fv(VF_SIZE);
381         vf_min = R_SetView3fv(VF_MIN);
382         vid_width = vf_size_x;
383         vid_height = vf_size_y;
384
385         vector reticle_pos, reticle_size;
386         vector splash_pos, splash_size;
387
388         WaypointSprite_Load();
389
390         if(spectatee_status)
391                 myteam = GetPlayerColor(spectatee_status - 1);
392         else
393                 myteam = GetPlayerColor(player_localentnum - 1);
394
395         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
396         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
397
398         warpzone_fixview_origin = pmove_org + vo;
399         warpzone_fixview_cl_viewangles = input_angles;
400         warpzone_fixview_angles = view_angles;
401         WarpZone_FixView();
402         pmove_org = warpzone_fixview_origin - vo;
403         input_angles = warpzone_fixview_cl_viewangles;
404         view_angles = warpzone_fixview_angles;
405
406         // event chase cam
407         if(spectatee_status >= 0 && (autocvar_cl_chase_death || autocvar_cl_chase_intermission))
408         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually
409         {
410                 if((autocvar_cl_chase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_chase_intermission && intermission) && intermission <= 1) // not during the map voting screen
411                 {
412                         // We must set chase_active in order to get a third person view (1st person weapon model hidden and own player model showing).
413                         // Ideally, there should be another way to enable third person mode, such as an R_SetView() function specifically for this purpose.
414
415                         if(!autocvar_chase_active)
416                                 cvar_set("chase_active", "-1"); // -1 enables chase_active as well as marking it as set by this code, and not by the user (which would be 1)
417
418                         // make the camera smooth back
419                         if(autocvar_cl_chase_speed && chase_current_distance < autocvar_cl_chase_distance)
420                                 chase_current_distance += autocvar_cl_chase_speed * (autocvar_cl_chase_distance - chase_current_distance) * frametime; // slow down smoothly
421                         else if(chase_current_distance != autocvar_cl_chase_distance)
422                                 chase_current_distance = autocvar_cl_chase_distance;
423
424                         vector chase_target_origin;
425                         makevectors(view_angles);
426                         chase_target_origin = pmove_org - view_forward * chase_current_distance;
427
428                         // don't allow the camera to go through walls
429                         traceline(pmove_org, chase_target_origin, MOVE_NORMAL, self);
430                         if(trace_fraction == 1)
431                                 R_SetView(VF_ORIGIN, chase_target_origin);
432                 }
433                 else if(autocvar_chase_active < 0)
434                 {
435                         cvar_set("chase_active", "0");
436                         chase_current_distance = 0; // start from 0
437                 }
438         }
439
440         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
441         {
442                 pmove_org = freeze_pmove_org;
443                 input_angles = view_angles = freeze_input_angles;
444                 R_SetView(VF_ORIGIN, pmove_org + vo);
445                 R_SetView(VF_ANGLES, view_angles);
446                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
447         }
448         freeze_pmove_org = pmove_org;
449         freeze_input_angles = input_angles;
450
451         // Render the Scene
452         if(!intermission || !view_set)
453         {
454                 view_origin = pmove_org + vo;
455                 view_angles = input_angles;
456                 makevectors(view_angles);
457                 view_forward = v_forward;
458                 view_right = v_right;
459                 view_up = v_up;
460                 view_set = 1;
461         }
462
463 #ifdef BLURTEST
464         if(time > blurtest_time0 && time < blurtest_time1)
465         {
466                 float r, t;
467
468                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
469                 r = t * blurtest_radius;
470                 f = 1 / pow(t, blurtest_power) - 1;
471
472                 cvar_set("r_glsl_postprocess", "1");
473                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
474         }
475         else
476         {
477                 cvar_set("r_glsl_postprocess", "0");
478                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
479         }
480 #endif
481
482         TargetMusic_Advance();
483         Fog_Force();
484
485         drawframetime = max(0.000001, time - drawtime);
486         drawtime = time;
487
488         // watch for gametype changes here...
489         // in ParseStuffCMD the cmd isn't executed yet :/
490         // might even be better to add the gametype to TE_CSQC_INIT...?
491         if(!postinit)
492                 PostInit();
493
494         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
495                 if(calledhooks & HOOK_START)
496                 {
497                         localcmd("\ncl_hook_gameend\n");
498                         calledhooks |= HOOK_END;
499                 }
500
501         CheckForGamestartChange();
502         serverAnnouncer();
503         maptimeAnnouncer();
504         carrierAnnouncer();
505
506         fov = autocvar_fov;
507         if(button_zoom || fov <= 59.5)
508         {
509                 if(!zoomscript_caught)
510                 {
511                         localcmd("+button4\n");
512                         zoomscript_caught = 1;
513                         ignore_plus_zoom += 1;
514                 }
515         }
516         else
517         {
518                 if(zoomscript_caught)
519                 {
520                         localcmd("-button4\n");
521                         zoomscript_caught = 0;
522                         ignore_minus_zoom += 1;
523                 }
524         }
525
526         ColorTranslateMode = autocvar_cl_stripcolorcodes;
527         activeweapon = getstati(STAT_SWITCHWEAPON);
528         f = (serverflags & SERVERFLAG_TEAMPLAY);
529         if(f != teamplay)
530         {
531                 teamplay = f;
532                 HUD_InitScores();
533         }
534
535         if(last_weapon != activeweapon) {
536                 weapontime = time;
537                 last_weapon = activeweapon;
538
539                 e = get_weaponinfo(activeweapon);
540                 if(e.netname != "")
541                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
542                 else
543                         localcmd("\ncl_hook_activeweapon none\n");
544         }
545
546         // ALWAYS Clear Current Scene First
547         R_ClearScene();
548
549         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
550         R_SetView(VF_SIZE, vf_size);
551         R_SetView(VF_MIN, vf_min);
552
553         // Assign Standard Viewflags
554         // Draw the World (and sky)
555         R_SetView(VF_DRAWWORLD, 1);
556
557         // Set the console size vars
558         vid_conwidth = autocvar_vid_conwidth;
559         vid_conheight = autocvar_vid_conheight;
560         vid_pixelheight = autocvar_vid_pixelheight;
561
562         R_SetView(VF_FOV, GetCurrentFov(fov));
563
564         // Camera for demo playback
565         if(camera_active)
566         {
567                 if(autocvar_camera_enable)
568                         CSQC_Demo_Camera();
569                 else
570                 {
571                         cvar_set("chase_active", ftos(chase_active_backup));
572                         cvar_set("cl_demo_mousegrab", "0");
573                         camera_active = FALSE;
574                 }
575         }
576 #ifdef CAMERATEST
577         else if(autocvar_camera_enable)
578 #else
579         else if(autocvar_camera_enable && isdemo())
580 #endif
581         {
582                 // Enable required Darkplaces cvars
583                 chase_active_backup = autocvar_chase_active;
584                 cvar_set("chase_active", "2");
585                 cvar_set("cl_demo_mousegrab", "1");
586                 camera_active = TRUE;
587                 camera_mode = FALSE;
588         }
589
590         // Draw the Crosshair
591         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
592
593         // Draw the Engine Status Bar (the default Quake HUD)
594         R_SetView(VF_DRAWENGINEHUD, 0);
595
596         // fetch this one only once per frame
597         hud_showbinds = autocvar_hud_showbinds;
598         hud_showbinds_limit = autocvar_hud_showbinds_limit;
599
600         // Update the mouse position
601         /*
602            mousepos_x = vid_conwidth;
603            mousepos_y = vid_conheight;
604            mousepos = mousepos*0.5 + getmousepos();
605          */
606
607         e = self;
608         for(self = world; (self = nextent(self)); )
609                 if(self.draw)
610                         self.draw();
611         self = e;
612
613         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
614         R_RenderScene();
615
616         // now switch to 2D drawing mode by calling a 2D drawing function
617         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
618         // next R_RenderScene call
619         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
620
621         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
622         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
623         {
624                 // apply night vision effect
625                 vector rgb, tc_00, tc_01, tc_10, tc_11;
626
627                 if(!nightvision_noise)
628                 {
629                         nightvision_noise = spawn();
630                         nightvision_noise.classname = "nightvision_noise";
631                 }
632                 if(!nightvision_noise2)
633                 {
634                         nightvision_noise2 = spawn();
635                         nightvision_noise2.classname = "nightvision_noise2";
636                 }
637
638                 // color tint in yellow
639                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
640
641                 // draw BG
642                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
643                 rgb = '1 1 1';
644                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
645                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
646                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
647                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
648                 tc_11 = tc_01 + tc_10 - tc_00;
649                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
650                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
651                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
652                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
653                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
654                 R_EndPolygon();
655
656                 // draw FG
657                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
658                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
659                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
660                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
661                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
662                 tc_11 = tc_01 + tc_10 - tc_00;
663                 R_BeginPolygon("gfx/nightvision-fg.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
671         // Draw the aiming reticle for weapons that use it
672         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
673         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
674         // the view to go back to normal, so reticle_type would become 0 as we fade out)
675         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
676                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
677         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
678                 reticle_type = 2; // nex zoom
679         else if(button_zoom || zoomscript_caught)
680                 reticle_type = 1; // normal zoom
681         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
682                 reticle_type = 2; // nex zoom
683
684         if (reticle_type)
685         {
686                 if(autocvar_cl_reticle_stretch)
687                 {
688                         reticle_size_x = vid_conwidth;
689                         reticle_size_y = vid_conheight;
690                         reticle_pos_x = 0;
691                         reticle_pos_y = 0;
692                 }
693                 else
694                 {
695                         reticle_size_x = max(vid_conwidth, vid_conheight);
696                         reticle_size_y = max(vid_conwidth, vid_conheight);
697                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
698                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
699                 }
700
701                 f = current_zoomfraction;
702                 if(zoomscript_caught)
703                         f = 1;
704                 if(autocvar_cl_reticle_item_normal)
705                 {
706                         if(reticle_type == 1 && f)
707                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
708                 }
709                 if(autocvar_cl_reticle_item_nex)
710                 {
711                         if(reticle_type == 2 && f)
712                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
713                 }
714         }
715
716
717         // improved polyblend
718         vector rgb;
719         if(autocvar_hud_contents)
720         {
721                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
722                 vector liquidcolor;
723                 
724                 switch(pointcontents(view_origin))
725                 {
726                         case CONTENT_WATER:
727                                 liquidalpha = autocvar_hud_contents_water_alpha;
728                                 liquidcolor = stov(autocvar_hud_contents_water_color);
729                                 incontent = 1;
730                                 break;
731                                 
732                         case CONTENT_LAVA:
733                                 liquidalpha = autocvar_hud_contents_lava_alpha;
734                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
735                                 incontent = 1;
736                                 break;  
737                                                         
738                         case CONTENT_SLIME:
739                                 liquidalpha = autocvar_hud_contents_slime_alpha;
740                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
741                                 incontent = 1;
742                                 break;
743                                 
744                         default:
745                                 liquidalpha = 0;
746                                 liquidcolor = '0 0 0';
747                                 incontent = 0;
748                                 break;
749                 }
750                 
751                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
752                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
753                         contentfadetime = autocvar_hud_contents_fadeintime;
754                         liquidalpha_prev = liquidalpha;
755                         liquidcolor_prev = liquidcolor;
756                 }
757                 else
758                         contentfadetime = autocvar_hud_contents_fadeouttime;
759                         
760                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
761                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
762                 
763                 if(contentavgalpha)
764                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
765         }
766         
767         if(autocvar_hud_damage)
768         {
769                 splash_size_x = max(vid_conwidth, vid_conheight);
770                 splash_size_y = max(vid_conwidth, vid_conheight);
771                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
772                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
773
774                 float myhealth_flash_temp;
775                 myhealth = getstati(STAT_HEALTH);
776
777                 // fade out
778                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
779                 // add new damage
780                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
781
782                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
783                 pain_threshold = autocvar_hud_damage_pain_threshold;
784                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
785                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
786
787                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
788                 {
789                         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);
790                 }
791
792                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
793
794                 if(myhealth_prev < 1)
795                 {
796                         if(myhealth >= 1)
797                         {
798                                 myhealth_flash = 0; // just spawned, clear the flash immediately
799                                 myhealth_flash_temp = 0;
800                         }
801                         else
802                         {
803                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
804                         }
805                 }
806
807                 if(spectatee_status == -1 || intermission)
808                 {
809                         myhealth_flash = 0; // observing, or match ended
810                         myhealth_flash_temp = 0;
811                 }
812
813                 myhealth_prev = myhealth;
814
815                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
816                 {
817                         if(autocvar_cl_gentle_damage == 2)
818                         {
819                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
820                                 {
821                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
822                                 }
823                         }
824                         else
825                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
826
827                         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);
828                 }
829                 else
830                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
831         }
832
833         // Draw the mouse cursor
834         // NOTE: drawpic must happen after R_RenderScene for some reason
835         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
836         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
837         //self = edict_num(player_localnum);
838         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
839         //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);
840         // as long as the ctf part isn't in, this is useless
841         if(menu_visible)
842                 menu_show();
843
844         /*if(gametype == GAME_CTF)
845           {
846           ctf_view();
847           } else */
848
849         // draw 2D entities
850         e = self;
851         for(self = world; (self = nextent(self)); )
852                 if(self.draw2d)
853                         self.draw2d();
854         self = e;
855
856         scoreboard_active = HUD_WouldDrawScoreboard();
857
858         hit_time = getstatf(STAT_HIT_TIME);
859         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
860         {
861                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
862                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
863         }
864         typehit_time = getstatf(STAT_TYPEHIT_TIME);
865         if(typehit_time > nextsound_typehit_time)
866         {
867                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
868                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
869         }
870
871         float hud;
872         hud = getstati(STAT_HUD);
873         if(hud == HUD_SPIDERBOT)
874                 CSQC_SPIDER_HUD();
875         else if(hud == HUD_WAKIZASHI)
876         CSQC_WAKIZASHI_HUD();
877     else if(hud == HUD_RAPTOR)
878         CSQC_RAPTOR_HUD();
879         else
880         {
881                 if(gametype == GAME_FREEZETAG)
882                 {
883                         if(getstati(STAT_FROZEN))
884                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
885                         if(getstatf(STAT_REVIVE_PROGRESS))
886                         {
887                                 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);
888                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
889                         }
890                 }
891
892                 if(autocvar_r_letterbox == 0)
893                         if(autocvar_viewsize < 120)
894                                 CSQC_common_hud();
895
896                 // crosshair goes VERY LAST
897                 if(!scoreboard_active && !camera_active && intermission != 2) {
898                         string wcross_style;
899                         float wcross_alpha, wcross_resolution;
900                         wcross_style = autocvar_crosshair;
901                         if (wcross_style == "0")
902                                 return;
903                         wcross_resolution = autocvar_crosshair_size;
904                         if (wcross_resolution == 0)
905                                 return;
906                         wcross_alpha = autocvar_crosshair_alpha;
907                         if (wcross_alpha == 0)
908                                 return;
909
910                         // TrueAim check
911                         float shottype;
912
913                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
914                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
915                         wcross_origin_z = 0;
916                         if(autocvar_crosshair_hittest)
917                         {
918                                 vector wcross_oldorigin;
919                                 wcross_oldorigin = wcross_origin;
920                                 shottype = TrueAimCheck();
921                                 if(shottype == SHOTTYPE_HITWORLD)
922                                 {
923                                         v = wcross_origin - wcross_oldorigin;
924                                         v_x /= vid_conwidth;
925                                         v_y /= vid_conheight;
926                                         if(vlen(v) > 0.01)
927                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
928                                 }
929                                 if(!autocvar_crosshair_hittest_showimpact)
930                                         wcross_origin = wcross_oldorigin;
931                         }
932                         else
933                                 shottype = SHOTTYPE_HITWORLD;
934
935                         vector wcross_color, wcross_size;
936                         string wcross_wep, wcross_name;
937                         float wcross_scale, wcross_blur;
938
939                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
940                                 e = get_weaponinfo(activeweapon);
941                                 if (e && e.netname != "")
942                                 {
943                                         wcross_wep = e.netname;
944                                         if(autocvar_crosshair_per_weapon)
945                                         {
946                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
947                                                 if (wcross_resolution == 0)
948                                                         return;
949                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
950                                                 if (wcross_alpha == 0)
951                                                         return;
952
953                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
954                                                 if(wcross_style == "" || wcross_style == "0")
955                                                         wcross_style = wcross_wep;
956                                         }
957                                 }
958                         }
959                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
960                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
961                         else if(autocvar_crosshair_color_by_health)
962                         {
963                                 local float x = getstati(STAT_HEALTH);
964                                 
965                                 //x = red
966                                 //y = green
967                                 //z = blue
968                                 
969                                 wcross_color_z = 0;
970                                 
971                                 if(x > 200)
972                                 {
973                                         wcross_color_x = 0;
974                                         wcross_color_y = 1;
975                                 }
976                                 else if(x > 150)
977                                 {
978                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
979                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
980                                 }
981                                 else if(x > 100)
982                                 {
983                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
984                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
985                                         wcross_color_z = 1 - (x-100)*0.02;
986                                 }
987                                 else if(x > 50)
988                                 {
989                                         wcross_color_x = 1;
990                                         wcross_color_y = 1;
991                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
992                                 }
993                                 else if(x > 20)
994                                 {
995                                         wcross_color_x = 1;
996                                         wcross_color_y = (x-20)*90/27/100;
997                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
998                                 }
999                                 else
1000                                 {
1001                                         wcross_color_x = 1;
1002                                         wcross_color_y = 0;
1003                                 }
1004                         }
1005                         else
1006                                 wcross_color = stov(autocvar_crosshair_color);
1007
1008                         wcross_name = strcat("gfx/crosshair", wcross_style);
1009
1010                         if(autocvar_crosshair_effect_scalefade)
1011                         {
1012                                 wcross_scale = wcross_resolution;
1013                                 wcross_resolution = 1;
1014                         }
1015                         else
1016                         {
1017                                 wcross_scale = 1;
1018                         }
1019
1020                         if(autocvar_crosshair_pickup)
1021                         {
1022                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1023                                 {
1024                                         pickup_crosshair_size = 1;
1025                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1026                                 }
1027
1028                                 if(pickup_crosshair_size > 0)
1029                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1030                                 else
1031                                         pickup_crosshair_size = 0;
1032
1033                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1034                         }
1035                         
1036                         vector hitindication_color;
1037                         if(autocvar_crosshair_hitindication)
1038                         {
1039                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1040                                 if(hitindication_crosshair_time < hit_time)
1041                                 {
1042                                         hitindication_crosshair_size = 1;
1043                                         hitindication_crosshair_time = hit_time;
1044                                 }
1045
1046                                 if(hitindication_crosshair_size > 0)
1047                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1048                                 else
1049                                         hitindication_crosshair_size = 0;
1050
1051                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1052                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1053                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1054                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1055                         }
1056
1057                         if(shottype == SHOTTYPE_HITENEMY)
1058                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1059                         if(shottype == SHOTTYPE_HITTEAM)
1060                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1061
1062                         f = autocvar_crosshair_effect_speed;
1063                         if(f < 0)
1064                                 f *= -2 * g_weaponswitchdelay;
1065                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1066                         {
1067                                 wcross_changedonetime = time + f;
1068                         }
1069                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1070                         {
1071                                 wcross_name_changestarttime = time;
1072                                 wcross_name_changedonetime = time + f;
1073                                 if(wcross_name_goal_prev_prev)
1074                                         strunzone(wcross_name_goal_prev_prev);
1075                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1076                                 wcross_name_goal_prev = strzone(wcross_name);
1077                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1078                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1079                                 wcross_resolution_goal_prev = wcross_resolution;
1080                         }
1081
1082                         wcross_scale_goal_prev = wcross_scale;
1083                         wcross_alpha_goal_prev = wcross_alpha;
1084                         wcross_color_goal_prev = wcross_color;
1085
1086                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1087                         {
1088                                 wcross_blur = 1;
1089                                 wcross_alpha *= 0.75;
1090                         }
1091                         else
1092                                 wcross_blur = 0;
1093                         // *_prev is at time-frametime
1094                         // * is at wcross_changedonetime+f
1095                         // what do we have at time?
1096                         if(time < wcross_changedonetime)
1097                         {
1098                                 f = frametime / (wcross_changedonetime - time + frametime);
1099                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1100                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1101                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1102                         }
1103
1104                         wcross_scale_prev = wcross_scale;
1105                         wcross_alpha_prev = wcross_alpha;
1106                         wcross_color_prev = wcross_color;
1107
1108                         wcross_scale *= 1 - autocvar__menu_alpha;
1109                         wcross_alpha *= 1 - autocvar__menu_alpha;
1110                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1111
1112                         // crosshair rings for weapon stats
1113                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1114                         {
1115                                 // declarations and stats
1116                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1117                                 string ring_image, ring_inner_image;
1118                                 vector ring_rgb, ring_inner_rgb;
1119                                 
1120                                 ring_scale = autocvar_crosshair_ring_size;
1121
1122                                 float weapon_clipload, weapon_clipsize;
1123                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1124                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1125
1126                                 float nex_charge, nex_chargepool;
1127                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1128                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1129
1130                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1131                                         nex_charge_movingavg = nex_charge;
1132                                         
1133
1134                                 // handle the values
1135                                 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1136                                 {
1137                                         if (nex_chargepool || use_nex_chargepool) { 
1138                                                 use_nex_chargepool = 1; 
1139                                                 ring_inner_value = nex_chargepool;
1140                                         } else { 
1141                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1142                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1143                                         }
1144                                                 
1145                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1146                                         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;
1147                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1148                                         
1149                                         // draw the outer ring to show the current charge of the weapon
1150                                         ring_value = nex_charge;
1151                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1152                                         ring_rgb = wcross_color;
1153                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1154                                 }
1155                                 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1156                                 {
1157                                         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.
1158                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1159                                         ring_rgb = wcross_color;
1160                                         ring_image = "gfx/crosshair_ring.tga";
1161                                 }
1162
1163                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1164                                 {
1165                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1166                                         ring_scale = autocvar_crosshair_ring_reload_size;
1167                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1168                                         ring_rgb = wcross_color;
1169                                         
1170                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1171                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1172                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1173                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1174                                         else
1175                                                 ring_image = "gfx/crosshair_ring.tga";
1176                                 }
1177
1178                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1179                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1180
1181                                 if (ring_value)
1182                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1183                         }
1184
1185 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1186                         do \
1187                         { \
1188                                 if(wcross_blur > 0) \
1189                                 { \
1190                                         for(i = -2; i <= 2; ++i) \
1191                                                 for(j = -2; j <= 2; ++j) \
1192                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1193                                 } \
1194                                 else \
1195                                 { \
1196                                         M(0,0,sz,wcross_name,wcross_alpha); \
1197                                 } \
1198                         } \
1199                         while(0)
1200
1201 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1202                         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)
1203
1204 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1205                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1206
1207                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1208                         {
1209                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1210                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1211                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1212                                 f = 1 - f;
1213                         }
1214                         else
1215                         {
1216                                 f = 1;
1217                         }
1218
1219                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1220                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1221
1222                         if(autocvar_crosshair_dot)
1223             {
1224                 vector wcross_color_old;
1225                 wcross_color_old = wcross_color;
1226                 if(autocvar_crosshair_dot_color != "0")
1227                     wcross_color = stov(autocvar_crosshair_dot_color);
1228                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1229                 wcross_color = wcross_color_old;
1230             }
1231
1232                         wcross_name_alpha_goal_prev = f;
1233                 }
1234                 else
1235                 {
1236                         wcross_scale_prev = 0;
1237                         wcross_alpha_prev = 0;
1238                         wcross_scale_goal_prev = 0;
1239                         wcross_alpha_goal_prev = 0;
1240                         wcross_changedonetime = 0;
1241                         if(wcross_name_goal_prev)
1242                                 strunzone(wcross_name_goal_prev);
1243                         wcross_name_goal_prev = string_null;
1244                         if(wcross_name_goal_prev_prev)
1245                                 strunzone(wcross_name_goal_prev_prev);
1246                         wcross_name_goal_prev_prev = string_null;
1247                         wcross_name_changestarttime = 0;
1248                         wcross_name_changedonetime = 0;
1249                         wcross_name_alpha_goal_prev = 0;
1250                         wcross_name_alpha_goal_prev_prev = 0;
1251                         wcross_resolution_goal_prev = 0;
1252                         wcross_resolution_goal_prev_prev = 0;
1253                 }
1254         }
1255
1256         if(NextFrameCommand)
1257         {
1258                 localcmd("\n", NextFrameCommand, "\n");
1259                 NextFrameCommand = string_null;
1260         }
1261
1262         // we must do this check AFTER a frame was rendered, or it won't work
1263         if(cs_project_is_b0rked == 0)
1264         {
1265                 string w0, h0;
1266                 w0 = ftos(autocvar_vid_conwidth);
1267                 h0 = ftos(autocvar_vid_conheight);
1268                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1269                 //R_SetView(VF_FOV, '90 90 0');
1270                 R_SetView(VF_ORIGIN, '0 0 0');
1271                 R_SetView(VF_ANGLES, '0 0 0');
1272                 R_SetView(VF_PERSPECTIVE, 1);
1273                 makevectors('0 0 0');
1274                 vector v1, v2;
1275                 cvar_set("vid_conwidth", "800");
1276                 cvar_set("vid_conheight", "600");
1277                 v1 = cs_project(v_forward);
1278                 cvar_set("vid_conwidth", "640");
1279                 cvar_set("vid_conheight", "480");
1280                 v2 = cs_project(v_forward);
1281                 if(v1 == v2)
1282                         cs_project_is_b0rked = 1;
1283                 else
1284                         cs_project_is_b0rked = -1;
1285                 cvar_set("vid_conwidth", w0);
1286                 cvar_set("vid_conheight", h0);
1287         }
1288
1289         if(autocvar__hud_configure)
1290                 HUD_Panel_Mouse();
1291
1292         // let's reset the view back to normal for the end
1293         R_SetView(VF_MIN, '0 0 0');
1294         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1295 }
1296
1297 #define spider_h "gfx/vehicles/hud_bg.tga"
1298 #define spider_b "gfx/vehicles/sbot.tga"
1299 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1300 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1301 #define spider_s "gfx/vehicles/shiled.tga"
1302 #define spider_a1 "gfx/hud/sb_rocket.tga"
1303 #define spider_a2 "gfx/sb_bullets.tga"
1304
1305 void CSQC_SPIDER_HUD()
1306 {
1307         float rockets, reload, heat, hp, shield;
1308         vector picsize, hudloc;
1309
1310     // Fetch health & ammo stats
1311     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1312         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1313         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1314         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1315         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1316
1317     // Draw the crosshairs
1318     picsize = drawgetimagesize(SPIDER_CROSS);
1319     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1320     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1321     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);
1322
1323     hudloc_y =  4;
1324     hudloc_x = 4;
1325
1326     picsize = drawgetimagesize(spider_h) * 0.5;
1327     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1328
1329     picsize = drawgetimagesize(spider_a2) * 0.5;
1330     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1331
1332     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1333     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1334     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1335
1336     picsize = drawgetimagesize(spider_a1) * 0.85;
1337     if(rockets == 9)
1338     {
1339         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1340         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1341     }
1342     else
1343     {
1344         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1345         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1346     }
1347
1348     picsize = drawgetimagesize(spider_b) * 0.5;
1349     hudloc_y = 10.5;
1350     hudloc_x = 10.5;
1351
1352     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1353     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1354     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1355     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1356
1357
1358         /*
1359         // Draw health bar
1360         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1361         p = p + '0 1 0' * vid_conheight - '0 32 0';
1362         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1363         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1364         p_y += 8;
1365         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1366         p_x += 256 * hp;
1367         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1368
1369         // Draw minigun heat indicator
1370         p = '0.5 0 0' * (vid_conwidth - 256);
1371         p = p + '0 1 0' * vid_conheight - '0 34  0';
1372         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1373         p_x += 256 * (1-heat);
1374         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1375
1376
1377         // Draw rocket icons for loaded/empty tubes.
1378         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1379         pp += '0 1 0' * vid_conheight - '0 64 0';
1380         for(i = 0; i < 8; ++i)
1381         {
1382                 p = pp + '1 0 0' * (rkt_size * i);
1383                 if(rockets == 8)
1384                 {
1385                         if(floor(reload * 8) == i)
1386                         {
1387                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1388                         }
1389                         else if(i < reload * 8)
1390                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1391                         else
1392                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1393                 }
1394                 else
1395                 {
1396                         if(i < rockets)
1397                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1398                         else
1399                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1400                 }
1401         }
1402         */
1403
1404         if (scoreboard_showscores)
1405         {
1406                 HUD_DrawScoreboard();
1407                 HUD_DrawCenterPrint();
1408         }
1409
1410 }
1411
1412 #define raptor_h "gfx/vehicles/hud_bg.tga"
1413 #define raptor_b "gfx/vehicles/raptor.tga"
1414 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1415 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1416 #define raptor_s "gfx/vehicles/shiled.tga"
1417
1418 void CSQC_RAPTOR_HUD()
1419 {
1420         float reload, hp, shield, energy;
1421         vector picsize, hudloc;
1422
1423     // Fetch health & ammo stats
1424     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1425         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1426         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1427         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1428
1429     // Draw the crosshairs
1430     picsize = drawgetimagesize(SPIDER_CROSS);
1431     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1432     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1433     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);
1434
1435     hudloc_y =  4;
1436     hudloc_x = 4;
1437
1438     picsize = drawgetimagesize(raptor_h) * 0.5;
1439     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1440
1441     picsize = drawgetimagesize(spider_a2) * 0.5;
1442     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1443
1444     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1445     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1446     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1447
1448
1449     picsize = drawgetimagesize(spider_a1) * 0.85;
1450     if(reload == 1)
1451     {
1452         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1453         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1454     }
1455     else
1456     {
1457         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1458         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1459     }
1460
1461     picsize = drawgetimagesize(raptor_b) * 0.5;
1462     hudloc_y = 10.5;
1463     hudloc_x = 10.5;
1464
1465     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1466     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1467     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1468     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1469
1470
1471         if (scoreboard_showscores)
1472         {
1473                 HUD_DrawScoreboard();
1474                 HUD_DrawCenterPrint();
1475         }
1476
1477 }
1478
1479 #define waki_h "gfx/vehicles/hud_bg.tga"
1480 #define waki_b "gfx/vehicles/waki.tga"
1481 #define waki_e "gfx/vehicles/waki_e.tga"
1482 #define waki_g "gfx/vehicles/waki_guns.tga"
1483 #define waki_r "gfx/vehicles/waki_rockets.tga"
1484 #define waki_s "gfx/vehicles/shiled.tga"
1485
1486 #define waki_a1 "gfx/hud/sb_rocket.tga"
1487 #define waki_a2 "gfx/sb_cells.tga"
1488
1489 void CSQC_WAKIZASHI_HUD()
1490 {
1491         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1492         float health, shield, energy, rockets;
1493         vector picsize, hudloc;
1494
1495     picsize = drawgetimagesize(SPIDER_CROSS);
1496     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1497     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1498     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);
1499
1500 /*
1501 const float STAT_VEHICLESTAT_HEALTH  = 60;
1502 const float STAT_VEHICLESTAT_SHIELD  = 61;
1503 const float STAT_VEHICLESTAT_ENERGY  = 62;
1504 const float STAT_VEHICLESTAT_AMMO1   = 63;
1505 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1506 const float STAT_VEHICLESTAT_AMMO2   = 65;
1507 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1508 */
1509     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1510         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1511         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1512         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1513
1514     hudloc_y =  4;
1515     hudloc_x = 4;
1516
1517     picsize = drawgetimagesize(waki_h) * 0.5;
1518     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1519
1520     picsize = drawgetimagesize(waki_a2) * 0.7;
1521     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1522
1523
1524     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1525     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1526
1527     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1528
1529     picsize = drawgetimagesize(waki_a1) * 0.75;
1530     if(rockets == 1)
1531     {
1532         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1533         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1534     }
1535     else
1536     {
1537         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1538         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1539         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1540     }
1541
1542     picsize = drawgetimagesize(waki_b) * 0.5;
1543     hudloc_y = 10.5;
1544     hudloc_x = 10.5;
1545
1546     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1547     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1548     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1549     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1550
1551
1552
1553         /*
1554         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1555         p = p + '0 1 0' * vid_conheight - '0 32 0';
1556
1557         // Draw health bar
1558         p_y += 8;
1559         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1560         p_x += 256 * health;
1561         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1562
1563         // Draw shiled bar
1564         p_x -= 256 * health;
1565         p_y += 4;
1566         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1567
1568         // Draw energy
1569         //p_x -= 256 * health;
1570         p_y -= 8;
1571         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1572
1573         // Draw rockets bar
1574         p_y += 12;
1575         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1576         */
1577
1578
1579
1580
1581         if (scoreboard_showscores)
1582         {
1583                 HUD_DrawScoreboard();
1584                 HUD_DrawCenterPrint();
1585         }
1586
1587 }
1588
1589
1590 void CSQC_common_hud(void)
1591 {
1592         // HUD_SortFrags(); done in HUD_Draw
1593         float hud;
1594         hud = getstati(STAT_HUD);
1595
1596         //hud = 10;
1597         switch(hud)
1598         {
1599                 case HUD_NORMAL:
1600                         // do some accuracy var caching
1601                         float i;
1602                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1603                         {
1604                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1605                                 {
1606                                         if(acc_color_levels)
1607                                                 strunzone(acc_color_levels);
1608                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1609                                         acc_levels = tokenize(acc_color_levels);
1610                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1611                                                 acc_levels = MAX_ACCURACY_LEVELS;
1612
1613                                         for (i = 0; i < acc_levels; ++i)
1614                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1615                                 }
1616                                 // let know that acc_col[] needs to be loaded
1617                                 acc_col_x[0] = -1;
1618                         }
1619
1620                         HUD_Main(); // always run these functions for alpha checks
1621                         HUD_DrawScoreboard();
1622
1623                         if (scoreboard_active) // scoreboard/accuracy
1624                         {       
1625                                 HUD_Reset();
1626                                 // HUD_DrawScoreboard takes care of centerprint_start
1627                         }
1628                         else if (intermission == 2) // map voting screen
1629                         {
1630                                 HUD_FinaleOverlay();
1631                                 HUD_Reset();
1632
1633                                 centerprint_start_x = 0;
1634                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1635                         }
1636                         else // hud
1637                         {
1638                                 centerprint_start_x = 0;
1639                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1640                         }
1641
1642                         HUD_DrawCenterPrint();
1643                         break;
1644
1645                 case HUD_SPIDERBOT:
1646                         CSQC_SPIDER_HUD();
1647                         break;
1648
1649                 case HUD_WAKIZASHI:
1650                         CSQC_WAKIZASHI_HUD();
1651                         break;
1652         }
1653 }
1654
1655
1656 // following vectors must be global to allow seamless switching between camera modes
1657 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1658 void CSQC_Demo_Camera()
1659 {
1660         float speed, attenuation, dimensions;
1661         vector tmp, delta;
1662
1663         if( autocvar_camera_reset || !camera_mode )
1664         {
1665                 camera_offset = '0 0 0';
1666                 current_angles = '0 0 0';
1667                 camera_direction = '0 0 0';
1668                 camera_offset_z += 30;
1669                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1670                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1671                 current_origin = view_origin;
1672                 current_camera_offset  = camera_offset;
1673                 cvar_set("camera_reset", "0");
1674                 camera_mode = CAMERA_CHASE;
1675         }
1676
1677         // Camera angles
1678         if( camera_roll )
1679                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1680
1681         if(autocvar_camera_look_player)
1682         {
1683                 local vector dir;
1684                 local float n;
1685
1686                 dir = normalize(view_origin - current_position);
1687                 n = mouse_angles_z;
1688                 mouse_angles = vectoangles(dir);
1689                 mouse_angles_x = mouse_angles_x * -1;
1690                 mouse_angles_z = n;
1691         }
1692         else
1693         {
1694                 tmp = getmousepos() * 0.1;
1695                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1696                 {
1697                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1698                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1699                 }
1700         }
1701
1702         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1703         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1704         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1705         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1706
1707         // Fix difference when angles don't have the same sign
1708         delta = '0 0 0';
1709         if(mouse_angles_y < -60 && current_angles_y > 60)
1710                 delta = '0 360 0';
1711         if(mouse_angles_y > 60 && current_angles_y < -60)
1712                 delta = '0 -360 0';
1713
1714         if(autocvar_camera_look_player)
1715                 attenuation = autocvar_camera_look_attenuation;
1716         else
1717                 attenuation = autocvar_camera_speed_attenuation;
1718
1719         attenuation = 1 / max(1, attenuation);
1720         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1721
1722         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1723         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1724         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1725         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1726
1727         // Camera position
1728         tmp = '0 0 0';
1729         dimensions = 0;
1730
1731         if( camera_direction_x )
1732         {
1733                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1734                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1735                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1736                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1737                 ++dimensions;
1738         }
1739
1740         if( camera_direction_y )
1741         {
1742                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1743                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1744                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1745                 ++dimensions;
1746         }
1747
1748         if( camera_direction_z )
1749         {
1750                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1751                 ++dimensions;
1752         }
1753
1754         if(autocvar_camera_free)
1755                 speed = autocvar_camera_speed_free;
1756         else
1757                 speed = autocvar_camera_speed_chase;
1758
1759         if(dimensions)
1760         {
1761                 speed = speed * sqrt(1 / dimensions);
1762                 camera_offset += tmp * speed;
1763         }
1764
1765         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1766
1767         // Camera modes
1768         if( autocvar_camera_free )
1769         {
1770                 if ( camera_mode == CAMERA_CHASE )
1771                 {
1772                         current_camera_offset = current_origin + current_camera_offset;
1773                         camera_offset = current_origin + camera_offset;
1774                 }
1775
1776                 camera_mode = CAMERA_FREE;
1777                 current_position = current_camera_offset;
1778         }
1779         else
1780         {
1781                 if ( camera_mode == CAMERA_FREE )
1782                 {
1783                         current_origin = view_origin;
1784                         camera_offset = camera_offset - current_origin;
1785                         current_camera_offset = current_camera_offset - current_origin;
1786                 }
1787
1788                 camera_mode = CAMERA_CHASE;
1789
1790                 if(autocvar_camera_chase_smoothly)
1791                         current_origin += (view_origin - current_origin) * attenuation;
1792                 else
1793                         current_origin = view_origin;
1794
1795                 current_position = current_origin + current_camera_offset;
1796         }
1797
1798         R_SetView(VF_ANGLES, current_angles);
1799         R_SetView(VF_ORIGIN, current_position);
1800 }