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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 vector chase_target_origin;
371
372 void CSQC_UpdateView(float w, float h)
373 {
374         entity e;
375         float fov;
376         float f, i, j;
377         vector v, vo;
378         vector vf_size, vf_min;
379         float a;
380
381         vf_size = R_SetView3fv(VF_SIZE);
382         vf_min = R_SetView3fv(VF_MIN);
383         vid_width = vf_size_x;
384         vid_height = vf_size_y;
385
386         vector reticle_pos, reticle_size;
387         vector splash_pos, splash_size;
388
389         WaypointSprite_Load();
390
391         if(spectatee_status)
392                 myteam = GetPlayerColor(spectatee_status - 1);
393         else
394                 myteam = GetPlayerColor(player_localentnum - 1);
395
396         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
397         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
398
399         warpzone_fixview_origin = pmove_org + vo;
400         warpzone_fixview_cl_viewangles = input_angles;
401         warpzone_fixview_angles = view_angles;
402         WarpZone_FixView();
403         pmove_org = warpzone_fixview_origin - vo;
404         input_angles = warpzone_fixview_cl_viewangles;
405         view_angles = warpzone_fixview_angles;
406
407         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
408         {
409                 pmove_org = freeze_pmove_org;
410                 input_angles = view_angles = freeze_input_angles;
411                 R_SetView(VF_ORIGIN, pmove_org + vo);
412                 R_SetView(VF_ANGLES, view_angles);
413                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
414         }
415         freeze_pmove_org = pmove_org;
416         freeze_input_angles = input_angles;
417
418         // event chase cam
419         if(spectatee_status >= 0 && (autocvar_cl_chase_death || autocvar_cl_chase_intermission))
420         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually
421         {
422                 if((autocvar_cl_chase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_chase_intermission && intermission))
423                 {
424                         // We must set chase_active in order to get a third person view (1st person weapon model hidden and own player model showing).
425                         // Ideally, there should be another way to enable third person mode, such as an R_SetView() function specifically for this purpose.
426
427                         if(!autocvar_chase_active)
428                                 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)
429
430                         // make the camera smooth back
431                         if(autocvar_cl_chase_speed && chase_current_distance < autocvar_cl_chase_distance)
432                                 chase_current_distance += autocvar_cl_chase_speed * (autocvar_cl_chase_distance - chase_current_distance) * frametime; // slow down smoothly
433                         else if(chase_current_distance != autocvar_cl_chase_distance)
434                                 chase_current_distance = autocvar_cl_chase_distance;
435
436                         if not(intermission > 1) // don't update view origin during the map voting screen
437                         {
438                                 makevectors(view_angles);
439                                 chase_target_origin = pmove_org - view_forward * chase_current_distance; // pass 1, used to check where the camera would go and obtain the trace_fraction
440
441                                 // don't allow the camera to go through walls
442                                 traceline(pmove_org, chase_target_origin, MOVE_NORMAL, self);
443                                 chase_target_origin = pmove_org - view_forward * chase_current_distance * trace_fraction; // pass 2, also multiplying view_forward with trace_fraction, to avoid sticking the camera in solid
444                         }
445
446                         R_SetView(VF_ORIGIN, chase_target_origin);
447                 }
448                 else if(autocvar_chase_active < 0)
449                 {
450                         cvar_set("chase_active", "0");
451                         chase_current_distance = 0; // start from 0
452                 }
453         }
454
455         // Render the Scene
456         if(!intermission || !view_set || (intermission && autocvar_cl_chase_intermission))
457         {
458                 view_origin = pmove_org + vo;
459                 view_angles = input_angles;
460                 makevectors(view_angles);
461                 view_forward = v_forward;
462                 view_right = v_right;
463                 view_up = v_up;
464                 view_set = 1;
465         }
466
467 #ifdef BLURTEST
468         if(time > blurtest_time0 && time < blurtest_time1)
469         {
470                 float r, t;
471
472                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
473                 r = t * blurtest_radius;
474                 f = 1 / pow(t, blurtest_power) - 1;
475
476                 cvar_set("r_glsl_postprocess", "1");
477                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
478         }
479         else
480         {
481                 cvar_set("r_glsl_postprocess", "0");
482                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
483         }
484 #endif
485
486         TargetMusic_Advance();
487         Fog_Force();
488
489         drawframetime = max(0.000001, time - drawtime);
490         drawtime = time;
491
492         // watch for gametype changes here...
493         // in ParseStuffCMD the cmd isn't executed yet :/
494         // might even be better to add the gametype to TE_CSQC_INIT...?
495         if(!postinit)
496                 PostInit();
497
498         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
499                 if(calledhooks & HOOK_START)
500                 {
501                         localcmd("\ncl_hook_gameend\n");
502                         calledhooks |= HOOK_END;
503                 }
504
505         CheckForGamestartChange();
506         serverAnnouncer();
507         maptimeAnnouncer();
508         carrierAnnouncer();
509
510         fov = autocvar_fov;
511         if(button_zoom || fov <= 59.5)
512         {
513                 if(!zoomscript_caught)
514                 {
515                         localcmd("+button4\n");
516                         zoomscript_caught = 1;
517                         ignore_plus_zoom += 1;
518                 }
519         }
520         else
521         {
522                 if(zoomscript_caught)
523                 {
524                         localcmd("-button4\n");
525                         zoomscript_caught = 0;
526                         ignore_minus_zoom += 1;
527                 }
528         }
529
530         ColorTranslateMode = autocvar_cl_stripcolorcodes;
531         activeweapon = getstati(STAT_SWITCHWEAPON);
532         f = (serverflags & SERVERFLAG_TEAMPLAY);
533         if(f != teamplay)
534         {
535                 teamplay = f;
536                 HUD_InitScores();
537         }
538
539         if(last_weapon != activeweapon) {
540                 weapontime = time;
541                 last_weapon = activeweapon;
542
543                 e = get_weaponinfo(activeweapon);
544                 if(e.netname != "")
545                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
546                 else
547                         localcmd("\ncl_hook_activeweapon none\n");
548         }
549
550         // ALWAYS Clear Current Scene First
551         R_ClearScene();
552
553         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
554         R_SetView(VF_SIZE, vf_size);
555         R_SetView(VF_MIN, vf_min);
556
557         // Assign Standard Viewflags
558         // Draw the World (and sky)
559         R_SetView(VF_DRAWWORLD, 1);
560
561         // Set the console size vars
562         vid_conwidth = autocvar_vid_conwidth;
563         vid_conheight = autocvar_vid_conheight;
564         vid_pixelheight = autocvar_vid_pixelheight;
565
566         R_SetView(VF_FOV, GetCurrentFov(fov));
567
568         // Camera for demo playback
569         if(camera_active)
570         {
571                 if(autocvar_camera_enable)
572                         CSQC_Demo_Camera();
573                 else
574                 {
575                         cvar_set("chase_active", ftos(chase_active_backup));
576                         cvar_set("cl_demo_mousegrab", "0");
577                         camera_active = FALSE;
578                 }
579         }
580 #ifdef CAMERATEST
581         else if(autocvar_camera_enable)
582 #else
583         else if(autocvar_camera_enable && isdemo())
584 #endif
585         {
586                 // Enable required Darkplaces cvars
587                 chase_active_backup = autocvar_chase_active;
588                 cvar_set("chase_active", "2");
589                 cvar_set("cl_demo_mousegrab", "1");
590                 camera_active = TRUE;
591                 camera_mode = FALSE;
592         }
593
594         // Draw the Crosshair
595         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
596
597         // Draw the Engine Status Bar (the default Quake HUD)
598         R_SetView(VF_DRAWENGINEHUD, 0);
599
600         // fetch this one only once per frame
601         hud_showbinds = autocvar_hud_showbinds;
602         hud_showbinds_limit = autocvar_hud_showbinds_limit;
603
604         // Update the mouse position
605         /*
606            mousepos_x = vid_conwidth;
607            mousepos_y = vid_conheight;
608            mousepos = mousepos*0.5 + getmousepos();
609          */
610
611         e = self;
612         for(self = world; (self = nextent(self)); )
613                 if(self.draw)
614                         self.draw();
615         self = e;
616
617         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
618         R_RenderScene();
619
620         // now switch to 2D drawing mode by calling a 2D drawing function
621         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
622         // next R_RenderScene call
623         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
624
625         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
626         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
627         {
628                 // apply night vision effect
629                 vector rgb, tc_00, tc_01, tc_10, tc_11;
630
631                 if(!nightvision_noise)
632                 {
633                         nightvision_noise = spawn();
634                         nightvision_noise.classname = "nightvision_noise";
635                 }
636                 if(!nightvision_noise2)
637                 {
638                         nightvision_noise2 = spawn();
639                         nightvision_noise2.classname = "nightvision_noise2";
640                 }
641
642                 // color tint in yellow
643                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
644
645                 // draw BG
646                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
647                 rgb = '1 1 1';
648                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
649                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
650                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
651                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
652                 tc_11 = tc_01 + tc_10 - tc_00;
653                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
654                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
655                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
656                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
657                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
658                 R_EndPolygon();
659
660                 // draw FG
661                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
662                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
663                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
664                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
665                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
666                 tc_11 = tc_01 + tc_10 - tc_00;
667                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
668                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
669                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
670                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
671                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
672                 R_EndPolygon();
673         }
674
675         // Draw the aiming reticle for weapons that use it
676         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
677         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
678         // the view to go back to normal, so reticle_type would become 0 as we fade out)
679         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
680                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
681         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
682                 reticle_type = 2; // nex zoom
683         else if(button_zoom || zoomscript_caught)
684                 reticle_type = 1; // normal zoom
685         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
686                 reticle_type = 2; // nex zoom
687
688         if (reticle_type)
689         {
690                 if(autocvar_cl_reticle_stretch)
691                 {
692                         reticle_size_x = vid_conwidth;
693                         reticle_size_y = vid_conheight;
694                         reticle_pos_x = 0;
695                         reticle_pos_y = 0;
696                 }
697                 else
698                 {
699                         reticle_size_x = max(vid_conwidth, vid_conheight);
700                         reticle_size_y = max(vid_conwidth, vid_conheight);
701                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
702                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
703                 }
704
705                 f = current_zoomfraction;
706                 if(zoomscript_caught)
707                         f = 1;
708                 if(autocvar_cl_reticle_item_normal)
709                 {
710                         if(reticle_type == 1 && f)
711                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
712                 }
713                 if(autocvar_cl_reticle_item_nex)
714                 {
715                         if(reticle_type == 2 && f)
716                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
717                 }
718         }
719
720
721         // improved polyblend
722         vector rgb;
723         if(autocvar_hud_contents)
724         {
725                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
726                 vector liquidcolor;
727                 
728                 switch(pointcontents(view_origin))
729                 {
730                         case CONTENT_WATER:
731                                 liquidalpha = autocvar_hud_contents_water_alpha;
732                                 liquidcolor = stov(autocvar_hud_contents_water_color);
733                                 incontent = 1;
734                                 break;
735                                 
736                         case CONTENT_LAVA:
737                                 liquidalpha = autocvar_hud_contents_lava_alpha;
738                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
739                                 incontent = 1;
740                                 break;  
741                                                         
742                         case CONTENT_SLIME:
743                                 liquidalpha = autocvar_hud_contents_slime_alpha;
744                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
745                                 incontent = 1;
746                                 break;
747                                 
748                         default:
749                                 liquidalpha = 0;
750                                 liquidcolor = '0 0 0';
751                                 incontent = 0;
752                                 break;
753                 }
754                 
755                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
756                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
757                         contentfadetime = autocvar_hud_contents_fadeintime;
758                         liquidalpha_prev = liquidalpha;
759                         liquidcolor_prev = liquidcolor;
760                 }
761                 else
762                         contentfadetime = autocvar_hud_contents_fadeouttime;
763                         
764                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
765                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
766                 
767                 if(contentavgalpha)
768                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
769         }
770         
771         if(autocvar_hud_damage)
772         {
773                 splash_size_x = max(vid_conwidth, vid_conheight);
774                 splash_size_y = max(vid_conwidth, vid_conheight);
775                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
776                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
777
778                 float myhealth_flash_temp;
779                 myhealth = getstati(STAT_HEALTH);
780
781                 // fade out
782                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
783                 // add new damage
784                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
785
786                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
787                 pain_threshold = autocvar_hud_damage_pain_threshold;
788                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
789                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
790
791                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
792                 {
793                         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);
794                 }
795
796                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
797
798                 if(myhealth_prev < 1)
799                 {
800                         if(myhealth >= 1)
801                         {
802                                 myhealth_flash = 0; // just spawned, clear the flash immediately
803                                 myhealth_flash_temp = 0;
804                         }
805                         else
806                         {
807                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
808                         }
809                 }
810
811                 if(spectatee_status == -1 || intermission)
812                 {
813                         myhealth_flash = 0; // observing, or match ended
814                         myhealth_flash_temp = 0;
815                 }
816
817                 myhealth_prev = myhealth;
818
819                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
820                 {
821                         if(autocvar_cl_gentle_damage == 2)
822                         {
823                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
824                                 {
825                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
826                                 }
827                         }
828                         else
829                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
830
831                         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);
832                 }
833                 else
834                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
835         }
836
837         // Draw the mouse cursor
838         // NOTE: drawpic must happen after R_RenderScene for some reason
839         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
840         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
841         //self = edict_num(player_localnum);
842         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
843         //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);
844         // as long as the ctf part isn't in, this is useless
845         if(menu_visible)
846                 menu_show();
847
848         /*if(gametype == GAME_CTF)
849           {
850           ctf_view();
851           } else */
852
853         // draw 2D entities
854         e = self;
855         for(self = world; (self = nextent(self)); )
856                 if(self.draw2d)
857                         self.draw2d();
858         self = e;
859
860         scoreboard_active = HUD_WouldDrawScoreboard();
861
862         hit_time = getstatf(STAT_HIT_TIME);
863         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
864         {
865                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
866                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
867         }
868         typehit_time = getstatf(STAT_TYPEHIT_TIME);
869         if(typehit_time > nextsound_typehit_time)
870         {
871                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
872                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
873         }
874
875         float hud;
876         hud = getstati(STAT_HUD);
877         if(hud == HUD_SPIDERBOT)
878                 CSQC_SPIDER_HUD();
879         else if(hud == HUD_WAKIZASHI)
880         CSQC_WAKIZASHI_HUD();
881     else if(hud == HUD_RAPTOR)
882         CSQC_RAPTOR_HUD();
883         else
884         {
885                 if(gametype == GAME_FREEZETAG)
886                 {
887                         if(getstati(STAT_FROZEN))
888                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
889                         if(getstatf(STAT_REVIVE_PROGRESS))
890                         {
891                                 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);
892                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
893                         }
894                 }
895
896                 if(autocvar_r_letterbox == 0)
897                         if(autocvar_viewsize < 120)
898                                 CSQC_common_hud();
899
900                 // crosshair goes VERY LAST
901                 if(!scoreboard_active && !camera_active && intermission != 2) {
902                         string wcross_style;
903                         float wcross_alpha, wcross_resolution;
904                         wcross_style = autocvar_crosshair;
905                         if (wcross_style == "0")
906                                 return;
907                         wcross_resolution = autocvar_crosshair_size;
908                         if (wcross_resolution == 0)
909                                 return;
910                         wcross_alpha = autocvar_crosshair_alpha;
911                         if (wcross_alpha == 0)
912                                 return;
913
914                         // TrueAim check
915                         float shottype;
916
917                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
918                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
919                         wcross_origin_z = 0;
920                         if(autocvar_crosshair_hittest)
921                         {
922                                 vector wcross_oldorigin;
923                                 wcross_oldorigin = wcross_origin;
924                                 shottype = TrueAimCheck();
925                                 if(shottype == SHOTTYPE_HITWORLD)
926                                 {
927                                         v = wcross_origin - wcross_oldorigin;
928                                         v_x /= vid_conwidth;
929                                         v_y /= vid_conheight;
930                                         if(vlen(v) > 0.01)
931                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
932                                 }
933                                 if(!autocvar_crosshair_hittest_showimpact)
934                                         wcross_origin = wcross_oldorigin;
935                         }
936                         else
937                                 shottype = SHOTTYPE_HITWORLD;
938
939                         vector wcross_color, wcross_size;
940                         string wcross_wep, wcross_name;
941                         float wcross_scale, wcross_blur;
942
943                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
944                                 e = get_weaponinfo(activeweapon);
945                                 if (e && e.netname != "")
946                                 {
947                                         wcross_wep = e.netname;
948                                         if(autocvar_crosshair_per_weapon)
949                                         {
950                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
951                                                 if (wcross_resolution == 0)
952                                                         return;
953                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
954                                                 if (wcross_alpha == 0)
955                                                         return;
956
957                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
958                                                 if(wcross_style == "" || wcross_style == "0")
959                                                         wcross_style = wcross_wep;
960                                         }
961                                 }
962                         }
963                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
964                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
965                         else if(autocvar_crosshair_color_by_health)
966                         {
967                                 local float x = getstati(STAT_HEALTH);
968                                 
969                                 //x = red
970                                 //y = green
971                                 //z = blue
972                                 
973                                 wcross_color_z = 0;
974                                 
975                                 if(x > 200)
976                                 {
977                                         wcross_color_x = 0;
978                                         wcross_color_y = 1;
979                                 }
980                                 else if(x > 150)
981                                 {
982                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
983                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
984                                 }
985                                 else if(x > 100)
986                                 {
987                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
988                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
989                                         wcross_color_z = 1 - (x-100)*0.02;
990                                 }
991                                 else if(x > 50)
992                                 {
993                                         wcross_color_x = 1;
994                                         wcross_color_y = 1;
995                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
996                                 }
997                                 else if(x > 20)
998                                 {
999                                         wcross_color_x = 1;
1000                                         wcross_color_y = (x-20)*90/27/100;
1001                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1002                                 }
1003                                 else
1004                                 {
1005                                         wcross_color_x = 1;
1006                                         wcross_color_y = 0;
1007                                 }
1008                         }
1009                         else
1010                                 wcross_color = stov(autocvar_crosshair_color);
1011
1012                         wcross_name = strcat("gfx/crosshair", wcross_style);
1013
1014                         if(autocvar_crosshair_effect_scalefade)
1015                         {
1016                                 wcross_scale = wcross_resolution;
1017                                 wcross_resolution = 1;
1018                         }
1019                         else
1020                         {
1021                                 wcross_scale = 1;
1022                         }
1023
1024                         if(autocvar_crosshair_pickup)
1025                         {
1026                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1027                                 {
1028                                         pickup_crosshair_size = 1;
1029                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1030                                 }
1031
1032                                 if(pickup_crosshair_size > 0)
1033                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1034                                 else
1035                                         pickup_crosshair_size = 0;
1036
1037                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1038                         }
1039                         
1040                         vector hitindication_color;
1041                         if(autocvar_crosshair_hitindication)
1042                         {
1043                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1044                                 if(hitindication_crosshair_time < hit_time)
1045                                 {
1046                                         hitindication_crosshair_size = 1;
1047                                         hitindication_crosshair_time = hit_time;
1048                                 }
1049
1050                                 if(hitindication_crosshair_size > 0)
1051                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1052                                 else
1053                                         hitindication_crosshair_size = 0;
1054
1055                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1056                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1057                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1058                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1059                         }
1060
1061                         if(shottype == SHOTTYPE_HITENEMY)
1062                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1063                         if(shottype == SHOTTYPE_HITTEAM)
1064                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1065
1066                         f = autocvar_crosshair_effect_speed;
1067                         if(f < 0)
1068                                 f *= -2 * g_weaponswitchdelay;
1069                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1070                         {
1071                                 wcross_changedonetime = time + f;
1072                         }
1073                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1074                         {
1075                                 wcross_name_changestarttime = time;
1076                                 wcross_name_changedonetime = time + f;
1077                                 if(wcross_name_goal_prev_prev)
1078                                         strunzone(wcross_name_goal_prev_prev);
1079                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1080                                 wcross_name_goal_prev = strzone(wcross_name);
1081                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1082                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1083                                 wcross_resolution_goal_prev = wcross_resolution;
1084                         }
1085
1086                         wcross_scale_goal_prev = wcross_scale;
1087                         wcross_alpha_goal_prev = wcross_alpha;
1088                         wcross_color_goal_prev = wcross_color;
1089
1090                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1091                         {
1092                                 wcross_blur = 1;
1093                                 wcross_alpha *= 0.75;
1094                         }
1095                         else
1096                                 wcross_blur = 0;
1097                         // *_prev is at time-frametime
1098                         // * is at wcross_changedonetime+f
1099                         // what do we have at time?
1100                         if(time < wcross_changedonetime)
1101                         {
1102                                 f = frametime / (wcross_changedonetime - time + frametime);
1103                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1104                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1105                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1106                         }
1107
1108                         wcross_scale_prev = wcross_scale;
1109                         wcross_alpha_prev = wcross_alpha;
1110                         wcross_color_prev = wcross_color;
1111
1112                         wcross_scale *= 1 - autocvar__menu_alpha;
1113                         wcross_alpha *= 1 - autocvar__menu_alpha;
1114                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1115
1116                         // crosshair rings for weapon stats
1117                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1118                         {
1119                                 // declarations and stats
1120                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1121                                 string ring_image, ring_inner_image;
1122                                 vector ring_rgb, ring_inner_rgb;
1123                                 
1124                                 ring_scale = autocvar_crosshair_ring_size;
1125
1126                                 float weapon_clipload, weapon_clipsize;
1127                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1128                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1129
1130                                 float nex_charge, nex_chargepool;
1131                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1132                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1133
1134                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1135                                         nex_charge_movingavg = nex_charge;
1136                                         
1137
1138                                 // handle the values
1139                                 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1140                                 {
1141                                         if (nex_chargepool || use_nex_chargepool) { 
1142                                                 use_nex_chargepool = 1; 
1143                                                 ring_inner_value = nex_chargepool;
1144                                         } else { 
1145                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1146                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1147                                         }
1148                                                 
1149                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1150                                         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;
1151                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1152                                         
1153                                         // draw the outer ring to show the current charge of the weapon
1154                                         ring_value = nex_charge;
1155                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1156                                         ring_rgb = wcross_color;
1157                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1158                                 }
1159                                 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1160                                 {
1161                                         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.
1162                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1163                                         ring_rgb = wcross_color;
1164                                         ring_image = "gfx/crosshair_ring.tga";
1165                                 }
1166
1167                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1168                                 {
1169                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1170                                         ring_scale = autocvar_crosshair_ring_reload_size;
1171                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1172                                         ring_rgb = wcross_color;
1173                                         
1174                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1175                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1176                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1177                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1178                                         else
1179                                                 ring_image = "gfx/crosshair_ring.tga";
1180                                 }
1181
1182                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1183                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1184
1185                                 if (ring_value)
1186                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1187                         }
1188
1189 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1190                         do \
1191                         { \
1192                                 if(wcross_blur > 0) \
1193                                 { \
1194                                         for(i = -2; i <= 2; ++i) \
1195                                                 for(j = -2; j <= 2; ++j) \
1196                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1197                                 } \
1198                                 else \
1199                                 { \
1200                                         M(0,0,sz,wcross_name,wcross_alpha); \
1201                                 } \
1202                         } \
1203                         while(0)
1204
1205 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1206                         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)
1207
1208 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1209                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1210
1211                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1212                         {
1213                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1214                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1215                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1216                                 f = 1 - f;
1217                         }
1218                         else
1219                         {
1220                                 f = 1;
1221                         }
1222
1223                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1224                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1225
1226                         if(autocvar_crosshair_dot)
1227             {
1228                 vector wcross_color_old;
1229                 wcross_color_old = wcross_color;
1230                 if(autocvar_crosshair_dot_color != "0")
1231                     wcross_color = stov(autocvar_crosshair_dot_color);
1232                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1233                 wcross_color = wcross_color_old;
1234             }
1235
1236                         wcross_name_alpha_goal_prev = f;
1237                 }
1238                 else
1239                 {
1240                         wcross_scale_prev = 0;
1241                         wcross_alpha_prev = 0;
1242                         wcross_scale_goal_prev = 0;
1243                         wcross_alpha_goal_prev = 0;
1244                         wcross_changedonetime = 0;
1245                         if(wcross_name_goal_prev)
1246                                 strunzone(wcross_name_goal_prev);
1247                         wcross_name_goal_prev = string_null;
1248                         if(wcross_name_goal_prev_prev)
1249                                 strunzone(wcross_name_goal_prev_prev);
1250                         wcross_name_goal_prev_prev = string_null;
1251                         wcross_name_changestarttime = 0;
1252                         wcross_name_changedonetime = 0;
1253                         wcross_name_alpha_goal_prev = 0;
1254                         wcross_name_alpha_goal_prev_prev = 0;
1255                         wcross_resolution_goal_prev = 0;
1256                         wcross_resolution_goal_prev_prev = 0;
1257                 }
1258         }
1259
1260         if(NextFrameCommand)
1261         {
1262                 localcmd("\n", NextFrameCommand, "\n");
1263                 NextFrameCommand = string_null;
1264         }
1265
1266         // we must do this check AFTER a frame was rendered, or it won't work
1267         if(cs_project_is_b0rked == 0)
1268         {
1269                 string w0, h0;
1270                 w0 = ftos(autocvar_vid_conwidth);
1271                 h0 = ftos(autocvar_vid_conheight);
1272                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1273                 //R_SetView(VF_FOV, '90 90 0');
1274                 R_SetView(VF_ORIGIN, '0 0 0');
1275                 R_SetView(VF_ANGLES, '0 0 0');
1276                 R_SetView(VF_PERSPECTIVE, 1);
1277                 makevectors('0 0 0');
1278                 vector v1, v2;
1279                 cvar_set("vid_conwidth", "800");
1280                 cvar_set("vid_conheight", "600");
1281                 v1 = cs_project(v_forward);
1282                 cvar_set("vid_conwidth", "640");
1283                 cvar_set("vid_conheight", "480");
1284                 v2 = cs_project(v_forward);
1285                 if(v1 == v2)
1286                         cs_project_is_b0rked = 1;
1287                 else
1288                         cs_project_is_b0rked = -1;
1289                 cvar_set("vid_conwidth", w0);
1290                 cvar_set("vid_conheight", h0);
1291         }
1292
1293         if(autocvar__hud_configure)
1294                 HUD_Panel_Mouse();
1295
1296         // let's reset the view back to normal for the end
1297         R_SetView(VF_MIN, '0 0 0');
1298         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1299 }
1300
1301 #define spider_h "gfx/vehicles/hud_bg.tga"
1302 #define spider_b "gfx/vehicles/sbot.tga"
1303 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1304 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1305 #define spider_s "gfx/vehicles/shiled.tga"
1306 #define spider_a1 "gfx/hud/sb_rocket.tga"
1307 #define spider_a2 "gfx/sb_bullets.tga"
1308
1309 void CSQC_SPIDER_HUD()
1310 {
1311         float rockets, reload, heat, hp, shield;
1312         vector picsize, hudloc;
1313
1314     // Fetch health & ammo stats
1315     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1316         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1317         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1318         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1319         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1320
1321     // Draw the crosshairs
1322     picsize = drawgetimagesize(SPIDER_CROSS);
1323     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1324     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1325     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);
1326
1327     hudloc_y =  4;
1328     hudloc_x = 4;
1329
1330     picsize = drawgetimagesize(spider_h) * 0.5;
1331     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1332
1333     picsize = drawgetimagesize(spider_a2) * 0.5;
1334     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1335
1336     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1337     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1338     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1339
1340     picsize = drawgetimagesize(spider_a1) * 0.85;
1341     if(rockets == 9)
1342     {
1343         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1344         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1345     }
1346     else
1347     {
1348         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1349         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1350     }
1351
1352     picsize = drawgetimagesize(spider_b) * 0.5;
1353     hudloc_y = 10.5;
1354     hudloc_x = 10.5;
1355
1356     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1357     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1358     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1359     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1360
1361
1362         /*
1363         // Draw health bar
1364         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1365         p = p + '0 1 0' * vid_conheight - '0 32 0';
1366         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1367         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1368         p_y += 8;
1369         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1370         p_x += 256 * hp;
1371         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1372
1373         // Draw minigun heat indicator
1374         p = '0.5 0 0' * (vid_conwidth - 256);
1375         p = p + '0 1 0' * vid_conheight - '0 34  0';
1376         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1377         p_x += 256 * (1-heat);
1378         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1379
1380
1381         // Draw rocket icons for loaded/empty tubes.
1382         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1383         pp += '0 1 0' * vid_conheight - '0 64 0';
1384         for(i = 0; i < 8; ++i)
1385         {
1386                 p = pp + '1 0 0' * (rkt_size * i);
1387                 if(rockets == 8)
1388                 {
1389                         if(floor(reload * 8) == i)
1390                         {
1391                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1392                         }
1393                         else if(i < reload * 8)
1394                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1395                         else
1396                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1397                 }
1398                 else
1399                 {
1400                         if(i < rockets)
1401                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1402                         else
1403                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1404                 }
1405         }
1406         */
1407
1408         if (scoreboard_showscores)
1409         {
1410                 HUD_DrawScoreboard();
1411                 HUD_DrawCenterPrint();
1412         }
1413
1414 }
1415
1416 #define raptor_h "gfx/vehicles/hud_bg.tga"
1417 #define raptor_b "gfx/vehicles/raptor.tga"
1418 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1419 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1420 #define raptor_s "gfx/vehicles/shiled.tga"
1421
1422 void CSQC_RAPTOR_HUD()
1423 {
1424         float reload, hp, shield, energy;
1425         vector picsize, hudloc;
1426
1427     // Fetch health & ammo stats
1428     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1429         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1430         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1431         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1432
1433     // Draw the crosshairs
1434     picsize = drawgetimagesize(SPIDER_CROSS);
1435     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1436     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1437     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);
1438
1439     hudloc_y =  4;
1440     hudloc_x = 4;
1441
1442     picsize = drawgetimagesize(raptor_h) * 0.5;
1443     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1444
1445     picsize = drawgetimagesize(spider_a2) * 0.5;
1446     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1447
1448     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1449     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1450     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1451
1452
1453     picsize = drawgetimagesize(spider_a1) * 0.85;
1454     if(reload == 1)
1455     {
1456         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1457         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1458     }
1459     else
1460     {
1461         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1462         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1463     }
1464
1465     picsize = drawgetimagesize(raptor_b) * 0.5;
1466     hudloc_y = 10.5;
1467     hudloc_x = 10.5;
1468
1469     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1470     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1471     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1472     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1473
1474
1475         if (scoreboard_showscores)
1476         {
1477                 HUD_DrawScoreboard();
1478                 HUD_DrawCenterPrint();
1479         }
1480
1481 }
1482
1483 #define waki_h "gfx/vehicles/hud_bg.tga"
1484 #define waki_b "gfx/vehicles/waki.tga"
1485 #define waki_e "gfx/vehicles/waki_e.tga"
1486 #define waki_g "gfx/vehicles/waki_guns.tga"
1487 #define waki_r "gfx/vehicles/waki_rockets.tga"
1488 #define waki_s "gfx/vehicles/shiled.tga"
1489
1490 #define waki_a1 "gfx/hud/sb_rocket.tga"
1491 #define waki_a2 "gfx/sb_cells.tga"
1492
1493 void CSQC_WAKIZASHI_HUD()
1494 {
1495         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1496         float health, shield, energy, rockets;
1497         vector picsize, hudloc;
1498
1499     picsize = drawgetimagesize(SPIDER_CROSS);
1500     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1501     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1502     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);
1503
1504 /*
1505 const float STAT_VEHICLESTAT_HEALTH  = 60;
1506 const float STAT_VEHICLESTAT_SHIELD  = 61;
1507 const float STAT_VEHICLESTAT_ENERGY  = 62;
1508 const float STAT_VEHICLESTAT_AMMO1   = 63;
1509 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1510 const float STAT_VEHICLESTAT_AMMO2   = 65;
1511 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1512 */
1513     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1514         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1515         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1516         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1517
1518     hudloc_y =  4;
1519     hudloc_x = 4;
1520
1521     picsize = drawgetimagesize(waki_h) * 0.5;
1522     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1523
1524     picsize = drawgetimagesize(waki_a2) * 0.7;
1525     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1526
1527
1528     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1529     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1530
1531     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1532
1533     picsize = drawgetimagesize(waki_a1) * 0.75;
1534     if(rockets == 1)
1535     {
1536         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1537         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1538     }
1539     else
1540     {
1541         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1542         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1543         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1544     }
1545
1546     picsize = drawgetimagesize(waki_b) * 0.5;
1547     hudloc_y = 10.5;
1548     hudloc_x = 10.5;
1549
1550     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1551     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1552     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1553     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1554
1555
1556
1557         /*
1558         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1559         p = p + '0 1 0' * vid_conheight - '0 32 0';
1560
1561         // Draw health bar
1562         p_y += 8;
1563         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1564         p_x += 256 * health;
1565         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1566
1567         // Draw shiled bar
1568         p_x -= 256 * health;
1569         p_y += 4;
1570         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1571
1572         // Draw energy
1573         //p_x -= 256 * health;
1574         p_y -= 8;
1575         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1576
1577         // Draw rockets bar
1578         p_y += 12;
1579         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1580         */
1581
1582
1583
1584
1585         if (scoreboard_showscores)
1586         {
1587                 HUD_DrawScoreboard();
1588                 HUD_DrawCenterPrint();
1589         }
1590
1591 }
1592
1593
1594 void CSQC_common_hud(void)
1595 {
1596         // HUD_SortFrags(); done in HUD_Draw
1597         float hud;
1598         hud = getstati(STAT_HUD);
1599
1600         //hud = 10;
1601         switch(hud)
1602         {
1603                 case HUD_NORMAL:
1604                         // do some accuracy var caching
1605                         float i;
1606                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1607                         {
1608                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1609                                 {
1610                                         if(acc_color_levels)
1611                                                 strunzone(acc_color_levels);
1612                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1613                                         acc_levels = tokenize(acc_color_levels);
1614                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1615                                                 acc_levels = MAX_ACCURACY_LEVELS;
1616
1617                                         for (i = 0; i < acc_levels; ++i)
1618                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1619                                 }
1620                                 // let know that acc_col[] needs to be loaded
1621                                 acc_col_x[0] = -1;
1622                         }
1623
1624                         HUD_Main(); // always run these functions for alpha checks
1625                         HUD_DrawScoreboard();
1626
1627                         if (scoreboard_active) // scoreboard/accuracy
1628                         {       
1629                                 HUD_Reset();
1630                                 // HUD_DrawScoreboard takes care of centerprint_start
1631                         }
1632                         else if (intermission == 2) // map voting screen
1633                         {
1634                                 HUD_FinaleOverlay();
1635                                 HUD_Reset();
1636
1637                                 centerprint_start_x = 0;
1638                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1639                         }
1640                         else // hud
1641                         {
1642                                 centerprint_start_x = 0;
1643                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1644                         }
1645
1646                         HUD_DrawCenterPrint();
1647                         break;
1648
1649                 case HUD_SPIDERBOT:
1650                         CSQC_SPIDER_HUD();
1651                         break;
1652
1653                 case HUD_WAKIZASHI:
1654                         CSQC_WAKIZASHI_HUD();
1655                         break;
1656         }
1657 }
1658
1659
1660 // following vectors must be global to allow seamless switching between camera modes
1661 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1662 void CSQC_Demo_Camera()
1663 {
1664         float speed, attenuation, dimensions;
1665         vector tmp, delta;
1666
1667         if( autocvar_camera_reset || !camera_mode )
1668         {
1669                 camera_offset = '0 0 0';
1670                 current_angles = '0 0 0';
1671                 camera_direction = '0 0 0';
1672                 camera_offset_z += 30;
1673                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1674                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1675                 current_origin = view_origin;
1676                 current_camera_offset  = camera_offset;
1677                 cvar_set("camera_reset", "0");
1678                 camera_mode = CAMERA_CHASE;
1679         }
1680
1681         // Camera angles
1682         if( camera_roll )
1683                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1684
1685         if(autocvar_camera_look_player)
1686         {
1687                 local vector dir;
1688                 local float n;
1689
1690                 dir = normalize(view_origin - current_position);
1691                 n = mouse_angles_z;
1692                 mouse_angles = vectoangles(dir);
1693                 mouse_angles_x = mouse_angles_x * -1;
1694                 mouse_angles_z = n;
1695         }
1696         else
1697         {
1698                 tmp = getmousepos() * 0.1;
1699                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1700                 {
1701                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1702                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1703                 }
1704         }
1705
1706         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1707         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1708         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1709         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1710
1711         // Fix difference when angles don't have the same sign
1712         delta = '0 0 0';
1713         if(mouse_angles_y < -60 && current_angles_y > 60)
1714                 delta = '0 360 0';
1715         if(mouse_angles_y > 60 && current_angles_y < -60)
1716                 delta = '0 -360 0';
1717
1718         if(autocvar_camera_look_player)
1719                 attenuation = autocvar_camera_look_attenuation;
1720         else
1721                 attenuation = autocvar_camera_speed_attenuation;
1722
1723         attenuation = 1 / max(1, attenuation);
1724         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1725
1726         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1727         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1728         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1729         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1730
1731         // Camera position
1732         tmp = '0 0 0';
1733         dimensions = 0;
1734
1735         if( camera_direction_x )
1736         {
1737                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1738                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1739                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1740                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1741                 ++dimensions;
1742         }
1743
1744         if( camera_direction_y )
1745         {
1746                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1747                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1748                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1749                 ++dimensions;
1750         }
1751
1752         if( camera_direction_z )
1753         {
1754                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1755                 ++dimensions;
1756         }
1757
1758         if(autocvar_camera_free)
1759                 speed = autocvar_camera_speed_free;
1760         else
1761                 speed = autocvar_camera_speed_chase;
1762
1763         if(dimensions)
1764         {
1765                 speed = speed * sqrt(1 / dimensions);
1766                 camera_offset += tmp * speed;
1767         }
1768
1769         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1770
1771         // Camera modes
1772         if( autocvar_camera_free )
1773         {
1774                 if ( camera_mode == CAMERA_CHASE )
1775                 {
1776                         current_camera_offset = current_origin + current_camera_offset;
1777                         camera_offset = current_origin + camera_offset;
1778                 }
1779
1780                 camera_mode = CAMERA_FREE;
1781                 current_position = current_camera_offset;
1782         }
1783         else
1784         {
1785                 if ( camera_mode == CAMERA_FREE )
1786                 {
1787                         current_origin = view_origin;
1788                         camera_offset = camera_offset - current_origin;
1789                         current_camera_offset = current_camera_offset - current_origin;
1790                 }
1791
1792                 camera_mode = CAMERA_CHASE;
1793
1794                 if(autocvar_camera_chase_smoothly)
1795                         current_origin += (view_origin - current_origin) * attenuation;
1796                 else
1797                         current_origin = view_origin;
1798
1799                 current_position = current_origin + current_camera_offset;
1800         }
1801
1802         R_SetView(VF_ANGLES, current_angles);
1803         R_SetView(VF_ORIGIN, current_position);
1804 }