]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge branch 'master' into mirceakitsune/hud_postprocessing
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_SNIPERRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
360
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
363
364 float old_blurradius, old_bluralpha;
365 float old_sharpen_intensity;
366
367 vector myhealth_gentlergb;
368
369 float contentavgalpha, liquidalpha_prev;
370 vector liquidcolor_prev;
371
372 vector damage_blurpostprocess, content_blurpostprocess;
373 float checkfail[16];
374
375 void CSQC_UpdateView(float w, float h)
376 {
377         entity e;
378         float fov;
379         float f, i, j;
380         vector v, vo;
381         vector vf_size, vf_min;
382         float a;
383
384 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
385         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
386         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
387         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
388         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
389         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
390         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
391
392         vf_size = R_SetView3fv(VF_SIZE);
393         vf_min = R_SetView3fv(VF_MIN);
394         vid_width = vf_size_x;
395         vid_height = vf_size_y;
396
397         vector reticle_pos, reticle_size;
398         vector splash_pos, splash_size;
399
400         WaypointSprite_Load();
401
402         if(spectatee_status)
403                 myteam = GetPlayerColor(spectatee_status - 1);
404         else
405                 myteam = GetPlayerColor(player_localentnum - 1);
406
407         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
408         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
409
410         warpzone_fixview_origin = pmove_org + vo;
411         warpzone_fixview_cl_viewangles = input_angles;
412         warpzone_fixview_angles = view_angles;
413         WarpZone_FixView();
414         pmove_org = warpzone_fixview_origin - vo;
415         input_angles = warpzone_fixview_cl_viewangles;
416         view_angles = warpzone_fixview_angles;
417
418         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
419         {
420                 pmove_org = freeze_pmove_org;
421                 input_angles = view_angles = freeze_input_angles;
422                 R_SetView(VF_ORIGIN, pmove_org + vo);
423                 R_SetView(VF_ANGLES, view_angles);
424                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
425         }
426         freeze_pmove_org = pmove_org;
427         freeze_input_angles = input_angles;
428
429         // Render the Scene
430         if(!intermission || !view_set)
431         {
432                 view_origin = pmove_org + vo;
433                 view_angles = input_angles;
434                 makevectors(view_angles);
435                 view_forward = v_forward;
436                 view_right = v_right;
437                 view_up = v_up;
438                 view_set = 1;
439         }
440
441 #ifdef BLURTEST
442         if(time > blurtest_time0 && time < blurtest_time1)
443         {
444                 float r, t;
445
446                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
447                 r = t * blurtest_radius;
448                 f = 1 / pow(t, blurtest_power) - 1;
449
450                 cvar_set("r_glsl_postprocess", "1");
451                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
452         }
453         else
454         {
455                 cvar_set("r_glsl_postprocess", "0");
456                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
457         }
458 #endif
459
460         TargetMusic_Advance();
461         Fog_Force();
462
463         drawframetime = max(0.000001, time - drawtime);
464         drawtime = time;
465
466         // watch for gametype changes here...
467         // in ParseStuffCMD the cmd isn't executed yet :/
468         // might even be better to add the gametype to TE_CSQC_INIT...?
469         if(!postinit)
470                 PostInit();
471
472         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
473                 if(calledhooks & HOOK_START)
474                 {
475                         localcmd("\ncl_hook_gameend\n");
476                         calledhooks |= HOOK_END;
477                 }
478
479         CheckForGamestartChange();
480         serverAnnouncer();
481         maptimeAnnouncer();
482         carrierAnnouncer();
483
484         fov = autocvar_fov;
485         if(button_zoom || fov <= 59.5)
486         {
487                 if(!zoomscript_caught)
488                 {
489                         localcmd("+button4\n");
490                         zoomscript_caught = 1;
491                         ignore_plus_zoom += 1;
492                 }
493         }
494         else
495         {
496                 if(zoomscript_caught)
497                 {
498                         localcmd("-button4\n");
499                         zoomscript_caught = 0;
500                         ignore_minus_zoom += 1;
501                 }
502         }
503
504         ColorTranslateMode = autocvar_cl_stripcolorcodes;
505         activeweapon = getstati(STAT_SWITCHWEAPON);
506         f = (serverflags & SERVERFLAG_TEAMPLAY);
507         if(f != teamplay)
508         {
509                 teamplay = f;
510                 HUD_InitScores();
511         }
512
513         if(last_weapon != activeweapon) {
514                 weapontime = time;
515                 last_weapon = activeweapon;
516
517                 e = get_weaponinfo(activeweapon);
518                 if(e.netname != "")
519                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
520                 else
521                         localcmd("\ncl_hook_activeweapon none\n");
522         }
523
524         // ALWAYS Clear Current Scene First
525         R_ClearScene();
526
527         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
528         R_SetView(VF_SIZE, vf_size);
529         R_SetView(VF_MIN, vf_min);
530
531         // Assign Standard Viewflags
532         // Draw the World (and sky)
533         R_SetView(VF_DRAWWORLD, 1);
534
535         // Set the console size vars
536         vid_conwidth = autocvar_vid_conwidth;
537         vid_conheight = autocvar_vid_conheight;
538         vid_pixelheight = autocvar_vid_pixelheight;
539
540         R_SetView(VF_FOV, GetCurrentFov(fov));
541
542         // Camera for demo playback
543         if(camera_active)
544         {
545                 if(autocvar_camera_enable)
546                         CSQC_Demo_Camera();
547                 else
548                 {
549                         cvar_set("chase_active", ftos(chase_active_backup));
550                         cvar_set("cl_demo_mousegrab", "0");
551                         camera_active = FALSE;
552                 }
553         }
554 #ifdef CAMERATEST
555         else if(autocvar_camera_enable)
556 #else
557         else if(autocvar_camera_enable && isdemo())
558 #endif
559         {
560                 // Enable required Darkplaces cvars
561                 chase_active_backup = autocvar_chase_active;
562                 cvar_set("chase_active", "2");
563                 cvar_set("cl_demo_mousegrab", "1");
564                 camera_active = TRUE;
565                 camera_mode = FALSE;
566         }
567
568         // Draw the Crosshair
569         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
570
571         // Draw the Engine Status Bar (the default Quake HUD)
572         R_SetView(VF_DRAWENGINEHUD, 0);
573
574         // fetch this one only once per frame
575         hud_showbinds = autocvar_hud_showbinds;
576         hud_showbinds_limit = autocvar_hud_showbinds_limit;
577
578         // Update the mouse position
579         /*
580            mousepos_x = vid_conwidth;
581            mousepos_y = vid_conheight;
582            mousepos = mousepos*0.5 + getmousepos();
583          */
584
585         e = self;
586         for(self = world; (self = nextent(self)); )
587                 if(self.draw)
588                         self.draw();
589         self = e;
590
591         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
592         R_RenderScene();
593
594         // now switch to 2D drawing mode by calling a 2D drawing function
595         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
596         // next R_RenderScene call
597         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
598
599         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
600         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
601         {
602                 // apply night vision effect
603                 vector rgb, tc_00, tc_01, tc_10, tc_11;
604
605                 if(!nightvision_noise)
606                 {
607                         nightvision_noise = spawn();
608                         nightvision_noise.classname = "nightvision_noise";
609                 }
610                 if(!nightvision_noise2)
611                 {
612                         nightvision_noise2 = spawn();
613                         nightvision_noise2.classname = "nightvision_noise2";
614                 }
615
616                 // color tint in yellow
617                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
618
619                 // draw BG
620                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
621                 rgb = '1 1 1';
622                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
623                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
624                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
625                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
626                 tc_11 = tc_01 + tc_10 - tc_00;
627                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
628                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
629                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
630                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
631                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
632                 R_EndPolygon();
633
634                 // draw FG
635                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
636                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
637                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
638                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
639                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
640                 tc_11 = tc_01 + tc_10 - tc_00;
641                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
642                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
643                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
644                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
645                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
646                 R_EndPolygon();
647         }
648
649         // Draw the aiming reticle for weapons that use it
650         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
651         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
652         // the view to go back to normal, so reticle_type would become 0 as we fade out)
653         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
654                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
655         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
656                 reticle_type = 2; // nex zoom
657         else if(button_zoom || zoomscript_caught)
658                 reticle_type = 1; // normal zoom
659         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
660                 reticle_type = 2; // nex zoom
661
662         if (reticle_type)
663         {
664                 if(autocvar_cl_reticle_stretch)
665                 {
666                         reticle_size_x = vid_conwidth;
667                         reticle_size_y = vid_conheight;
668                         reticle_pos_x = 0;
669                         reticle_pos_y = 0;
670                 }
671                 else
672                 {
673                         reticle_size_x = max(vid_conwidth, vid_conheight);
674                         reticle_size_y = max(vid_conwidth, vid_conheight);
675                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
676                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
677                 }
678
679                 f = current_zoomfraction;
680                 if(zoomscript_caught)
681                         f = 1;
682                 if(autocvar_cl_reticle_item_normal)
683                 {
684                         if(reticle_type == 1 && f)
685                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
686                 }
687                 if(autocvar_cl_reticle_item_nex)
688                 {
689                         if(reticle_type == 2 && f)
690                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
691                 }
692         }
693
694
695         // improved polyblend
696         vector rgb;
697         if(autocvar_hud_contents)
698         {
699                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
700                 vector liquidcolor;
701                 
702                 switch(pointcontents(view_origin))
703                 {
704                         case CONTENT_WATER:
705                                 liquidalpha = autocvar_hud_contents_water_alpha;
706                                 liquidcolor = stov(autocvar_hud_contents_water_color);
707                                 incontent = 1;
708                                 break;
709                                 
710                         case CONTENT_LAVA:
711                                 liquidalpha = autocvar_hud_contents_lava_alpha;
712                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
713                                 incontent = 1;
714                                 break;  
715                                                         
716                         case CONTENT_SLIME:
717                                 liquidalpha = autocvar_hud_contents_slime_alpha;
718                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
719                                 incontent = 1;
720                                 break;
721                                 
722                         default:
723                                 liquidalpha = 0;
724                                 liquidcolor = '0 0 0';
725                                 incontent = 0;
726                                 break;
727                 }
728                 
729                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
730                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
731                         contentfadetime = autocvar_hud_contents_fadeintime;
732                         liquidalpha_prev = liquidalpha;
733                         liquidcolor_prev = liquidcolor;
734                 }
735                 else
736                         contentfadetime = autocvar_hud_contents_fadeouttime;
737                         
738                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
739                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
740                 
741                 if(contentavgalpha)
742                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
743
744                 if(autocvar_hud_postprocessing)
745                 {
746                         if(autocvar_hud_contents_blur && contentavgalpha)
747                         {
748                                 content_blurpostprocess_x = 1;
749                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
750                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
751                         }
752                         else
753                         {
754                                 content_blurpostprocess_x = 0;
755                                 content_blurpostprocess_y = 0;
756                                 content_blurpostprocess_z = 0;
757                         }
758                 }
759         }
760         
761         if(autocvar_hud_damage)
762         {
763                 splash_size_x = max(vid_conwidth, vid_conheight);
764                 splash_size_y = max(vid_conwidth, vid_conheight);
765                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
766                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
767
768                 float myhealth_flash_temp;
769                 myhealth = getstati(STAT_HEALTH);
770
771                 // fade out
772                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
773                 // add new damage
774                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
775
776                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
777                 pain_threshold = autocvar_hud_damage_pain_threshold;
778                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
779                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
780
781                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
782                 {
783                         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);
784                 }
785
786                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
787
788                 if(myhealth_prev < 1)
789                 {
790                         if(myhealth >= 1)
791                         {
792                                 myhealth_flash = 0; // just spawned, clear the flash immediately
793                                 myhealth_flash_temp = 0;
794                         }
795                         else
796                         {
797                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
798                         }
799                 }
800
801                 if(spectatee_status == -1 || intermission)
802                 {
803                         myhealth_flash = 0; // observing, or match ended
804                         myhealth_flash_temp = 0;
805                 }
806
807                 myhealth_prev = myhealth;
808
809                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
810                 {
811                         if(autocvar_cl_gentle_damage == 2)
812                         {
813                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
814                                 {
815                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
816                                 }
817                         }
818                         else
819                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
820
821                         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);
822                 }
823                 else
824                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
825
826                 if(autocvar_hud_postprocessing)
827                 {
828                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
829                         {
830                                 damage_blurpostprocess_x = 1;
831                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
832                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
833                         }
834                         else
835                         {
836                                 damage_blurpostprocess_x = 0;
837                                 damage_blurpostprocess_y = 0;
838                                 damage_blurpostprocess_z = 0;
839                         }
840                 }
841         }
842
843         if(autocvar_hud_postprocessing)
844         {
845                 // all of this should be done in the engine eventually
846
847                 // enable or disable rendering types if they are used or not
848                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
849                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
850                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
851                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
852
853                 // lets apply the postprocess effects from the previous two functions if needed
854                 if(damage_blurpostprocess_x || content_blurpostprocess_x)
855                 {
856                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
857                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
858                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
859                         {
860                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
861                                 old_blurradius = blurradius;
862                                 old_bluralpha = bluralpha;
863                         }
864                 }
865                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
866                 {
867                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
868                         old_blurradius = 0;
869                         old_bluralpha = 0;
870                 }
871
872                 float sharpen_intensity;
873                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
874                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
875                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
876                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
877
878                 if(autocvar_hud_powerup && sharpen_intensity > 0)
879                 {
880                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
881
882                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
883                         {
884                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
885                                 old_sharpen_intensity = sharpen_intensity;
886                         }
887                 }
888                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
889                 {
890                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
891                         old_sharpen_intensity = 0;
892                 }
893         }
894
895         // Draw the mouse cursor
896         // NOTE: drawpic must happen after R_RenderScene for some reason
897         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
898         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
899         //self = edict_num(player_localnum);
900         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
901         //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);
902         // as long as the ctf part isn't in, this is useless
903         if(menu_visible)
904                 menu_show();
905
906         /*if(gametype == GAME_CTF)
907           {
908           ctf_view();
909           } else */
910
911         // draw 2D entities
912         e = self;
913         for(self = world; (self = nextent(self)); )
914                 if(self.draw2d)
915                         self.draw2d();
916         self = e;
917
918         scoreboard_active = HUD_WouldDrawScoreboard();
919
920         hit_time = getstatf(STAT_HIT_TIME);
921         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
922         {
923                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
924                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
925         }
926         typehit_time = getstatf(STAT_TYPEHIT_TIME);
927         if(typehit_time > nextsound_typehit_time)
928         {
929                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
930                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
931         }
932
933         float hud;
934         hud = getstati(STAT_HUD);
935         if(hud == HUD_SPIDERBOT)
936                 CSQC_SPIDER_HUD();
937         else if(hud == HUD_WAKIZASHI)
938         CSQC_WAKIZASHI_HUD();
939     else if(hud == HUD_RAPTOR)
940         CSQC_RAPTOR_HUD();
941         else
942         {
943                 if(gametype == GAME_FREEZETAG)
944                 {
945                         if(getstati(STAT_FROZEN))
946                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
947                         if(getstatf(STAT_REVIVE_PROGRESS))
948                         {
949                                 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);
950                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
951                         }
952                 }
953
954                 if(autocvar_r_letterbox == 0)
955                         if(autocvar_viewsize < 120)
956                                 CSQC_common_hud();
957
958                 // crosshair goes VERY LAST
959                 if(!scoreboard_active && !camera_active && intermission != 2) {
960                         string wcross_style;
961                         float wcross_alpha, wcross_resolution;
962                         wcross_style = autocvar_crosshair;
963                         if (wcross_style == "0")
964                                 return;
965                         wcross_resolution = autocvar_crosshair_size;
966                         if (wcross_resolution == 0)
967                                 return;
968                         wcross_alpha = autocvar_crosshair_alpha;
969                         if (wcross_alpha == 0)
970                                 return;
971
972                         // TrueAim check
973                         float shottype;
974
975                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
976                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
977                         wcross_origin_z = 0;
978                         if(autocvar_crosshair_hittest)
979                         {
980                                 vector wcross_oldorigin;
981                                 wcross_oldorigin = wcross_origin;
982                                 shottype = TrueAimCheck();
983                                 if(shottype == SHOTTYPE_HITWORLD)
984                                 {
985                                         v = wcross_origin - wcross_oldorigin;
986                                         v_x /= vid_conwidth;
987                                         v_y /= vid_conheight;
988                                         if(vlen(v) > 0.01)
989                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
990                                 }
991                                 if(!autocvar_crosshair_hittest_showimpact)
992                                         wcross_origin = wcross_oldorigin;
993                         }
994                         else
995                                 shottype = SHOTTYPE_HITWORLD;
996
997                         vector wcross_color, wcross_size;
998                         string wcross_wep, wcross_name;
999                         float wcross_scale, wcross_blur;
1000
1001                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1002                                 e = get_weaponinfo(activeweapon);
1003                                 if (e && e.netname != "")
1004                                 {
1005                                         wcross_wep = e.netname;
1006                                         if(autocvar_crosshair_per_weapon)
1007                                         {
1008                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1009                                                 if (wcross_resolution == 0)
1010                                                         return;
1011                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1012                                                 if (wcross_alpha == 0)
1013                                                         return;
1014
1015                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1016                                                 if(wcross_style == "" || wcross_style == "0")
1017                                                         wcross_style = wcross_wep;
1018                                         }
1019                                 }
1020                         }
1021                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1022                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1023                         else if(autocvar_crosshair_color_by_health)
1024                         {
1025                                 local float x = getstati(STAT_HEALTH);
1026                                 
1027                                 //x = red
1028                                 //y = green
1029                                 //z = blue
1030                                 
1031                                 wcross_color_z = 0;
1032                                 
1033                                 if(x > 200)
1034                                 {
1035                                         wcross_color_x = 0;
1036                                         wcross_color_y = 1;
1037                                 }
1038                                 else if(x > 150)
1039                                 {
1040                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1041                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1042                                 }
1043                                 else if(x > 100)
1044                                 {
1045                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1046                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1047                                         wcross_color_z = 1 - (x-100)*0.02;
1048                                 }
1049                                 else if(x > 50)
1050                                 {
1051                                         wcross_color_x = 1;
1052                                         wcross_color_y = 1;
1053                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
1054                                 }
1055                                 else if(x > 20)
1056                                 {
1057                                         wcross_color_x = 1;
1058                                         wcross_color_y = (x-20)*90/27/100;
1059                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1060                                 }
1061                                 else
1062                                 {
1063                                         wcross_color_x = 1;
1064                                         wcross_color_y = 0;
1065                                 }
1066                         }
1067                         else
1068                                 wcross_color = stov(autocvar_crosshair_color);
1069
1070                         wcross_name = strcat("gfx/crosshair", wcross_style);
1071
1072                         if(autocvar_crosshair_effect_scalefade)
1073                         {
1074                                 wcross_scale = wcross_resolution;
1075                                 wcross_resolution = 1;
1076                         }
1077                         else
1078                         {
1079                                 wcross_scale = 1;
1080                         }
1081
1082                         if(autocvar_crosshair_pickup)
1083                         {
1084                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1085                                 {
1086                                         pickup_crosshair_size = 1;
1087                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1088                                 }
1089
1090                                 if(pickup_crosshair_size > 0)
1091                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1092                                 else
1093                                         pickup_crosshair_size = 0;
1094
1095                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1096                         }
1097                         
1098                         vector hitindication_color;
1099                         if(autocvar_crosshair_hitindication)
1100                         {
1101                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1102                                 if(hitindication_crosshair_time < hit_time)
1103                                 {
1104                                         hitindication_crosshair_size = 1;
1105                                         hitindication_crosshair_time = hit_time;
1106                                 }
1107
1108                                 if(hitindication_crosshair_size > 0)
1109                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1110                                 else
1111                                         hitindication_crosshair_size = 0;
1112
1113                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1114                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1115                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1116                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1117                         }
1118
1119                         if(shottype == SHOTTYPE_HITENEMY)
1120                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1121                         if(shottype == SHOTTYPE_HITTEAM)
1122                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1123
1124                         f = autocvar_crosshair_effect_speed;
1125                         if(f < 0)
1126                                 f *= -2 * g_weaponswitchdelay;
1127                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1128                         {
1129                                 wcross_changedonetime = time + f;
1130                         }
1131                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1132                         {
1133                                 wcross_name_changestarttime = time;
1134                                 wcross_name_changedonetime = time + f;
1135                                 if(wcross_name_goal_prev_prev)
1136                                         strunzone(wcross_name_goal_prev_prev);
1137                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1138                                 wcross_name_goal_prev = strzone(wcross_name);
1139                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1140                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1141                                 wcross_resolution_goal_prev = wcross_resolution;
1142                         }
1143
1144                         wcross_scale_goal_prev = wcross_scale;
1145                         wcross_alpha_goal_prev = wcross_alpha;
1146                         wcross_color_goal_prev = wcross_color;
1147
1148                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1149                         {
1150                                 wcross_blur = 1;
1151                                 wcross_alpha *= 0.75;
1152                         }
1153                         else
1154                                 wcross_blur = 0;
1155                         // *_prev is at time-frametime
1156                         // * is at wcross_changedonetime+f
1157                         // what do we have at time?
1158                         if(time < wcross_changedonetime)
1159                         {
1160                                 f = frametime / (wcross_changedonetime - time + frametime);
1161                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1162                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1163                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1164                         }
1165
1166                         wcross_scale_prev = wcross_scale;
1167                         wcross_alpha_prev = wcross_alpha;
1168                         wcross_color_prev = wcross_color;
1169
1170                         wcross_scale *= 1 - autocvar__menu_alpha;
1171                         wcross_alpha *= 1 - autocvar__menu_alpha;
1172                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1173
1174                         // crosshair rings for weapon stats
1175                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1176                         {
1177                                 // declarations and stats
1178                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1179                                 string ring_image, ring_inner_image;
1180                                 vector ring_rgb, ring_inner_rgb;
1181                                 
1182                                 ring_scale = autocvar_crosshair_ring_size;
1183
1184                                 float weapon_clipload, weapon_clipsize;
1185                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1186                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1187
1188                                 float nex_charge, nex_chargepool;
1189                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1190                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1191
1192                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1193                                         nex_charge_movingavg = nex_charge;
1194                                         
1195
1196                                 // handle the values
1197                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1198                                 {
1199                                         if (nex_chargepool || use_nex_chargepool) { 
1200                                                 use_nex_chargepool = 1; 
1201                                                 ring_inner_value = nex_chargepool;
1202                                         } else { 
1203                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1204                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1205                                         }
1206                                                 
1207                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1208                                         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;
1209                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1210                                         
1211                                         // draw the outer ring to show the current charge of the weapon
1212                                         ring_value = nex_charge;
1213                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1214                                         ring_rgb = wcross_color;
1215                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1216                                 }
1217                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1218                                 {
1219                                         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.
1220                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1221                                         ring_rgb = wcross_color;
1222                                         ring_image = "gfx/crosshair_ring.tga";
1223                                 }
1224
1225                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1226                                 {
1227                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1228                                         ring_scale = autocvar_crosshair_ring_reload_size;
1229                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1230                                         ring_rgb = wcross_color;
1231                                         
1232                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1233                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1234                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1235                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1236                                         else
1237                                                 ring_image = "gfx/crosshair_ring.tga";
1238                                 }
1239
1240                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1241                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1242
1243                                 if (ring_value)
1244                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1245                         }
1246
1247 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1248                         do \
1249                         { \
1250                                 if(wcross_blur > 0) \
1251                                 { \
1252                                         for(i = -2; i <= 2; ++i) \
1253                                                 for(j = -2; j <= 2; ++j) \
1254                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1255                                 } \
1256                                 else \
1257                                 { \
1258                                         M(0,0,sz,wcross_name,wcross_alpha); \
1259                                 } \
1260                         } \
1261                         while(0)
1262
1263 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1264                         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)
1265
1266 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1267                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1268
1269                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1270                         {
1271                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1272                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1273                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1274                                 f = 1 - f;
1275                         }
1276                         else
1277                         {
1278                                 f = 1;
1279                         }
1280
1281                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1282                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1283
1284                         if(autocvar_crosshair_dot)
1285             {
1286                 vector wcross_color_old;
1287                 wcross_color_old = wcross_color;
1288                 if(autocvar_crosshair_dot_color != "0")
1289                     wcross_color = stov(autocvar_crosshair_dot_color);
1290                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1291                 wcross_color = wcross_color_old;
1292             }
1293
1294                         wcross_name_alpha_goal_prev = f;
1295                 }
1296                 else
1297                 {
1298                         wcross_scale_prev = 0;
1299                         wcross_alpha_prev = 0;
1300                         wcross_scale_goal_prev = 0;
1301                         wcross_alpha_goal_prev = 0;
1302                         wcross_changedonetime = 0;
1303                         if(wcross_name_goal_prev)
1304                                 strunzone(wcross_name_goal_prev);
1305                         wcross_name_goal_prev = string_null;
1306                         if(wcross_name_goal_prev_prev)
1307                                 strunzone(wcross_name_goal_prev_prev);
1308                         wcross_name_goal_prev_prev = string_null;
1309                         wcross_name_changestarttime = 0;
1310                         wcross_name_changedonetime = 0;
1311                         wcross_name_alpha_goal_prev = 0;
1312                         wcross_name_alpha_goal_prev_prev = 0;
1313                         wcross_resolution_goal_prev = 0;
1314                         wcross_resolution_goal_prev_prev = 0;
1315                 }
1316         }
1317
1318         if(NextFrameCommand)
1319         {
1320                 localcmd("\n", NextFrameCommand, "\n");
1321                 NextFrameCommand = string_null;
1322         }
1323
1324         // we must do this check AFTER a frame was rendered, or it won't work
1325         if(cs_project_is_b0rked == 0)
1326         {
1327                 string w0, h0;
1328                 w0 = ftos(autocvar_vid_conwidth);
1329                 h0 = ftos(autocvar_vid_conheight);
1330                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1331                 //R_SetView(VF_FOV, '90 90 0');
1332                 R_SetView(VF_ORIGIN, '0 0 0');
1333                 R_SetView(VF_ANGLES, '0 0 0');
1334                 R_SetView(VF_PERSPECTIVE, 1);
1335                 makevectors('0 0 0');
1336                 vector v1, v2;
1337                 cvar_set("vid_conwidth", "800");
1338                 cvar_set("vid_conheight", "600");
1339                 v1 = cs_project(v_forward);
1340                 cvar_set("vid_conwidth", "640");
1341                 cvar_set("vid_conheight", "480");
1342                 v2 = cs_project(v_forward);
1343                 if(v1 == v2)
1344                         cs_project_is_b0rked = 1;
1345                 else
1346                         cs_project_is_b0rked = -1;
1347                 cvar_set("vid_conwidth", w0);
1348                 cvar_set("vid_conheight", h0);
1349         }
1350
1351         if(autocvar__hud_configure)
1352                 HUD_Panel_Mouse();
1353
1354         // let's reset the view back to normal for the end
1355         R_SetView(VF_MIN, '0 0 0');
1356         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1357 }
1358
1359 #define spider_h "gfx/vehicles/hud_bg.tga"
1360 #define spider_b "gfx/vehicles/sbot.tga"
1361 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1362 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1363 #define spider_s "gfx/vehicles/shiled.tga"
1364 #define spider_a1 "gfx/hud/sb_rocket.tga"
1365 #define spider_a2 "gfx/sb_bullets.tga"
1366
1367 void CSQC_SPIDER_HUD()
1368 {
1369         float rockets, reload, heat, hp, shield;
1370         vector picsize, hudloc;
1371
1372     // Fetch health & ammo stats
1373     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1374         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1375         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1376         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1377         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1378
1379     // Draw the crosshairs
1380     picsize = drawgetimagesize(SPIDER_CROSS);
1381     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1382     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1383     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);
1384
1385     hudloc_y =  4;
1386     hudloc_x = 4;
1387
1388     picsize = drawgetimagesize(spider_h) * 0.5;
1389     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1390
1391     picsize = drawgetimagesize(spider_a2) * 0.5;
1392     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1393
1394     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1395     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1396     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1397
1398     picsize = drawgetimagesize(spider_a1) * 0.85;
1399     if(rockets == 9)
1400     {
1401         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1402         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1403     }
1404     else
1405     {
1406         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1407         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1408     }
1409
1410     picsize = drawgetimagesize(spider_b) * 0.5;
1411     hudloc_y = 10.5;
1412     hudloc_x = 10.5;
1413
1414     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1415     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1416     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1417     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1418
1419
1420         /*
1421         // Draw health bar
1422         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1423         p = p + '0 1 0' * vid_conheight - '0 32 0';
1424         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1425         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1426         p_y += 8;
1427         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1428         p_x += 256 * hp;
1429         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1430
1431         // Draw minigun heat indicator
1432         p = '0.5 0 0' * (vid_conwidth - 256);
1433         p = p + '0 1 0' * vid_conheight - '0 34  0';
1434         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1435         p_x += 256 * (1-heat);
1436         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1437
1438
1439         // Draw rocket icons for loaded/empty tubes.
1440         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1441         pp += '0 1 0' * vid_conheight - '0 64 0';
1442         for(i = 0; i < 8; ++i)
1443         {
1444                 p = pp + '1 0 0' * (rkt_size * i);
1445                 if(rockets == 8)
1446                 {
1447                         if(floor(reload * 8) == i)
1448                         {
1449                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1450                         }
1451                         else if(i < reload * 8)
1452                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1453                         else
1454                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1455                 }
1456                 else
1457                 {
1458                         if(i < rockets)
1459                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1460                         else
1461                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1462                 }
1463         }
1464         */
1465
1466         if (scoreboard_showscores)
1467         {
1468                 HUD_DrawScoreboard();
1469                 HUD_DrawCenterPrint();
1470         }
1471
1472 }
1473
1474 #define raptor_h "gfx/vehicles/hud_bg.tga"
1475 #define raptor_b "gfx/vehicles/raptor.tga"
1476 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1477 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1478 #define raptor_s "gfx/vehicles/shiled.tga"
1479
1480 void CSQC_RAPTOR_HUD()
1481 {
1482         float reload, hp, shield, energy;
1483         vector picsize, hudloc;
1484
1485     // Fetch health & ammo stats
1486     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1487         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1488         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1489         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1490
1491     // Draw the crosshairs
1492     picsize = drawgetimagesize(SPIDER_CROSS);
1493     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1494     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1495     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);
1496
1497     hudloc_y =  4;
1498     hudloc_x = 4;
1499
1500     picsize = drawgetimagesize(raptor_h) * 0.5;
1501     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1502
1503     picsize = drawgetimagesize(spider_a2) * 0.5;
1504     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1505
1506     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1507     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1508     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1509
1510
1511     picsize = drawgetimagesize(spider_a1) * 0.85;
1512     if(reload == 1)
1513     {
1514         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1515         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1516     }
1517     else
1518     {
1519         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1520         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1521     }
1522
1523     picsize = drawgetimagesize(raptor_b) * 0.5;
1524     hudloc_y = 10.5;
1525     hudloc_x = 10.5;
1526
1527     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1528     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1529     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1530     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1531
1532
1533         if (scoreboard_showscores)
1534         {
1535                 HUD_DrawScoreboard();
1536                 HUD_DrawCenterPrint();
1537         }
1538
1539 }
1540
1541 #define waki_h "gfx/vehicles/hud_bg.tga"
1542 #define waki_b "gfx/vehicles/waki.tga"
1543 #define waki_e "gfx/vehicles/waki_e.tga"
1544 #define waki_g "gfx/vehicles/waki_guns.tga"
1545 #define waki_r "gfx/vehicles/waki_rockets.tga"
1546 #define waki_s "gfx/vehicles/shiled.tga"
1547
1548 #define waki_a1 "gfx/hud/sb_rocket.tga"
1549 #define waki_a2 "gfx/sb_cells.tga"
1550
1551 void CSQC_WAKIZASHI_HUD()
1552 {
1553         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1554         float health, shield, energy, rockets;
1555         vector picsize, hudloc;
1556
1557     picsize = drawgetimagesize(SPIDER_CROSS);
1558     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1559     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1560     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);
1561
1562 /*
1563 const float STAT_VEHICLESTAT_HEALTH  = 60;
1564 const float STAT_VEHICLESTAT_SHIELD  = 61;
1565 const float STAT_VEHICLESTAT_ENERGY  = 62;
1566 const float STAT_VEHICLESTAT_AMMO1   = 63;
1567 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1568 const float STAT_VEHICLESTAT_AMMO2   = 65;
1569 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1570 */
1571     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1572         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1573         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1574         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1575
1576     hudloc_y =  4;
1577     hudloc_x = 4;
1578
1579     picsize = drawgetimagesize(waki_h) * 0.5;
1580     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1581
1582     picsize = drawgetimagesize(waki_a2) * 0.7;
1583     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1584
1585
1586     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1587     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1588
1589     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1590
1591     picsize = drawgetimagesize(waki_a1) * 0.75;
1592     if(rockets == 1)
1593     {
1594         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1595         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1596     }
1597     else
1598     {
1599         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1600         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1601         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1602     }
1603
1604     picsize = drawgetimagesize(waki_b) * 0.5;
1605     hudloc_y = 10.5;
1606     hudloc_x = 10.5;
1607
1608     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1609     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1610     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1611     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1612
1613
1614
1615         /*
1616         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1617         p = p + '0 1 0' * vid_conheight - '0 32 0';
1618
1619         // Draw health bar
1620         p_y += 8;
1621         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1622         p_x += 256 * health;
1623         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1624
1625         // Draw shiled bar
1626         p_x -= 256 * health;
1627         p_y += 4;
1628         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1629
1630         // Draw energy
1631         //p_x -= 256 * health;
1632         p_y -= 8;
1633         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1634
1635         // Draw rockets bar
1636         p_y += 12;
1637         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1638         */
1639
1640
1641
1642
1643         if (scoreboard_showscores)
1644         {
1645                 HUD_DrawScoreboard();
1646                 HUD_DrawCenterPrint();
1647         }
1648
1649 }
1650
1651
1652 void CSQC_common_hud(void)
1653 {
1654         // HUD_SortFrags(); done in HUD_Draw
1655         float hud;
1656         hud = getstati(STAT_HUD);
1657
1658         //hud = 10;
1659         switch(hud)
1660         {
1661                 case HUD_NORMAL:
1662                         // do some accuracy var caching
1663                         float i;
1664                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1665                         {
1666                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1667                                 {
1668                                         if(acc_color_levels)
1669                                                 strunzone(acc_color_levels);
1670                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1671                                         acc_levels = tokenize(acc_color_levels);
1672                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1673                                                 acc_levels = MAX_ACCURACY_LEVELS;
1674
1675                                         for (i = 0; i < acc_levels; ++i)
1676                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1677                                 }
1678                                 // let know that acc_col[] needs to be loaded
1679                                 acc_col_x[0] = -1;
1680                         }
1681
1682                         HUD_Main(); // always run these functions for alpha checks
1683                         HUD_DrawScoreboard();
1684
1685                         if (scoreboard_active) // scoreboard/accuracy
1686                         {       
1687                                 HUD_Reset();
1688                                 // HUD_DrawScoreboard takes care of centerprint_start
1689                         }
1690                         else if (intermission == 2) // map voting screen
1691                         {
1692                                 HUD_FinaleOverlay();
1693                                 HUD_Reset();
1694
1695                                 centerprint_start_x = 0;
1696                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1697                         }
1698                         else // hud
1699                         {
1700                                 centerprint_start_x = 0;
1701                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1702                         }
1703
1704                         HUD_DrawCenterPrint();
1705                         break;
1706
1707                 case HUD_SPIDERBOT:
1708                         CSQC_SPIDER_HUD();
1709                         break;
1710
1711                 case HUD_WAKIZASHI:
1712                         CSQC_WAKIZASHI_HUD();
1713                         break;
1714         }
1715 }
1716
1717
1718 // following vectors must be global to allow seamless switching between camera modes
1719 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1720 void CSQC_Demo_Camera()
1721 {
1722         float speed, attenuation, dimensions;
1723         vector tmp, delta;
1724
1725         if( autocvar_camera_reset || !camera_mode )
1726         {
1727                 camera_offset = '0 0 0';
1728                 current_angles = '0 0 0';
1729                 camera_direction = '0 0 0';
1730                 camera_offset_z += 30;
1731                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1732                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1733                 current_origin = view_origin;
1734                 current_camera_offset  = camera_offset;
1735                 cvar_set("camera_reset", "0");
1736                 camera_mode = CAMERA_CHASE;
1737         }
1738
1739         // Camera angles
1740         if( camera_roll )
1741                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1742
1743         if(autocvar_camera_look_player)
1744         {
1745                 local vector dir;
1746                 local float n;
1747
1748                 dir = normalize(view_origin - current_position);
1749                 n = mouse_angles_z;
1750                 mouse_angles = vectoangles(dir);
1751                 mouse_angles_x = mouse_angles_x * -1;
1752                 mouse_angles_z = n;
1753         }
1754         else
1755         {
1756                 tmp = getmousepos() * 0.1;
1757                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1758                 {
1759                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1760                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1761                 }
1762         }
1763
1764         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1765         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1766         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1767         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1768
1769         // Fix difference when angles don't have the same sign
1770         delta = '0 0 0';
1771         if(mouse_angles_y < -60 && current_angles_y > 60)
1772                 delta = '0 360 0';
1773         if(mouse_angles_y > 60 && current_angles_y < -60)
1774                 delta = '0 -360 0';
1775
1776         if(autocvar_camera_look_player)
1777                 attenuation = autocvar_camera_look_attenuation;
1778         else
1779                 attenuation = autocvar_camera_speed_attenuation;
1780
1781         attenuation = 1 / max(1, attenuation);
1782         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1783
1784         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1785         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1786         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1787         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1788
1789         // Camera position
1790         tmp = '0 0 0';
1791         dimensions = 0;
1792
1793         if( camera_direction_x )
1794         {
1795                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1796                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1797                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1798                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1799                 ++dimensions;
1800         }
1801
1802         if( camera_direction_y )
1803         {
1804                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1805                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1806                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1807                 ++dimensions;
1808         }
1809
1810         if( camera_direction_z )
1811         {
1812                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1813                 ++dimensions;
1814         }
1815
1816         if(autocvar_camera_free)
1817                 speed = autocvar_camera_speed_free;
1818         else
1819                 speed = autocvar_camera_speed_chase;
1820
1821         if(dimensions)
1822         {
1823                 speed = speed * sqrt(1 / dimensions);
1824                 camera_offset += tmp * speed;
1825         }
1826
1827         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1828
1829         // Camera modes
1830         if( autocvar_camera_free )
1831         {
1832                 if ( camera_mode == CAMERA_CHASE )
1833                 {
1834                         current_camera_offset = current_origin + current_camera_offset;
1835                         camera_offset = current_origin + camera_offset;
1836                 }
1837
1838                 camera_mode = CAMERA_FREE;
1839                 current_position = current_camera_offset;
1840         }
1841         else
1842         {
1843                 if ( camera_mode == CAMERA_FREE )
1844                 {
1845                         current_origin = view_origin;
1846                         camera_offset = camera_offset - current_origin;
1847                         current_camera_offset = current_camera_offset - current_origin;
1848                 }
1849
1850                 camera_mode = CAMERA_CHASE;
1851
1852                 if(autocvar_camera_chase_smoothly)
1853                         current_origin += (view_origin - current_origin) * attenuation;
1854                 else
1855                         current_origin = view_origin;
1856
1857                 current_position = current_origin + current_camera_offset;
1858         }
1859
1860         R_SetView(VF_ANGLES, current_angles);
1861         R_SetView(VF_ORIGIN, current_position);
1862 }