]> 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_RIFLE && rifle_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_RIFLE:
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 camera_mode;
346 float reticle_type;
347 string NextFrameCommand;
348 void CSQC_SPIDER_HUD();
349 void CSQC_RAPTOR_HUD();
350
351 vector freeze_org, freeze_ang;
352 entity nightvision_noise, nightvision_noise2;
353
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
359
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
362
363 float old_blurradius, old_bluralpha;
364 float old_sharpen_intensity;
365
366 vector myhealth_gentlergb;
367
368 float contentavgalpha, liquidalpha_prev;
369 vector liquidcolor_prev;
370
371 float eventchase_current_distance;
372
373 vector damage_blurpostprocess, content_blurpostprocess;
374
375 float checkfail[16];
376
377 void CSQC_UpdateView(float w, float h)
378 {
379         entity e;
380         float fov;
381         float f, i, j;
382         vector v, vo;
383         vector vf_size, vf_min;
384         float a;
385
386         button_attack2 = (input_buttons & BUTTON_3);
387         button_zoom = (input_buttons & BUTTON_4);
388
389 #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
390         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
391         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
392         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);
393         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
394         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
395         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
396
397         vf_size = R_SetView3fv(VF_SIZE);
398         vf_min = R_SetView3fv(VF_MIN);
399         vid_width = vf_size_x;
400         vid_height = vf_size_y;
401
402         vector reticle_pos, reticle_size;
403         vector splash_pos, splash_size;
404
405         WaypointSprite_Load();
406
407         if(spectatee_status)
408                 myteam = GetPlayerColor(spectatee_status - 1);
409         else
410                 myteam = GetPlayerColor(player_localentnum - 1);
411
412         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
413         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
414
415         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
416         {
417                 R_SetView(VF_ORIGIN, freeze_org);
418                 R_SetView(VF_ANGLES, freeze_ang);
419         }
420         else
421         {
422                 freeze_org = R_SetView3fv(VF_ORIGIN);
423                 freeze_ang = R_SetView3fv(VF_ANGLES);
424         }
425
426         // event chase camera
427         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
428         {
429                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
430                 {
431                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
432                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
433                         if(!autocvar_chase_active)
434                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
435
436                         // make the camera smooth back
437                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
438                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
439                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
440                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
441
442                         vector eventchase_target_origin;
443                         makevectors(view_angles);
444                         // pass 1, used to check where the camera would go and obtain the trace_fraction
445                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
446
447                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
448                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
449                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
450                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
451                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
452
453                         R_SetView(VF_ORIGIN, trace_endpos);
454                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
455                 }
456                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
457                 {
458                         cvar_set("chase_active", "0");
459                         eventchase_current_distance = 0; // start from 0 next time
460                 }
461         }
462
463         WarpZone_FixView();
464         //WarpZone_FixPMove();
465
466         // Render the Scene
467         view_origin = R_SetView3fv(VF_ORIGIN);
468         view_angles = R_SetView3fv(VF_ANGLES);
469         makevectors(view_angles);
470         view_forward = v_forward;
471         view_right = v_right;
472         view_up = v_up;
473
474 #ifdef BLURTEST
475         if(time > blurtest_time0 && time < blurtest_time1)
476         {
477                 float r, t;
478
479                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
480                 r = t * blurtest_radius;
481                 f = 1 / pow(t, blurtest_power) - 1;
482
483                 cvar_set("r_glsl_postprocess", "1");
484                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
485         }
486         else
487         {
488                 cvar_set("r_glsl_postprocess", "0");
489                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
490         }
491 #endif
492
493         TargetMusic_Advance();
494         Fog_Force();
495
496         if(drawtime == 0)
497                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
498         else
499                 drawframetime = bound(0.000001, time - drawtime, 1);
500         drawtime = time;
501
502         // watch for gametype changes here...
503         // in ParseStuffCMD the cmd isn't executed yet :/
504         // might even be better to add the gametype to TE_CSQC_INIT...?
505         if(!postinit)
506                 PostInit();
507
508         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
509                 if(calledhooks & HOOK_START)
510                 {
511                         localcmd("\ncl_hook_gameend\n");
512                         calledhooks |= HOOK_END;
513                 }
514
515         CheckForGamestartChange();
516         serverAnnouncer();
517         maptimeAnnouncer();
518         carrierAnnouncer();
519
520         fov = autocvar_fov;
521         if(fov <= 59.5)
522         {
523                 if(!zoomscript_caught)
524                 {
525                         localcmd("+button9\n");
526                         zoomscript_caught = 1;
527                 }
528         }
529         else
530         {
531                 if(zoomscript_caught)
532                 {
533                         localcmd("-button9\n");
534                         zoomscript_caught = 0;
535                 }
536         }
537
538         ColorTranslateMode = autocvar_cl_stripcolorcodes;
539         activeweapon = getstati(STAT_SWITCHWEAPON);
540         f = (serverflags & SERVERFLAG_TEAMPLAY);
541         if(f != teamplay)
542         {
543                 teamplay = f;
544                 HUD_InitScores();
545         }
546
547         if(last_weapon != activeweapon) {
548                 weapontime = time;
549                 last_weapon = activeweapon;
550
551                 e = get_weaponinfo(activeweapon);
552                 if(e.netname != "")
553                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
554                 else
555                         localcmd("\ncl_hook_activeweapon none\n");
556         }
557
558         // ALWAYS Clear Current Scene First
559         R_ClearScene();
560         R_SetView(VF_ORIGIN, view_origin);
561         R_SetView(VF_ANGLES, view_angles);
562
563         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
564         R_SetView(VF_SIZE, vf_size);
565         R_SetView(VF_MIN, vf_min);
566
567         // Assign Standard Viewflags
568         // Draw the World (and sky)
569         R_SetView(VF_DRAWWORLD, 1);
570
571         // Set the console size vars
572         vid_conwidth = autocvar_vid_conwidth;
573         vid_conheight = autocvar_vid_conheight;
574         vid_pixelheight = autocvar_vid_pixelheight;
575
576         R_SetView(VF_FOV, GetCurrentFov(fov));
577
578         // Camera for demo playback
579         if(camera_active)
580         {
581                 if(autocvar_camera_enable)
582                         CSQC_Demo_Camera();
583                 else
584                 {
585                         cvar_set("chase_active", ftos(chase_active_backup));
586                         cvar_set("cl_demo_mousegrab", "0");
587                         camera_active = FALSE;
588                 }
589         }
590 #ifdef CAMERATEST
591         else if(autocvar_camera_enable)
592 #else
593         else if(autocvar_camera_enable && isdemo())
594 #endif
595         {
596                 // Enable required Darkplaces cvars
597                 chase_active_backup = autocvar_chase_active;
598                 cvar_set("chase_active", "2");
599                 cvar_set("cl_demo_mousegrab", "1");
600                 camera_active = TRUE;
601                 camera_mode = FALSE;
602         }
603
604         // Draw the Crosshair
605         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
606
607         // Draw the Engine Status Bar (the default Quake HUD)
608         R_SetView(VF_DRAWENGINEHUD, 0);
609
610         // Update the mouse position
611         /*
612            mousepos_x = vid_conwidth;
613            mousepos_y = vid_conheight;
614            mousepos = mousepos*0.5 + getmousepos();
615          */
616
617         e = self;
618         for(self = world; (self = nextent(self)); )
619                 if(self.draw)
620                         self.draw();
621         self = e;
622
623         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
624         R_RenderScene();
625
626         // now switch to 2D drawing mode by calling a 2D drawing function
627         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
628         // next R_RenderScene call
629         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
630
631         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
632         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
633         {
634                 // apply night vision effect
635                 vector rgb, tc_00, tc_01, tc_10, tc_11;
636
637                 if(!nightvision_noise)
638                 {
639                         nightvision_noise = spawn();
640                         nightvision_noise.classname = "nightvision_noise";
641                 }
642                 if(!nightvision_noise2)
643                 {
644                         nightvision_noise2 = spawn();
645                         nightvision_noise2.classname = "nightvision_noise2";
646                 }
647
648                 // color tint in yellow
649                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
650
651                 // draw BG
652                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
653                 rgb = '1 1 1';
654                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
655                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
656                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
657                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
658                 tc_11 = tc_01 + tc_10 - tc_00;
659                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
660                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
661                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
662                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
663                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
664                 R_EndPolygon();
665
666                 // draw FG
667                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
668                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
669                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
670                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
671                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
672                 tc_11 = tc_01 + tc_10 - tc_00;
673                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
674                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
675                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
676                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
677                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
678                 R_EndPolygon();
679         }
680
681         // Draw the aiming reticle for weapons that use it
682         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
683         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
684         // the view to go back to normal, so reticle_type would become 0 as we fade out)
685         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
686                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
687         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
688                 reticle_type = 2; // nex zoom
689         else if(button_zoom || zoomscript_caught)
690                 reticle_type = 1; // normal zoom
691         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
692                 reticle_type = 2; // nex zoom
693
694         if (reticle_type)
695         {
696                 if(autocvar_cl_reticle_stretch)
697                 {
698                         reticle_size_x = vid_conwidth;
699                         reticle_size_y = vid_conheight;
700                         reticle_pos_x = 0;
701                         reticle_pos_y = 0;
702                 }
703                 else
704                 {
705                         reticle_size_x = max(vid_conwidth, vid_conheight);
706                         reticle_size_y = max(vid_conwidth, vid_conheight);
707                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
708                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
709                 }
710
711                 f = current_zoomfraction;
712                 if(zoomscript_caught)
713                         f = 1;
714                 if(autocvar_cl_reticle_item_normal)
715                 {
716                         if(reticle_type == 1 && f)
717                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
718                 }
719                 if(autocvar_cl_reticle_item_nex)
720                 {
721                         if(reticle_type == 2 && f)
722                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
723                 }
724         }
725
726
727         // improved polyblend
728         vector rgb;
729         if(autocvar_hud_contents)
730         {
731                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
732                 vector liquidcolor;
733                 
734                 switch(pointcontents(view_origin))
735                 {
736                         case CONTENT_WATER:
737                                 liquidalpha = autocvar_hud_contents_water_alpha;
738                                 liquidcolor = stov(autocvar_hud_contents_water_color);
739                                 incontent = 1;
740                                 break;
741                                 
742                         case CONTENT_LAVA:
743                                 liquidalpha = autocvar_hud_contents_lava_alpha;
744                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
745                                 incontent = 1;
746                                 break;  
747                                                         
748                         case CONTENT_SLIME:
749                                 liquidalpha = autocvar_hud_contents_slime_alpha;
750                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
751                                 incontent = 1;
752                                 break;
753                                 
754                         default:
755                                 liquidalpha = 0;
756                                 liquidcolor = '0 0 0';
757                                 incontent = 0;
758                                 break;
759                 }
760                 
761                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
762                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
763                         contentfadetime = autocvar_hud_contents_fadeintime;
764                         liquidalpha_prev = liquidalpha;
765                         liquidcolor_prev = liquidcolor;
766                 }
767                 else
768                         contentfadetime = autocvar_hud_contents_fadeouttime;
769                         
770                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
771                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
772                 
773                 if(contentavgalpha)
774                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
775
776                 if(autocvar_hud_postprocessing)
777                 {
778                         if(autocvar_hud_contents_blur && contentavgalpha)
779                         {
780                                 content_blurpostprocess_x = 1;
781                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
782                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
783                         }
784                         else
785                         {
786                                 content_blurpostprocess_x = 0;
787                                 content_blurpostprocess_y = 0;
788                                 content_blurpostprocess_z = 0;
789                         }
790                 }
791         }
792         
793         if(autocvar_hud_damage && !autocvar_chase_active)
794         {
795                 splash_size_x = max(vid_conwidth, vid_conheight);
796                 splash_size_y = max(vid_conwidth, vid_conheight);
797                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
798                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
799
800                 float myhealth_flash_temp;
801                 myhealth = getstati(STAT_HEALTH);
802
803                 // fade out
804                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
805                 // add new damage
806                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
807
808                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
809                 pain_threshold = autocvar_hud_damage_pain_threshold;
810                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
811                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
812
813                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
814                 {
815                         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);
816                 }
817
818                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
819
820                 if(myhealth_prev < 1)
821                 {
822                         if(myhealth >= 1)
823                         {
824                                 myhealth_flash = 0; // just spawned, clear the flash immediately
825                                 myhealth_flash_temp = 0;
826                         }
827                         else
828                         {
829                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
830                         }
831                 }
832
833                 if(spectatee_status == -1 || intermission)
834                 {
835                         myhealth_flash = 0; // observing, or match ended
836                         myhealth_flash_temp = 0;
837                 }
838
839                 myhealth_prev = myhealth;
840
841                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
842                 {
843                         if(autocvar_cl_gentle_damage == 2)
844                         {
845                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
846                                 {
847                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
848                                 }
849                         }
850                         else
851                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
852
853                         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);
854                 }
855                 else
856                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
857
858                 if(autocvar_hud_postprocessing)
859                 {
860                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
861                         {
862                                 damage_blurpostprocess_x = 1;
863                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
864                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
865                         }
866                         else
867                         {
868                                 damage_blurpostprocess_x = 0;
869                                 damage_blurpostprocess_y = 0;
870                                 damage_blurpostprocess_z = 0;
871                         }
872                 }
873         }
874
875         if(autocvar_hud_postprocessing)
876         {
877                 // all of this should be done in the engine eventually
878
879                 // enable or disable rendering types if they are used or not
880                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
881                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
882                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
883                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
884
885                 // lets apply the postprocess effects from the previous two functions if needed
886                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
887                 {
888                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
889                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
890                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
891                         {
892                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
893                                 old_blurradius = blurradius;
894                                 old_bluralpha = bluralpha;
895                         }
896                 }
897                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
898                 {
899                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
900                         old_blurradius = 0;
901                         old_bluralpha = 0;
902                 }
903
904                 float sharpen_intensity;
905                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
906                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
907                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
908                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
909
910                 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
911                 {
912                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
913
914                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
915                         {
916                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
917                                 old_sharpen_intensity = sharpen_intensity;
918                         }
919                 }
920                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
921                 {
922                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
923                         old_sharpen_intensity = 0;
924                 }
925         }
926
927         if(menu_visible)
928                 menu_show();
929
930         /*if(gametype == GAME_CTF)
931           {
932           ctf_view();
933           } else */
934
935         // draw 2D entities
936         e = self;
937         for(self = world; (self = nextent(self)); )
938                 if(self.draw2d)
939                         self.draw2d();
940         self = e;
941         Draw_ShowNames_All();
942
943         scoreboard_active = HUD_WouldDrawScoreboard();
944
945         hit_time = getstatf(STAT_HIT_TIME);
946         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
947         {
948                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
949                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
950         }
951         typehit_time = getstatf(STAT_TYPEHIT_TIME);
952         if(typehit_time > nextsound_typehit_time)
953         {
954                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
955                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
956         }
957
958         float hud;
959         hud = getstati(STAT_HUD);
960         if(hud == HUD_SPIDERBOT)
961                 CSQC_SPIDER_HUD();
962         else if(hud == HUD_WAKIZASHI)
963         CSQC_WAKIZASHI_HUD();
964     else if(hud == HUD_RAPTOR)
965         CSQC_RAPTOR_HUD();
966         else
967         {
968                 if(gametype == GAME_FREEZETAG)
969                 {
970                         if(getstati(STAT_FROZEN))
971                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
972                         if(getstatf(STAT_REVIVE_PROGRESS))
973                         {
974                                 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);
975                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
976                         }
977                 }
978
979                 if(autocvar_r_letterbox == 0)
980                         if(autocvar_viewsize < 120)
981                                 CSQC_common_hud();
982
983                 // crosshair goes VERY LAST
984                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
985                         string wcross_style;
986                         float wcross_alpha, wcross_resolution;
987                         wcross_style = autocvar_crosshair;
988                         if (wcross_style == "0")
989                                 return;
990                         wcross_resolution = autocvar_crosshair_size;
991                         if (wcross_resolution == 0)
992                                 return;
993                         wcross_alpha = autocvar_crosshair_alpha;
994                         if (wcross_alpha == 0)
995                                 return;
996
997                         // TrueAim check
998                         float shottype;
999
1000                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1001                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1002                         wcross_origin_z = 0;
1003                         if(autocvar_crosshair_hittest)
1004                         {
1005                                 vector wcross_oldorigin;
1006                                 wcross_oldorigin = wcross_origin;
1007                                 shottype = TrueAimCheck();
1008                                 if(shottype == SHOTTYPE_HITWORLD)
1009                                 {
1010                                         v = wcross_origin - wcross_oldorigin;
1011                                         v_x /= vid_conwidth;
1012                                         v_y /= vid_conheight;
1013                                         if(vlen(v) > 0.01)
1014                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1015                                 }
1016                                 if(!autocvar_crosshair_hittest_showimpact)
1017                                         wcross_origin = wcross_oldorigin;
1018                         }
1019                         else
1020                                 shottype = SHOTTYPE_HITWORLD;
1021
1022                         vector wcross_color, wcross_size;
1023                         string wcross_wep, wcross_name;
1024                         float wcross_scale, wcross_blur;
1025
1026                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1027                                 e = get_weaponinfo(activeweapon);
1028                                 if (e && e.netname != "")
1029                                 {
1030                                         wcross_wep = e.netname;
1031                                         if(autocvar_crosshair_per_weapon)
1032                                         {
1033                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1034                                                 if (wcross_resolution == 0)
1035                                                         return;
1036                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1037                                                 if (wcross_alpha == 0)
1038                                                         return;
1039
1040                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1041                                                 if(wcross_style == "" || wcross_style == "0")
1042                                                         wcross_style = wcross_wep;
1043                                         }
1044                                 }
1045                         }
1046                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1047                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1048                         else if(autocvar_crosshair_color_by_health)
1049                         {
1050                                 local float x = getstati(STAT_HEALTH);
1051                                 
1052                                 //x = red
1053                                 //y = green
1054                                 //z = blue
1055                                 
1056                                 wcross_color_z = 0;
1057                                 
1058                                 if(x > 200)
1059                                 {
1060                                         wcross_color_x = 0;
1061                                         wcross_color_y = 1;
1062                                 }
1063                                 else if(x > 150)
1064                                 {
1065                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1066                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1067                                 }
1068                                 else if(x > 100)
1069                                 {
1070                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1071                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1072                                         wcross_color_z = 1 - (x-100)*0.02;
1073                                 }
1074                                 else if(x > 50)
1075                                 {
1076                                         wcross_color_x = 1;
1077                                         wcross_color_y = 1;
1078                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
1079                                 }
1080                                 else if(x > 20)
1081                                 {
1082                                         wcross_color_x = 1;
1083                                         wcross_color_y = (x-20)*90/27/100;
1084                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1085                                 }
1086                                 else
1087                                 {
1088                                         wcross_color_x = 1;
1089                                         wcross_color_y = 0;
1090                                 }
1091                         }
1092                         else
1093                                 wcross_color = stov(autocvar_crosshair_color);
1094
1095                         wcross_name = strcat("gfx/crosshair", wcross_style);
1096
1097                         if(autocvar_crosshair_effect_scalefade)
1098                         {
1099                                 wcross_scale = wcross_resolution;
1100                                 wcross_resolution = 1;
1101                         }
1102                         else
1103                         {
1104                                 wcross_scale = 1;
1105                         }
1106
1107                         if(autocvar_crosshair_pickup)
1108                         {
1109                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1110                                 {
1111                                         pickup_crosshair_size = 1;
1112                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1113                                 }
1114
1115                                 if(pickup_crosshair_size > 0)
1116                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1117                                 else
1118                                         pickup_crosshair_size = 0;
1119
1120                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1121                         }
1122                         
1123                         vector hitindication_color;
1124                         if(autocvar_crosshair_hitindication)
1125                         {
1126                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1127                                 if(hitindication_crosshair_time < hit_time)
1128                                 {
1129                                         hitindication_crosshair_size = 1;
1130                                         hitindication_crosshair_time = hit_time;
1131                                 }
1132
1133                                 if(hitindication_crosshair_size > 0)
1134                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1135                                 else
1136                                         hitindication_crosshair_size = 0;
1137
1138                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1139                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1140                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1141                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1142                         }
1143
1144                         if(shottype == SHOTTYPE_HITENEMY)
1145                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1146                         if(shottype == SHOTTYPE_HITTEAM)
1147                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1148
1149                         f = autocvar_crosshair_effect_speed;
1150                         if(f < 0)
1151                                 f *= -2 * g_weaponswitchdelay;
1152                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1153                         {
1154                                 wcross_changedonetime = time + f;
1155                         }
1156                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1157                         {
1158                                 wcross_name_changestarttime = time;
1159                                 wcross_name_changedonetime = time + f;
1160                                 if(wcross_name_goal_prev_prev)
1161                                         strunzone(wcross_name_goal_prev_prev);
1162                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1163                                 wcross_name_goal_prev = strzone(wcross_name);
1164                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1165                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1166                                 wcross_resolution_goal_prev = wcross_resolution;
1167                         }
1168
1169                         wcross_scale_goal_prev = wcross_scale;
1170                         wcross_alpha_goal_prev = wcross_alpha;
1171                         wcross_color_goal_prev = wcross_color;
1172
1173                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1174                         {
1175                                 wcross_blur = 1;
1176                                 wcross_alpha *= 0.75;
1177                         }
1178                         else
1179                                 wcross_blur = 0;
1180                         // *_prev is at time-frametime
1181                         // * is at wcross_changedonetime+f
1182                         // what do we have at time?
1183                         if(time < wcross_changedonetime)
1184                         {
1185                                 f = frametime / (wcross_changedonetime - time + frametime);
1186                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1187                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1188                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1189                         }
1190
1191                         wcross_scale_prev = wcross_scale;
1192                         wcross_alpha_prev = wcross_alpha;
1193                         wcross_color_prev = wcross_color;
1194
1195                         wcross_scale *= 1 - autocvar__menu_alpha;
1196                         wcross_alpha *= 1 - autocvar__menu_alpha;
1197                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1198
1199                         // crosshair rings for weapon stats
1200                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1201                         {
1202                                 // declarations and stats
1203                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1204                                 string ring_image, ring_inner_image;
1205                                 vector ring_rgb, ring_inner_rgb;
1206                                 
1207                                 ring_scale = autocvar_crosshair_ring_size;
1208
1209                                 float weapon_clipload, weapon_clipsize;
1210                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1211                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1212
1213                                 float nex_charge, nex_chargepool;
1214                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1215                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1216
1217                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1218                                         nex_charge_movingavg = nex_charge;
1219                                         
1220
1221                                 // handle the values
1222                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1223                                 {
1224                                         if (nex_chargepool || use_nex_chargepool) { 
1225                                                 use_nex_chargepool = 1; 
1226                                                 ring_inner_value = nex_chargepool;
1227                                         } else { 
1228                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1229                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1230                                         }
1231                                                 
1232                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1233                                         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;
1234                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1235                                         
1236                                         // draw the outer ring to show the current charge of the weapon
1237                                         ring_value = nex_charge;
1238                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1239                                         ring_rgb = wcross_color;
1240                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1241                                 }
1242                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1243                                 {
1244                                         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.
1245                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1246                                         ring_rgb = wcross_color;
1247                                         ring_image = "gfx/crosshair_ring.tga";
1248                                 }
1249                                 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1250                                 {
1251                                         ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1252                                         ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1253                                         ring_rgb = wcross_color;
1254                                         ring_image = "gfx/crosshair_ring.tga";
1255                                 }
1256
1257                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1258                                 {
1259                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1260                                         ring_scale = autocvar_crosshair_ring_reload_size;
1261                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1262                                         ring_rgb = wcross_color;
1263                                         
1264                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1265                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1266                                         if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1267                                                 ring_image = "gfx/crosshair_ring_rifle.tga";
1268                                         else
1269                                                 ring_image = "gfx/crosshair_ring.tga";
1270                                 }
1271
1272                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1273                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1274
1275                                 if (ring_value)
1276                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1277                         }
1278
1279 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1280                         do \
1281                         { \
1282                                 if(wcross_blur > 0) \
1283                                 { \
1284                                         for(i = -2; i <= 2; ++i) \
1285                                                 for(j = -2; j <= 2; ++j) \
1286                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1287                                 } \
1288                                 else \
1289                                 { \
1290                                         M(0,0,sz,wcross_name,wcross_alpha); \
1291                                 } \
1292                         } \
1293                         while(0)
1294
1295 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1296                         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)
1297
1298 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1299                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1300
1301                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1302                         {
1303                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1304                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1305                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1306                                 f = 1 - f;
1307                         }
1308                         else
1309                         {
1310                                 f = 1;
1311                         }
1312
1313                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1314                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1315
1316                         if(autocvar_crosshair_dot)
1317             {
1318                 vector wcross_color_old;
1319                 wcross_color_old = wcross_color;
1320                 if(autocvar_crosshair_dot_color != "0")
1321                     wcross_color = stov(autocvar_crosshair_dot_color);
1322                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1323                 wcross_color = wcross_color_old;
1324             }
1325
1326                         wcross_name_alpha_goal_prev = f;
1327                 }
1328                 else
1329                 {
1330                         wcross_scale_prev = 0;
1331                         wcross_alpha_prev = 0;
1332                         wcross_scale_goal_prev = 0;
1333                         wcross_alpha_goal_prev = 0;
1334                         wcross_changedonetime = 0;
1335                         if(wcross_name_goal_prev)
1336                                 strunzone(wcross_name_goal_prev);
1337                         wcross_name_goal_prev = string_null;
1338                         if(wcross_name_goal_prev_prev)
1339                                 strunzone(wcross_name_goal_prev_prev);
1340                         wcross_name_goal_prev_prev = string_null;
1341                         wcross_name_changestarttime = 0;
1342                         wcross_name_changedonetime = 0;
1343                         wcross_name_alpha_goal_prev = 0;
1344                         wcross_name_alpha_goal_prev_prev = 0;
1345                         wcross_resolution_goal_prev = 0;
1346                         wcross_resolution_goal_prev_prev = 0;
1347                 }
1348         }
1349
1350         if(NextFrameCommand)
1351         {
1352                 localcmd("\n", NextFrameCommand, "\n");
1353                 NextFrameCommand = string_null;
1354         }
1355
1356         // we must do this check AFTER a frame was rendered, or it won't work
1357         if(cs_project_is_b0rked == 0)
1358         {
1359                 string w0, h0;
1360                 w0 = ftos(autocvar_vid_conwidth);
1361                 h0 = ftos(autocvar_vid_conheight);
1362                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1363                 //R_SetView(VF_FOV, '90 90 0');
1364                 R_SetView(VF_ORIGIN, '0 0 0');
1365                 R_SetView(VF_ANGLES, '0 0 0');
1366                 R_SetView(VF_PERSPECTIVE, 1);
1367                 makevectors('0 0 0');
1368                 vector v1, v2;
1369                 cvar_set("vid_conwidth", "800");
1370                 cvar_set("vid_conheight", "600");
1371                 v1 = cs_project(v_forward);
1372                 cvar_set("vid_conwidth", "640");
1373                 cvar_set("vid_conheight", "480");
1374                 v2 = cs_project(v_forward);
1375                 if(v1 == v2)
1376                         cs_project_is_b0rked = 1;
1377                 else
1378                         cs_project_is_b0rked = -1;
1379                 cvar_set("vid_conwidth", w0);
1380                 cvar_set("vid_conheight", h0);
1381         }
1382
1383         if(autocvar__hud_configure)
1384                 HUD_Panel_Mouse();
1385
1386         // let's reset the view back to normal for the end
1387         R_SetView(VF_MIN, '0 0 0');
1388         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1389 }
1390
1391 #define spider_h "gfx/vehicles/hud_bg.tga"
1392 #define spider_b "gfx/vehicles/sbot.tga"
1393 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1394 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1395 #define spider_s "gfx/vehicles/shiled.tga"
1396 #define spider_a1 "gfx/hud/sb_rocket.tga"
1397 #define spider_a2 "gfx/sb_bullets.tga"
1398
1399 void CSQC_SPIDER_HUD()
1400 {
1401         float rockets, reload, heat, hp, shield;
1402         vector picsize, hudloc;
1403
1404     // Fetch health & ammo stats
1405     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1406         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1407         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1408         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1409         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1410
1411     // Draw the crosshairs
1412     picsize = drawgetimagesize(SPIDER_CROSS);
1413     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1414     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1415     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);
1416
1417     hudloc_y =  4;
1418     hudloc_x = 4;
1419
1420     picsize = drawgetimagesize(spider_h) * 0.5;
1421     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1422
1423     picsize = drawgetimagesize(spider_a2) * 0.5;
1424     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1425
1426     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1427     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1428     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1429
1430     picsize = drawgetimagesize(spider_a1) * 0.85;
1431     if(rockets == 9)
1432     {
1433         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1434         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1435     }
1436     else
1437     {
1438         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1439         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1440     }
1441
1442     picsize = drawgetimagesize(spider_b) * 0.5;
1443     hudloc_y = 10.5;
1444     hudloc_x = 10.5;
1445
1446     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1447     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1448     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1449     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1450
1451
1452         /*
1453         // Draw health bar
1454         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1455         p = p + '0 1 0' * vid_conheight - '0 32 0';
1456         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1457         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1458         p_y += 8;
1459         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1460         p_x += 256 * hp;
1461         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1462
1463         // Draw minigun heat indicator
1464         p = '0.5 0 0' * (vid_conwidth - 256);
1465         p = p + '0 1 0' * vid_conheight - '0 34  0';
1466         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1467         p_x += 256 * (1-heat);
1468         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1469
1470
1471         // Draw rocket icons for loaded/empty tubes.
1472         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1473         pp += '0 1 0' * vid_conheight - '0 64 0';
1474         for(i = 0; i < 8; ++i)
1475         {
1476                 p = pp + '1 0 0' * (rkt_size * i);
1477                 if(rockets == 8)
1478                 {
1479                         if(floor(reload * 8) == i)
1480                         {
1481                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1482                         }
1483                         else if(i < reload * 8)
1484                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1485                         else
1486                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1487                 }
1488                 else
1489                 {
1490                         if(i < rockets)
1491                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1492                         else
1493                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1494                 }
1495         }
1496         */
1497
1498         if (scoreboard_showscores)
1499         {
1500                 HUD_DrawScoreboard();
1501                 HUD_DrawCenterPrint();
1502         }
1503
1504 }
1505
1506 #define raptor_h "gfx/vehicles/hud_bg.tga"
1507 #define raptor_b "gfx/vehicles/raptor.tga"
1508 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1509 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1510 #define raptor_s "gfx/vehicles/shiled.tga"
1511
1512 void CSQC_RAPTOR_HUD()
1513 {
1514         float reload, hp, shield, energy;
1515         vector picsize, hudloc;
1516
1517     // Fetch health & ammo stats
1518     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1519         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1520         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1521         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1522
1523     // Draw the crosshairs
1524     picsize = drawgetimagesize(SPIDER_CROSS);
1525     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1526     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1527     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);
1528
1529     hudloc_y =  4;
1530     hudloc_x = 4;
1531
1532     picsize = drawgetimagesize(raptor_h) * 0.5;
1533     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1534
1535     picsize = drawgetimagesize(spider_a2) * 0.5;
1536     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1537
1538     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1539     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1540     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1541
1542
1543     picsize = drawgetimagesize(spider_a1) * 0.85;
1544     if(reload == 1)
1545     {
1546         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1547         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1548     }
1549     else
1550     {
1551         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1552         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1553     }
1554
1555     picsize = drawgetimagesize(raptor_b) * 0.5;
1556     hudloc_y = 10.5;
1557     hudloc_x = 10.5;
1558
1559     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1560     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1561     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1562     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1563
1564
1565         if (scoreboard_showscores)
1566         {
1567                 HUD_DrawScoreboard();
1568                 HUD_DrawCenterPrint();
1569         }
1570
1571 }
1572
1573 #define waki_h "gfx/vehicles/hud_bg.tga"
1574 #define waki_b "gfx/vehicles/waki.tga"
1575 #define waki_e "gfx/vehicles/waki_e.tga"
1576 #define waki_g "gfx/vehicles/waki_guns.tga"
1577 #define waki_r "gfx/vehicles/waki_rockets.tga"
1578 #define waki_s "gfx/vehicles/shiled.tga"
1579
1580 #define waki_a1 "gfx/hud/sb_rocket.tga"
1581 #define waki_a2 "gfx/sb_cells.tga"
1582
1583 void CSQC_WAKIZASHI_HUD()
1584 {
1585         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1586         float health, shield, energy, rockets;
1587         vector picsize, hudloc;
1588
1589     picsize = drawgetimagesize(SPIDER_CROSS);
1590     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1591     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1592     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);
1593
1594 /*
1595 const float STAT_VEHICLESTAT_HEALTH  = 60;
1596 const float STAT_VEHICLESTAT_SHIELD  = 61;
1597 const float STAT_VEHICLESTAT_ENERGY  = 62;
1598 const float STAT_VEHICLESTAT_AMMO1   = 63;
1599 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1600 const float STAT_VEHICLESTAT_AMMO2   = 65;
1601 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1602 */
1603     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1604         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1605         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1606         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1607
1608     hudloc_y =  4;
1609     hudloc_x = 4;
1610
1611     picsize = drawgetimagesize(waki_h) * 0.5;
1612     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1613
1614     picsize = drawgetimagesize(waki_a2) * 0.7;
1615     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1616
1617
1618     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1619     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1620
1621     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1622
1623     picsize = drawgetimagesize(waki_a1) * 0.75;
1624     if(rockets == 1)
1625     {
1626         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1627         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1628     }
1629     else
1630     {
1631         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1632         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1633         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1634     }
1635
1636     picsize = drawgetimagesize(waki_b) * 0.5;
1637     hudloc_y = 10.5;
1638     hudloc_x = 10.5;
1639
1640     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1641     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1642     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1643     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1644
1645
1646
1647         /*
1648         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1649         p = p + '0 1 0' * vid_conheight - '0 32 0';
1650
1651         // Draw health bar
1652         p_y += 8;
1653         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1654         p_x += 256 * health;
1655         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1656
1657         // Draw shiled bar
1658         p_x -= 256 * health;
1659         p_y += 4;
1660         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1661
1662         // Draw energy
1663         //p_x -= 256 * health;
1664         p_y -= 8;
1665         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1666
1667         // Draw rockets bar
1668         p_y += 12;
1669         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1670         */
1671
1672
1673
1674
1675         if (scoreboard_showscores)
1676         {
1677                 HUD_DrawScoreboard();
1678                 HUD_DrawCenterPrint();
1679         }
1680
1681 }
1682
1683 void CSQC_common_hud(void)
1684 {
1685         // HUD_SortFrags(); done in HUD_Draw
1686         float hud;
1687         hud = getstati(STAT_HUD);
1688
1689         //hud = 10;
1690         switch(hud)
1691         {
1692                 case HUD_NORMAL:
1693                         // do some accuracy var caching
1694                         float i;
1695                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1696                         {
1697                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1698                                 {
1699                                         if(acc_color_levels)
1700                                                 strunzone(acc_color_levels);
1701                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1702                                         acc_levels = tokenize(acc_color_levels);
1703                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1704                                                 acc_levels = MAX_ACCURACY_LEVELS;
1705
1706                                         for (i = 0; i < acc_levels; ++i)
1707                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1708                                 }
1709                                 // let know that acc_col[] needs to be loaded
1710                                 acc_col_x[0] = -1;
1711                         }
1712
1713                         HUD_Main(); // always run these functions for alpha checks
1714                         HUD_DrawScoreboard();
1715
1716                         if (scoreboard_active) // scoreboard/accuracy
1717                         {       
1718                                 HUD_Reset();
1719                                 // HUD_DrawScoreboard takes care of centerprint_start
1720                         }
1721                         else if (intermission == 2) // map voting screen
1722                         {
1723                                 HUD_FinaleOverlay();
1724                                 HUD_Reset();
1725
1726                                 centerprint_start_x = 0;
1727                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1728                         }
1729                         else // hud
1730                         {
1731                                 centerprint_start_x = 0;
1732                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1733                         }
1734
1735                         HUD_DrawCenterPrint();
1736                         break;
1737
1738                 case HUD_SPIDERBOT:
1739                         CSQC_SPIDER_HUD();
1740                         break;
1741
1742                 case HUD_WAKIZASHI:
1743                         CSQC_WAKIZASHI_HUD();
1744                         break;
1745         }
1746 }
1747
1748
1749 // following vectors must be global to allow seamless switching between camera modes
1750 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1751 void CSQC_Demo_Camera()
1752 {
1753         float speed, attenuation, dimensions;
1754         vector tmp, delta;
1755
1756         if( autocvar_camera_reset || !camera_mode )
1757         {
1758                 camera_offset = '0 0 0';
1759                 current_angles = '0 0 0';
1760                 camera_direction = '0 0 0';
1761                 camera_offset_z += 30;
1762                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1763                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1764                 current_origin = view_origin;
1765                 current_camera_offset  = camera_offset;
1766                 cvar_set("camera_reset", "0");
1767                 camera_mode = CAMERA_CHASE;
1768         }
1769
1770         // Camera angles
1771         if( camera_roll )
1772                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1773
1774         if(autocvar_camera_look_player)
1775         {
1776                 local vector dir;
1777                 local float n;
1778
1779                 dir = normalize(view_origin - current_position);
1780                 n = mouse_angles_z;
1781                 mouse_angles = vectoangles(dir);
1782                 mouse_angles_x = mouse_angles_x * -1;
1783                 mouse_angles_z = n;
1784         }
1785         else
1786         {
1787                 tmp = getmousepos() * 0.1;
1788                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1789                 {
1790                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1791                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1792                 }
1793         }
1794
1795         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1796         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1797         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1798         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1799
1800         // Fix difference when angles don't have the same sign
1801         delta = '0 0 0';
1802         if(mouse_angles_y < -60 && current_angles_y > 60)
1803                 delta = '0 360 0';
1804         if(mouse_angles_y > 60 && current_angles_y < -60)
1805                 delta = '0 -360 0';
1806
1807         if(autocvar_camera_look_player)
1808                 attenuation = autocvar_camera_look_attenuation;
1809         else
1810                 attenuation = autocvar_camera_speed_attenuation;
1811
1812         attenuation = 1 / max(1, attenuation);
1813         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1814
1815         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1816         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1817         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1818         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1819
1820         // Camera position
1821         tmp = '0 0 0';
1822         dimensions = 0;
1823
1824         if( camera_direction_x )
1825         {
1826                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1827                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1828                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1829                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1830                 ++dimensions;
1831         }
1832
1833         if( camera_direction_y )
1834         {
1835                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1836                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1837                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1838                 ++dimensions;
1839         }
1840
1841         if( camera_direction_z )
1842         {
1843                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1844                 ++dimensions;
1845         }
1846
1847         if(autocvar_camera_free)
1848                 speed = autocvar_camera_speed_free;
1849         else
1850                 speed = autocvar_camera_speed_chase;
1851
1852         if(dimensions)
1853         {
1854                 speed = speed * sqrt(1 / dimensions);
1855                 camera_offset += tmp * speed;
1856         }
1857
1858         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1859
1860         // Camera modes
1861         if( autocvar_camera_free )
1862         {
1863                 if ( camera_mode == CAMERA_CHASE )
1864                 {
1865                         current_camera_offset = current_origin + current_camera_offset;
1866                         camera_offset = current_origin + camera_offset;
1867                 }
1868
1869                 camera_mode = CAMERA_FREE;
1870                 current_position = current_camera_offset;
1871         }
1872         else
1873         {
1874                 if ( camera_mode == CAMERA_FREE )
1875                 {
1876                         current_origin = view_origin;
1877                         camera_offset = camera_offset - current_origin;
1878                         current_camera_offset = current_camera_offset - current_origin;
1879                 }
1880
1881                 camera_mode = CAMERA_CHASE;
1882
1883                 if(autocvar_camera_chase_smoothly)
1884                         current_origin += (view_origin - current_origin) * attenuation;
1885                 else
1886                         current_origin = view_origin;
1887
1888                 current_position = current_origin + current_camera_offset;
1889         }
1890
1891         R_SetView(VF_ANGLES, current_angles);
1892         R_SetView(VF_ORIGIN, current_position);
1893 }