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