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Add normal zoom reticle (when zooming with the zoom button). Still working on the...
[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);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
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(self, CHAN_VOICE, strcat("announcer/", cvar_string("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 = cvar("cl_zoomsensitivity");
131         zoomfactor = cvar("cl_zoomfactor");
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = cvar("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) // 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, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " 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_CAMPINGRIFLE:
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(vecs_x > 0)
310                 vecs_y = -vecs_y;
311         else
312                 vecs = '0 0 0';
313
314         dv = view_right * vecs_y + view_up * vecs_z;
315         w_shotorg = view_origin + dv;
316
317         // now move the vecs forward as much as requested if possible
318         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
319         w_shotorg = trace_endpos - view_forward * nudge;
320
321         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322         shottype = EnemyHitCheck();
323         if(shottype != SHOTTYPE_HITWORLD)
324                 return shottype;
325
326 #if 0
327         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328         // or rather, I know why, but see no fix
329         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330                 // 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
331                 return SHOTTYPE_HITOBSTRUCTION;
332 #endif
333
334         return SHOTTYPE_HITWORLD;
335 }
336
337 void CSQC_common_hud(void);
338
339 void PostInit(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard ();
342 float view_set;
343 float camera_mode;
344 float reticle_type;
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
348
349 vector freeze_pmove_org, freeze_input_angles;
350
351 void CSQC_UpdateView(float w, float h)
352 {
353         entity e;
354         float fov;
355         float f, i, j;
356         vector v, vo;
357
358         vector reticle_pos, reticle_size;
359
360         WaypointSprite_Load();
361
362         if(spectatee_status)
363                 myteam = GetPlayerColor(spectatee_status - 1);
364         else
365                 myteam = GetPlayerColor(player_localentnum - 1);
366
367         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
368         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
369
370         warpzone_fixview_origin = pmove_org + vo;
371         warpzone_fixview_cl_viewangles = input_angles;
372         warpzone_fixview_angles = view_angles;
373         WarpZone_FixView();
374         pmove_org = warpzone_fixview_origin - vo;
375         input_angles = warpzone_fixview_cl_viewangles;
376         view_angles = warpzone_fixview_angles;
377
378         if(cvar("cl_lockview") || hud_configure)
379         {
380                 pmove_org = freeze_pmove_org;
381                 input_angles = view_angles = freeze_input_angles;
382                 R_SetView(VF_ORIGIN, pmove_org + vo);
383                 R_SetView(VF_ANGLES, view_angles);
384                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
385         }
386         freeze_pmove_org = pmove_org;
387         freeze_input_angles = input_angles;
388
389         // Render the Scene
390         if(!intermission || !view_set)
391         {
392                 view_origin = pmove_org + vo;
393                 view_angles = input_angles;
394                 makevectors(view_angles);
395                 view_forward = v_forward;
396                 view_right = v_right;
397                 view_up = v_up;
398                 view_set = 1;
399         }
400
401         vid_width = w;
402         vid_height = h;
403
404 #ifdef BLURTEST
405         if(time > blurtest_time0 && time < blurtest_time1)
406         {
407                 float r, t;
408
409                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
410                 r = t * blurtest_radius;
411                 f = 1 / pow(t, blurtest_power) - 1;
412
413                 cvar_set("r_glsl_postprocess", "1");
414                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
415         }
416         else
417         {
418                 cvar_set("r_glsl_postprocess", "0");
419                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
420         }
421 #endif
422
423         TargetMusic_Advance();
424         Fog_Force();
425
426         drawframetime = max(0.000001, time - drawtime);
427         drawtime = time;
428
429         // watch for gametype changes here...
430         // in ParseStuffCMD the cmd isn't executed yet :/
431         // might even be better to add the gametype to TE_CSQC_INIT...?
432         if(!postinit)
433                 PostInit();
434
435         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
436                 if(calledhooks & HOOK_START)
437                 {
438                         localcmd("\ncl_hook_gameend;");
439                         calledhooks |= HOOK_END;
440                 }
441
442         CheckForGamestartChange();
443         serverAnnouncer();
444         maptimeAnnouncer();
445         carrierAnnouncer();
446
447         fov = cvar("fov");
448         if(button_zoom || fov <= 59.5)
449         {
450                 if(!zoomscript_caught)
451                 {
452                         localcmd("+button4\n");
453                         zoomscript_caught = 1;
454                         ignore_plus_zoom += 1;
455                 }
456         }
457         else
458         {
459                 if(zoomscript_caught)
460                 {
461                         localcmd("-button4\n");
462                         zoomscript_caught = 0;
463                         ignore_minus_zoom += 1;
464                 }
465         }
466
467         hud_accuracy_hud = cvar_or("hud_accuracy_hud", 1);
468         ColorTranslateMode = cvar("cl_stripcolorcodes");
469         activeweapon = getstati(STAT_SWITCHWEAPON);
470         f = cvar("teamplay");
471         if(f != teamplay)
472         {
473                 teamplay = f;
474                 HUD_InitScores();
475         }
476
477         if(last_weapon != activeweapon) {
478                 weapontime = time;
479                 last_weapon = activeweapon;
480         }
481
482         // ALWAYS Clear Current Scene First
483         R_ClearScene();
484
485         // Assign Standard Viewflags
486         // Draw the World (and sky)
487         R_SetView(VF_DRAWWORLD, 1);
488
489         // Set the console size vars
490         vid_conwidth = cvar("vid_conwidth");
491         vid_conheight = cvar("vid_conheight");
492         vid_pixelheight = cvar("vid_pixelheight");
493
494         R_SetView(VF_FOV, GetCurrentFov(fov));
495
496         // Camera for demo playback
497         if(camera_active)
498         {
499                 if(cvar("camera_enable"))
500                         CSQC_Demo_Camera();
501                 else
502                 {
503                         cvar_set("chase_active", ftos(chase_active_backup));
504                         cvar_set("cl_demo_mousegrab", "0");
505                         camera_active = FALSE;
506                 }
507         }
508 #ifdef CAMERATEST
509         else if(cvar("camera_enable"))
510 #else
511         else if(cvar("camera_enable") && isdemo())
512 #endif
513         {
514                 // Enable required Darkplaces cvars
515                 chase_active_backup = cvar("chase_active");
516                 cvar_set("chase_active", "2");
517                 cvar_set("cl_demo_mousegrab", "1");
518                 camera_active = TRUE;
519                 camera_mode = FALSE;
520         }
521
522         // Draw the Crosshair
523         float scoreboard_active;
524         scoreboard_active = HUD_WouldDrawScoreboard();
525         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
526
527         // Draw the Engine Status Bar (the default Quake HUD)
528         R_SetView(VF_DRAWENGINEHUD, 0);
529
530         // fetch this one only once per frame
531         hud_showbinds = cvar("hud_showbinds");
532         hud_showbinds_limit = cvar("hud_showbinds_limit");
533
534         // Update the mouse position
535         /*
536            mousepos_x = vid_conwidth;
537            mousepos_y = vid_conheight;
538            mousepos = mousepos*0.5 + getmousepos();
539          */
540
541         e = self;
542         for(self = world; (self = nextent(self)); )
543                 if(self.draw)
544                         self.draw();
545         self = e;
546
547         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
548         R_RenderScene();
549
550         // now switch to 2D drawing mode by calling a 2D drawing function
551         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
552         // next R_RenderScene call
553         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
554
555         // Draw the aiming reticle for weapons that use it
556         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
557         // It must be a persisted float for fading out to work properly (you let go of the zoom button for the
558         // view to go back to normal, so reticle_type would become 0 as we fade out and use that image instead)
559         if(button_zoom)
560                 reticle_type = 0; // normal zoom
561         else if(activeweapon == WEP_NEX && button_attack2)
562                 reticle_type = 1; // nex zoom
563
564         reticle_size_x = max(vid_conwidth, vid_conheight);
565         reticle_size_y = max(vid_conwidth, vid_conheight);
566         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
567         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
568
569         if(cvar("cl_reticle_normal"))
570         {
571                 precache_pic("textures/reticle_normal");
572                 if(reticle_type == 0 && current_zoomfraction)
573                         drawpic(reticle_pos, "textures/reticle_normal", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_normal"), DRAWFLAG_NORMAL);
574         }
575         if(cvar("cl_reticle_nex"))
576         {
577                 precache_pic("textures/reticle_nex");
578                 if(reticle_type == 1 && current_zoomfraction)
579                         drawpic(reticle_pos, "textures/reticle_nex", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_nex"), DRAWFLAG_NORMAL);
580         }
581
582         // Draw the mouse cursor
583         // NOTE: drawpic must happen after R_RenderScene for some reason
584         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
585         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
586         //self = edict_num(player_localnum);
587         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
588         //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);
589         // as long as the ctf part isn't in, this is useless
590         if(menu_visible)
591                 menu_show();
592
593         /*if(gametype == GAME_CTF)
594           {
595           ctf_view();
596           } else */
597
598         // draw 2D entities
599         e = self;
600         for(self = world; (self = nextent(self)); )
601                 if(self.draw2d)
602                         self.draw2d();
603         self = e;
604
605         // draw hud
606         if(cvar("r_letterbox") == 0) {
607                 HUD_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
608         }
609
610         float hud;
611         hud = getstati(STAT_HUD);
612         if(hud == HUD_SPIDERBOT)
613         {
614                 CSQC_SPIDER_HUD();
615         }
616         else if(hud == HUD_WAKIZASHI)
617         CSQC_WAKIZASHI_HUD();
618     else if(hud == HUD_RAPTOR)
619         CSQC_RAPTOR_HUD();
620         else
621         {
622                 if(cvar("r_letterbox") == 0)
623                         if(cvar("viewsize") < 120)
624                                 CSQC_common_hud();
625
626                 // crosshair goes VERY LAST
627                 if(!scoreboard_active && !camera_active) {
628                         // TrueAim check
629                         float shottype;
630                         float bullets, ring_scale;
631                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
632                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
633                         wcross_origin_z = 0;
634                         if(cvar("crosshair_hittest"))
635                         {
636                                 vector wcross_oldorigin;
637                                 wcross_oldorigin = wcross_origin;
638                                 shottype = TrueAimCheck();
639                                 if(shottype == SHOTTYPE_HITWORLD)
640                                 {
641                                         v = wcross_origin - wcross_oldorigin;
642                                         v_x /= vid_conwidth;
643                                         v_y /= vid_conheight;
644                                         if(vlen(v) > 0.01)
645                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
646                                 }
647                                 if(!cvar("crosshair_hittest_showimpact"))
648                                         wcross_origin = wcross_oldorigin;
649                         }
650                         else
651                                 shottype = SHOTTYPE_HITWORLD;
652
653                         string wcross_style;
654                         wcross_style = cvar_string("crosshair");
655
656                         if (wcross_style != "0") {
657                                 vector wcross_color, wcross_size;
658                                 string wcross_wep, wcross_name;
659                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
660
661                                 wcross_color_x = cvar("crosshair_color_red");
662                                 wcross_color_y = cvar("crosshair_color_green");
663                                 wcross_color_z = cvar("crosshair_color_blue");
664                                 wcross_alpha = cvar("crosshair_color_alpha");
665                                 wcross_resolution = cvar("crosshair_size");
666                                 if (cvar("crosshair_per_weapon")) {
667                                         e = get_weaponinfo(activeweapon);
668                                         if (e && e.netname != "")
669                                         {
670                                                 wcross_wep = e.netname;
671                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
672                                                 if(wcross_style == "")
673                                                         wcross_style = e.netname;
674
675                                                 if(!cvar("crosshair_color_override"))
676                                                 {
677                                                         wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
678                                                         wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
679                                                         wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
680                                                 }
681
682                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
683                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
684                                         }
685                                 }
686
687                                 wcross_name = strcat("gfx/crosshair", wcross_style);
688
689                                 if(cvar("crosshair_effect_scalefade"))
690                                 {
691                                         wcross_scale = wcross_resolution;
692                                         wcross_resolution = 1;
693                                 }
694                                 else
695                                 {
696                                         wcross_scale = 1;
697                                 }
698
699                                 if(shottype == SHOTTYPE_HITENEMY)
700                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
701                                 if(shottype == SHOTTYPE_HITTEAM)
702                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
703
704                                 f = cvar("crosshair_effect_speed");
705                                 if(f < 0)
706                                         f *= -2 * g_weaponswitchdelay;
707                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
708                                 {
709                                         wcross_changedonetime = time + f;
710                                 }
711                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
712                                 {
713                                         wcross_name_changestarttime = time;
714                                         wcross_name_changedonetime = time + f;
715                                         if(wcross_name_goal_prev_prev)
716                                                 strunzone(wcross_name_goal_prev_prev);
717                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;
718                                         wcross_name_goal_prev = strzone(wcross_name);
719                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
720                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
721                                         wcross_resolution_goal_prev = wcross_resolution;
722                                 }
723
724                                 wcross_scale_goal_prev = wcross_scale;
725                                 wcross_alpha_goal_prev = wcross_alpha;
726                                 wcross_color_goal_prev = wcross_color;
727
728                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
729                                 {
730                                         wcross_blur = 1;
731                                         wcross_alpha *= 0.75;
732                                 }
733                                 else
734                                         wcross_blur = 0;
735                                 // *_prev is at time-frametime
736                                 // * is at wcross_changedonetime+f
737                                 // what do we have at time?
738                                 if(time < wcross_changedonetime)
739                                 {
740                                         f = frametime / (wcross_changedonetime - time + frametime);
741                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
742                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
743                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
744                                 }
745
746                                 wcross_scale_prev = wcross_scale;
747                                 wcross_alpha_prev = wcross_alpha;
748                                 wcross_color_prev = wcross_color;
749
750                                 wcross_scale *= 1 - cvar("_menu_alpha");
751                                 wcross_alpha *= 1 - cvar("_menu_alpha");
752
753                                 // ring around crosshair representing bullets left in camping rifle clip
754                                 if (activeweapon == WEP_CAMPINGRIFLE)
755                                 {
756                                         ring_scale = cvar("crosshair_campingrifle_ring_size");
757                                         bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
758                                 }
759                                 else
760                                         bullets = 0;
761
762 #define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \
763                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/hud/", cvar_string("hud_skin"), "/rifle_ring_", ftos(bullets)), sz * wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
764
765 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
766                                 do \
767                                 { \
768                                         if(wcross_blur > 0) \
769                                         { \
770                                                 for(i = -2; i <= 2; ++i) \
771                                                         for(j = -2; j <= 2; ++j) \
772                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
773                                         } \
774                                         else \
775                                         { \
776                                                 M(0,0,sz,wcross_name,wcross_alpha); \
777                                         } \
778                                 } \
779                                 while(0)
780
781 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
782                                 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)
783
784 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
785                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
786
787                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
788                                 {
789                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
790                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
791                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
792                                         f = 1 - f;
793                                 }
794                                 else
795                                 {
796                                         f = 1;
797                                 }
798
799                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
800                                 if(bullets)
801                                 {
802                                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
803                                 }
804                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
805                                 wcross_name_alpha_goal_prev = f;
806                         }
807                 }
808                 else
809                 {
810                         wcross_scale_prev = 0;
811                         wcross_alpha_prev = 0;
812                         wcross_scale_goal_prev = 0;
813                         wcross_alpha_goal_prev = 0;
814                         wcross_changedonetime = 0;
815                         if(wcross_name_goal_prev)
816                                 strunzone(wcross_name_goal_prev);
817                         wcross_name_goal_prev = string_null;
818                         if(wcross_name_goal_prev_prev)
819                                 strunzone(wcross_name_goal_prev_prev);
820                         wcross_name_goal_prev_prev = string_null;
821                         wcross_name_changestarttime = 0;
822                         wcross_name_changedonetime = 0;
823                         wcross_name_alpha_goal_prev = 0;
824                         wcross_name_alpha_goal_prev_prev = 0;
825                         wcross_resolution_goal_prev = 0;
826                         wcross_resolution_goal_prev_prev = 0;
827                 }
828         }
829
830         if(NextFrameCommand)
831         {
832                 localcmd("\n", NextFrameCommand, "\n");
833                 NextFrameCommand = string_null;
834         }
835
836         // we must do this check AFTER a frame was rendered, or it won't work
837         if(cs_project_is_b0rked == 0)
838         {
839                 string w0, h0;
840                 w0 = cvar_string("vid_conwidth");
841                 h0 = cvar_string("vid_conheight");
842                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
843                 //R_SetView(VF_FOV, '90 90 0');
844                 R_SetView(VF_ORIGIN, '0 0 0');
845                 R_SetView(VF_ANGLES, '0 0 0');
846                 R_SetView(VF_PERSPECTIVE, 1);
847                 makevectors('0 0 0');
848                 vector v1, v2;
849                 cvar_set("vid_conwidth", "800");
850                 cvar_set("vid_conheight", "600");
851                 v1 = cs_project(v_forward);
852                 cvar_set("vid_conwidth", "640");
853                 cvar_set("vid_conheight", "480");
854                 v2 = cs_project(v_forward);
855                 if(v1 == v2)
856                         cs_project_is_b0rked = 1;
857                 else
858                         cs_project_is_b0rked = -1;
859                 cvar_set("vid_conwidth", w0);
860                 cvar_set("vid_conheight", h0);
861         }
862
863         if(hud_configure)
864                 HUD_Panel_Mouse();
865         // be safe against triggerbots until everyone has the fixed engine
866         // this call is meant to overwrite the trace globals by something
867         // unsuspicious
868         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
869 }
870
871 #define spider_h "gfx/vehicles/hud_bg.tga"
872 #define spider_b "gfx/vehicles/sbot.tga"
873 #define spider_r "gfx/vehicles/sbot_rpods.tga"
874 #define spider_g "gfx/vehicles/sbot_mguns.tga"
875 #define spider_s "gfx/vehicles/shiled.tga"
876 #define spider_a1 "gfx/hud/sb_rocket.tga"
877 #define spider_a2 "gfx/sb_bullets.tga"
878
879 void CSQC_SPIDER_HUD()
880 {
881         float rockets, reload, heat, hp, shield;
882         vector picsize, hudloc;
883
884     // Fetch health & ammo stats
885     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
886         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
887         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
888         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
889         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
890
891     // Draw the crosshairs
892     picsize = drawgetimagesize(SPIDER_CROSS);
893     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
894     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
895     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
896
897     hudloc_y =  4;
898     hudloc_x = 4;
899
900     picsize = drawgetimagesize(spider_h) * 0.5;
901     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
902
903     picsize = drawgetimagesize(spider_a2) * 0.5;
904     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
905
906     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
907     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
908     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
909
910     picsize = drawgetimagesize(spider_a1) * 0.85;
911     if(rockets == 9)
912     {
913         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
914         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
915     }
916     else
917     {
918         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
919         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
920     }
921
922     picsize = drawgetimagesize(spider_b) * 0.5;
923     hudloc_y = 10.5;
924     hudloc_x = 10.5;
925
926     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
927     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
928     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
929     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
930
931
932         /*
933         // Draw health bar
934         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
935         p = p + '0 1 0' * vid_conheight - '0 32 0';
936         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
937         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
938         p_y += 8;
939         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
940         p_x += 256 * hp;
941         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
942
943         // Draw minigun heat indicator
944         p = '0.5 0 0' * (vid_conwidth - 256);
945         p = p + '0 1 0' * vid_conheight - '0 34  0';
946         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
947         p_x += 256 * (1-heat);
948         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
949
950
951         // Draw rocket icons for loaded/empty tubes.
952         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
953         pp += '0 1 0' * vid_conheight - '0 64 0';
954         for(i = 0; i < 8; ++i)
955         {
956                 p = pp + '1 0 0' * (rkt_size * i);
957                 if(rockets == 8)
958                 {
959                         if(floor(reload * 8) == i)
960                         {
961                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
962                         }
963                         else if(i < reload * 8)
964                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
965                         else
966                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
967                 }
968                 else
969                 {
970                         if(i < rockets)
971                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
972                         else
973                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
974                 }
975         }
976         */
977
978         if (scoreboard_showscores)
979         {
980                 HUD_DrawScoreboard();
981                 HUD_DrawCenterPrint();
982         }
983
984 }
985
986 #define raptor_h "gfx/vehicles/hud_bg.tga"
987 #define raptor_b "gfx/vehicles/raptor.tga"
988 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
989 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
990 #define raptor_s "gfx/vehicles/shiled.tga"
991
992 void CSQC_RAPTOR_HUD()
993 {
994         float rockets, reload, heat, hp, shield, energy;
995         vector picsize, hudloc;
996
997     // Fetch health & ammo stats
998     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
999         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1000         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1001         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1002
1003     // Draw the crosshairs
1004     picsize = drawgetimagesize(SPIDER_CROSS);
1005     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1006     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1007     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1008
1009     hudloc_y =  4;
1010     hudloc_x = 4;
1011
1012     picsize = drawgetimagesize(raptor_h) * 0.5;
1013     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1014
1015     picsize = drawgetimagesize(spider_a2) * 0.5;
1016     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1017
1018     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1019     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1020     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1021
1022
1023     picsize = drawgetimagesize(spider_a1) * 0.85;
1024     if(reload == 1)
1025     {
1026         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1027         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1028     }
1029     else
1030     {
1031         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1032         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1033     }
1034
1035     picsize = drawgetimagesize(raptor_b) * 0.5;
1036     hudloc_y = 10.5;
1037     hudloc_x = 10.5;
1038
1039     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1040     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1041     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1042     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1043
1044
1045         if (scoreboard_showscores)
1046         {
1047                 HUD_DrawScoreboard();
1048                 HUD_DrawCenterPrint();
1049         }
1050
1051 }
1052
1053 #define waki_h "gfx/vehicles/hud_bg.tga"
1054 #define waki_b "gfx/vehicles/waki.tga"
1055 #define waki_e "gfx/vehicles/waki_e.tga"
1056 #define waki_g "gfx/vehicles/waki_guns.tga"
1057 #define waki_r "gfx/vehicles/waki_rockets.tga"
1058 #define waki_s "gfx/vehicles/shiled.tga"
1059
1060 #define waki_a1 "gfx/hud/sb_rocket.tga"
1061 #define waki_a2 "gfx/sb_cells.tga"
1062
1063 void CSQC_WAKIZASHI_HUD()
1064 {
1065         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1066         float health, shield, energy, rockets;
1067         vector picsize, hudloc;
1068
1069     picsize = drawgetimagesize(SPIDER_CROSS);
1070     picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1071     picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1072     drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1073
1074 /*
1075 const float STAT_VEHICLESTAT_HEALTH  = 60;
1076 const float STAT_VEHICLESTAT_SHIELD  = 61;
1077 const float STAT_VEHICLESTAT_ENERGY  = 62;
1078 const float STAT_VEHICLESTAT_AMMO1   = 63;
1079 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1080 const float STAT_VEHICLESTAT_AMMO2   = 65;
1081 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1082 */
1083     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1084         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1085         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1086         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1087
1088     hudloc_y =  4;
1089     hudloc_x = 4;
1090
1091     picsize = drawgetimagesize(waki_h) * 0.5;
1092     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1093
1094     picsize = drawgetimagesize(waki_a2) * 0.7;
1095     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1096
1097
1098     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1099     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1100
1101     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1102
1103     picsize = drawgetimagesize(waki_a1) * 0.75;
1104     if(rockets == 1)
1105     {
1106         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1107         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1108     }
1109     else
1110     {
1111         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1112         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1113         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1114     }
1115
1116     picsize = drawgetimagesize(waki_b) * 0.5;
1117     hudloc_y = 10.5;
1118     hudloc_x = 10.5;
1119
1120     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1121     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1122     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1123     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1124
1125
1126
1127         /*
1128         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1129         p = p + '0 1 0' * vid_conheight - '0 32 0';
1130
1131         // Draw health bar
1132         p_y += 8;
1133         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1134         p_x += 256 * health;
1135         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1136
1137         // Draw shiled bar
1138         p_x -= 256 * health;
1139         p_y += 4;
1140         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1141
1142         // Draw energy
1143         //p_x -= 256 * health;
1144         p_y -= 8;
1145         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1146
1147         // Draw rockets bar
1148         p_y += 12;
1149         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1150         */
1151
1152
1153
1154
1155         if (scoreboard_showscores)
1156         {
1157                 HUD_DrawScoreboard();
1158                 HUD_DrawCenterPrint();
1159         }
1160
1161 }
1162
1163
1164 void CSQC_common_hud(void)
1165 {
1166         // HUD_SortFrags(); done in HUD_Draw
1167         float hud;
1168         hud = getstati(STAT_HUD);
1169
1170         //hud = 10;
1171         switch(hud)
1172         {
1173                 case HUD_NORMAL:
1174                         // hud first
1175                         HUD_Main();
1176
1177                         // scoreboard/accuracy
1178                         if (intermission == 2 && !scoreboard_showaccuracy && !scoreboard_showscores) // map voting screen
1179                         {
1180                                 HUD_FinaleOverlay();
1181                                 HUD_Reset();
1182                         }
1183                         else if(scoreboard_showaccuracy && spectatee_status != -1)
1184                                 HUD_DrawAccuracyStats();
1185                         else
1186                                 HUD_DrawScoreboard();
1187
1188                         if (scoreboard_showscores || scoreboard_showaccuracy || scoreboard_showscores_force || getstati(STAT_HEALTH) <= 0 || intermission == 1)
1189                                 HUD_Reset();
1190
1191                         break;
1192
1193                 case HUD_SPIDERBOT:
1194                         CSQC_SPIDER_HUD();
1195                         break;
1196
1197                 case HUD_WAKIZASHI:
1198                         CSQC_WAKIZASHI_HUD();
1199                         break;
1200         }
1201 }
1202
1203
1204 // following vectors must be global to allow seamless switching between camera modes
1205 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1206 void CSQC_Demo_Camera()
1207 {
1208         float speed, attenuation, dimensions;
1209         vector tmp, delta;
1210
1211         if( cvar("camera_reset") || !camera_mode )
1212         {
1213                 camera_offset = '0 0 0';
1214                 current_angles = '0 0 0';
1215                 camera_direction = '0 0 0';
1216                 camera_offset_z += 30;
1217                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1218                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1219                 current_origin = view_origin;
1220                 current_camera_offset  = camera_offset;
1221                 cvar_set("camera_reset", "0");
1222                 camera_mode = CAMERA_CHASE;
1223         }
1224
1225         // Camera angles
1226         if( camera_roll )
1227                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1228
1229         if(cvar("camera_look_player"))
1230         {
1231                 local vector dir;
1232                 local float n;
1233
1234                 dir = normalize(view_origin - current_position);
1235                 n = mouse_angles_z;
1236                 mouse_angles = vectoangles(dir);
1237                 mouse_angles_x = mouse_angles_x * -1;
1238                 mouse_angles_z = n;
1239         }
1240         else
1241         {
1242                 tmp = getmousepos() * 0.1;
1243                 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1244                 {
1245                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1246                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1247                 }
1248         }
1249
1250         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1251         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1252         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1253         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1254
1255         // Fix difference when angles don't have the same sign
1256         delta = '0 0 0';
1257         if(mouse_angles_y < -60 && current_angles_y > 60)
1258                 delta = '0 360 0';
1259         if(mouse_angles_y > 60 && current_angles_y < -60)
1260                 delta = '0 -360 0';
1261
1262         if(cvar("camera_look_player"))
1263                 attenuation = cvar("camera_look_attenuation");
1264         else
1265                 attenuation = cvar("camera_speed_attenuation");
1266
1267         attenuation = 1 / max(1, attenuation);
1268         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1269
1270         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1271         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1272         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1273         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1274
1275         // Camera position
1276         tmp = '0 0 0';
1277         dimensions = 0;
1278
1279         if( camera_direction_x )
1280         {
1281                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1282                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1283                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1284                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1285                 ++dimensions;
1286         }
1287
1288         if( camera_direction_y )
1289         {
1290                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1291                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1292                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1293                 ++dimensions;
1294         }
1295
1296         if( camera_direction_z )
1297         {
1298                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1299                 ++dimensions;
1300         }
1301
1302         if(cvar("camera_free"))
1303                 speed = cvar("camera_speed_free");
1304         else
1305                 speed = cvar("camera_speed_chase");
1306
1307         if(dimensions)
1308         {
1309                 speed = speed * sqrt(1 / dimensions);
1310                 camera_offset += tmp * speed;
1311         }
1312
1313         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1314
1315         // Camera modes
1316         if( cvar("camera_free") )
1317         {
1318                 if ( camera_mode == CAMERA_CHASE )
1319                 {
1320                         current_camera_offset = current_origin + current_camera_offset;
1321                         camera_offset = current_origin + camera_offset;
1322                 }
1323
1324                 camera_mode = CAMERA_FREE;
1325                 current_position = current_camera_offset;
1326         }
1327         else
1328         {
1329                 if ( camera_mode == CAMERA_FREE )
1330                 {
1331                         current_origin = view_origin;
1332                         camera_offset = camera_offset - current_origin;
1333                         current_camera_offset = current_camera_offset - current_origin;
1334                 }
1335
1336                 camera_mode = CAMERA_CHASE;
1337
1338                 if(cvar("camera_chase_smoothly"))
1339                         current_origin += (view_origin - current_origin) * attenuation;
1340                 else
1341                         current_origin = view_origin;
1342
1343                 current_position = current_origin + current_camera_offset;
1344         }
1345
1346         R_SetView(VF_ANGLES, current_angles);
1347         R_SetView(VF_ORIGIN, current_position);
1348 }