]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/View.qc
Merge branch 'master' into nifrek/longjumpanim
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_RIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float camera_mode;
346 float reticle_type;
347 string NextFrameCommand;
348 void CSQC_SPIDER_HUD();
349 void CSQC_RAPTOR_HUD();
350
351 vector freeze_org, freeze_ang;
352 entity nightvision_noise, nightvision_noise2;
353
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
359
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
362
363 vector myhealth_gentlergb;
364
365 float contentavgalpha, liquidalpha_prev;
366 vector liquidcolor_prev;
367
368 float eventchase_current_distance;
369
370 float checkfail[16];
371
372 void CSQC_UpdateView(float w, float h)
373 {
374         entity e;
375         float fov;
376         float f, i, j;
377         vector v, vo;
378         vector vf_size, vf_min;
379         float a;
380
381         button_attack2 = (input_buttons & BUTTON_3);
382         button_zoom = (input_buttons & BUTTON_4);
383
384 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
385         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
386         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
387         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
388         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
389         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
390         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
391
392         vf_size = R_SetView3fv(VF_SIZE);
393         vf_min = R_SetView3fv(VF_MIN);
394         vid_width = vf_size_x;
395         vid_height = vf_size_y;
396
397         vector reticle_pos, reticle_size;
398         vector splash_pos, splash_size;
399
400         WaypointSprite_Load();
401
402         if(spectatee_status)
403                 myteam = GetPlayerColor(spectatee_status - 1);
404         else
405                 myteam = GetPlayerColor(player_localentnum - 1);
406
407         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
408         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
409
410         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
411         {
412                 R_SetView(VF_ORIGIN, freeze_org);
413                 R_SetView(VF_ANGLES, freeze_ang);
414         }
415         else
416         {
417                 freeze_org = R_SetView3fv(VF_ORIGIN);
418                 freeze_ang = R_SetView3fv(VF_ANGLES);
419         }
420
421         // event chase camera
422         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
423         {
424                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
425                 {
426                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
427                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
428                         if(!autocvar_chase_active)
429                                 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)
430
431                         // make the camera smooth back
432                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
433                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
434                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
435                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
436
437                         vector eventchase_target_origin;
438                         makevectors(view_angles);
439                         // pass 1, used to check where the camera would go and obtain the trace_fraction
440                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
441
442                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
443                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
444                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
445                         eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
446                         WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
447
448                         R_SetView(VF_ORIGIN, trace_endpos);
449                         R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
450                 }
451                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
452                 {
453                         cvar_set("chase_active", "0");
454                         eventchase_current_distance = 0; // start from 0 next time
455                 }
456         }
457
458         WarpZone_FixView();
459         //WarpZone_FixPMove();
460
461         // Render the Scene
462         view_origin = R_SetView3fv(VF_ORIGIN);
463         view_angles = R_SetView3fv(VF_ANGLES);
464         makevectors(view_angles);
465         view_forward = v_forward;
466         view_right = v_right;
467         view_up = v_up;
468
469 #ifdef BLURTEST
470         if(time > blurtest_time0 && time < blurtest_time1)
471         {
472                 float r, t;
473
474                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
475                 r = t * blurtest_radius;
476                 f = 1 / pow(t, blurtest_power) - 1;
477
478                 cvar_set("r_glsl_postprocess", "1");
479                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
480         }
481         else
482         {
483                 cvar_set("r_glsl_postprocess", "0");
484                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
485         }
486 #endif
487
488         TargetMusic_Advance();
489         Fog_Force();
490
491         if(drawtime == 0)
492                 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
493         else
494                 drawframetime = bound(0.000001, time - drawtime, 1);
495         drawtime = time;
496
497         // watch for gametype changes here...
498         // in ParseStuffCMD the cmd isn't executed yet :/
499         // might even be better to add the gametype to TE_CSQC_INIT...?
500         if(!postinit)
501                 PostInit();
502
503         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
504                 if(calledhooks & HOOK_START)
505                 {
506                         localcmd("\ncl_hook_gameend\n");
507                         calledhooks |= HOOK_END;
508                 }
509
510         CheckForGamestartChange();
511         serverAnnouncer();
512         maptimeAnnouncer();
513         carrierAnnouncer();
514
515         fov = autocvar_fov;
516         if(fov <= 59.5)
517         {
518                 if(!zoomscript_caught)
519                 {
520                         localcmd("+button9\n");
521                         zoomscript_caught = 1;
522                 }
523         }
524         else
525         {
526                 if(zoomscript_caught)
527                 {
528                         localcmd("-button9\n");
529                         zoomscript_caught = 0;
530                 }
531         }
532
533         ColorTranslateMode = autocvar_cl_stripcolorcodes;
534         activeweapon = getstati(STAT_SWITCHWEAPON);
535         f = (serverflags & SERVERFLAG_TEAMPLAY);
536         if(f != teamplay)
537         {
538                 teamplay = f;
539                 HUD_InitScores();
540         }
541
542         if(last_weapon != activeweapon) {
543                 weapontime = time;
544                 last_weapon = activeweapon;
545
546                 e = get_weaponinfo(activeweapon);
547                 if(e.netname != "")
548                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
549                 else
550                         localcmd("\ncl_hook_activeweapon none\n");
551         }
552
553         // ALWAYS Clear Current Scene First
554         R_ClearScene();
555         R_SetView(VF_ORIGIN, view_origin);
556         R_SetView(VF_ANGLES, view_angles);
557
558         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
559         R_SetView(VF_SIZE, vf_size);
560         R_SetView(VF_MIN, vf_min);
561
562         // Assign Standard Viewflags
563         // Draw the World (and sky)
564         R_SetView(VF_DRAWWORLD, 1);
565
566         // Set the console size vars
567         vid_conwidth = autocvar_vid_conwidth;
568         vid_conheight = autocvar_vid_conheight;
569         vid_pixelheight = autocvar_vid_pixelheight;
570
571         R_SetView(VF_FOV, GetCurrentFov(fov));
572
573         // Camera for demo playback
574         if(camera_active)
575         {
576                 if(autocvar_camera_enable)
577                         CSQC_Demo_Camera();
578                 else
579                 {
580                         cvar_set("chase_active", ftos(chase_active_backup));
581                         cvar_set("cl_demo_mousegrab", "0");
582                         camera_active = FALSE;
583                 }
584         }
585 #ifdef CAMERATEST
586         else if(autocvar_camera_enable)
587 #else
588         else if(autocvar_camera_enable && isdemo())
589 #endif
590         {
591                 // Enable required Darkplaces cvars
592                 chase_active_backup = autocvar_chase_active;
593                 cvar_set("chase_active", "2");
594                 cvar_set("cl_demo_mousegrab", "1");
595                 camera_active = TRUE;
596                 camera_mode = FALSE;
597         }
598
599         // Draw the Crosshair
600         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
601
602         // Draw the Engine Status Bar (the default Quake HUD)
603         R_SetView(VF_DRAWENGINEHUD, 0);
604
605         // Update the mouse position
606         /*
607            mousepos_x = vid_conwidth;
608            mousepos_y = vid_conheight;
609            mousepos = mousepos*0.5 + getmousepos();
610          */
611
612         e = self;
613         for(self = world; (self = nextent(self)); )
614                 if(self.draw)
615                         self.draw();
616         self = e;
617
618         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
619         R_RenderScene();
620
621         // now switch to 2D drawing mode by calling a 2D drawing function
622         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
623         // next R_RenderScene call
624         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
625
626         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
627         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
628         {
629                 // apply night vision effect
630                 vector rgb, tc_00, tc_01, tc_10, tc_11;
631
632                 if(!nightvision_noise)
633                 {
634                         nightvision_noise = spawn();
635                         nightvision_noise.classname = "nightvision_noise";
636                 }
637                 if(!nightvision_noise2)
638                 {
639                         nightvision_noise2 = spawn();
640                         nightvision_noise2.classname = "nightvision_noise2";
641                 }
642
643                 // color tint in yellow
644                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
645
646                 // draw BG
647                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
648                 rgb = '1 1 1';
649                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
650                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
651                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
652                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
653                 tc_11 = tc_01 + tc_10 - tc_00;
654                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
655                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
656                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
657                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
658                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
659                 R_EndPolygon();
660
661                 // draw FG
662                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
663                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
664                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
665                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
666                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
667                 tc_11 = tc_01 + tc_10 - tc_00;
668                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
669                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
670                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
671                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
672                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
673                 R_EndPolygon();
674         }
675
676         // Draw the aiming reticle for weapons that use it
677         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
678         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
679         // the view to go back to normal, so reticle_type would become 0 as we fade out)
680         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
681                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
682         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
683                 reticle_type = 2; // nex zoom
684         else if(button_zoom || zoomscript_caught)
685                 reticle_type = 1; // normal zoom
686         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
687                 reticle_type = 2; // nex zoom
688
689         if (reticle_type)
690         {
691                 if(autocvar_cl_reticle_stretch)
692                 {
693                         reticle_size_x = vid_conwidth;
694                         reticle_size_y = vid_conheight;
695                         reticle_pos_x = 0;
696                         reticle_pos_y = 0;
697                 }
698                 else
699                 {
700                         reticle_size_x = max(vid_conwidth, vid_conheight);
701                         reticle_size_y = max(vid_conwidth, vid_conheight);
702                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
703                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
704                 }
705
706                 f = current_zoomfraction;
707                 if(zoomscript_caught)
708                         f = 1;
709                 if(autocvar_cl_reticle_item_normal)
710                 {
711                         if(reticle_type == 1 && f)
712                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
713                 }
714                 if(autocvar_cl_reticle_item_nex)
715                 {
716                         if(reticle_type == 2 && f)
717                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
718                 }
719         }
720
721
722         // improved polyblend
723         vector rgb;
724         if(autocvar_hud_contents)
725         {
726                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
727                 vector liquidcolor;
728                 
729                 switch(pointcontents(view_origin))
730                 {
731                         case CONTENT_WATER:
732                                 liquidalpha = autocvar_hud_contents_water_alpha;
733                                 liquidcolor = stov(autocvar_hud_contents_water_color);
734                                 incontent = 1;
735                                 break;
736                                 
737                         case CONTENT_LAVA:
738                                 liquidalpha = autocvar_hud_contents_lava_alpha;
739                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
740                                 incontent = 1;
741                                 break;  
742                                                         
743                         case CONTENT_SLIME:
744                                 liquidalpha = autocvar_hud_contents_slime_alpha;
745                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
746                                 incontent = 1;
747                                 break;
748                                 
749                         default:
750                                 liquidalpha = 0;
751                                 liquidcolor = '0 0 0';
752                                 incontent = 0;
753                                 break;
754                 }
755                 
756                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
757                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
758                         contentfadetime = autocvar_hud_contents_fadeintime;
759                         liquidalpha_prev = liquidalpha;
760                         liquidcolor_prev = liquidcolor;
761                 }
762                 else
763                         contentfadetime = autocvar_hud_contents_fadeouttime;
764                         
765                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
766                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
767                 
768                 if(contentavgalpha)
769                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
770         }
771         
772         if(autocvar_hud_damage && !autocvar_chase_active)
773         {
774                 splash_size_x = max(vid_conwidth, vid_conheight);
775                 splash_size_y = max(vid_conwidth, vid_conheight);
776                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
777                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
778
779                 float myhealth_flash_temp;
780                 myhealth = getstati(STAT_HEALTH);
781
782                 // fade out
783                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
784                 // add new damage
785                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
786
787                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
788                 pain_threshold = autocvar_hud_damage_pain_threshold;
789                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
790                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
791
792                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
793                 {
794                         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);
795                 }
796
797                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
798
799                 if(myhealth_prev < 1)
800                 {
801                         if(myhealth >= 1)
802                         {
803                                 myhealth_flash = 0; // just spawned, clear the flash immediately
804                                 myhealth_flash_temp = 0;
805                         }
806                         else
807                         {
808                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
809                         }
810                 }
811
812                 if(spectatee_status == -1 || intermission)
813                 {
814                         myhealth_flash = 0; // observing, or match ended
815                         myhealth_flash_temp = 0;
816                 }
817
818                 myhealth_prev = myhealth;
819
820                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
821                 {
822                         if(autocvar_cl_gentle_damage == 2)
823                         {
824                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
825                                 {
826                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
827                                 }
828                         }
829                         else
830                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
831
832                         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);
833                 }
834                 else
835                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
836         }
837
838         if(menu_visible)
839                 menu_show();
840
841         /*if(gametype == GAME_CTF)
842           {
843           ctf_view();
844           } else */
845
846         // draw 2D entities
847         e = self;
848         for(self = world; (self = nextent(self)); )
849                 if(self.draw2d)
850                         self.draw2d();
851         self = e;
852         Draw_ShowNames_All();
853
854         scoreboard_active = HUD_WouldDrawScoreboard();
855
856         hit_time = getstatf(STAT_HIT_TIME);
857         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
858         {
859                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
860                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
861         }
862         typehit_time = getstatf(STAT_TYPEHIT_TIME);
863         if(typehit_time > nextsound_typehit_time)
864         {
865                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
866                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
867         }
868
869         float hud;
870         hud = getstati(STAT_HUD);
871         if(hud == HUD_SPIDERBOT)
872                 CSQC_SPIDER_HUD();
873         else if(hud == HUD_WAKIZASHI)
874         CSQC_WAKIZASHI_HUD();
875     else if(hud == HUD_RAPTOR)
876         CSQC_RAPTOR_HUD();
877         else
878         {
879                 if(gametype == GAME_FREEZETAG)
880                 {
881                         if(getstati(STAT_FROZEN))
882                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
883                         if(getstatf(STAT_REVIVE_PROGRESS))
884                         {
885                                 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);
886                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
887                         }
888                 }
889
890                 if(autocvar_r_letterbox == 0)
891                         if(autocvar_viewsize < 120)
892                                 CSQC_common_hud();
893
894                 // crosshair goes VERY LAST
895                 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
896                         string wcross_style;
897                         float wcross_alpha, wcross_resolution;
898                         wcross_style = autocvar_crosshair;
899                         if (wcross_style == "0")
900                                 return;
901                         wcross_resolution = autocvar_crosshair_size;
902                         if (wcross_resolution == 0)
903                                 return;
904                         wcross_alpha = autocvar_crosshair_alpha;
905                         if (wcross_alpha == 0)
906                                 return;
907
908                         // TrueAim check
909                         float shottype;
910
911                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
912                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
913                         wcross_origin_z = 0;
914                         if(autocvar_crosshair_hittest)
915                         {
916                                 vector wcross_oldorigin;
917                                 wcross_oldorigin = wcross_origin;
918                                 shottype = TrueAimCheck();
919                                 if(shottype == SHOTTYPE_HITWORLD)
920                                 {
921                                         v = wcross_origin - wcross_oldorigin;
922                                         v_x /= vid_conwidth;
923                                         v_y /= vid_conheight;
924                                         if(vlen(v) > 0.01)
925                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
926                                 }
927                                 if(!autocvar_crosshair_hittest_showimpact)
928                                         wcross_origin = wcross_oldorigin;
929                         }
930                         else
931                                 shottype = SHOTTYPE_HITWORLD;
932
933                         vector wcross_color, wcross_size;
934                         string wcross_wep, wcross_name;
935                         float wcross_scale, wcross_blur;
936
937                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
938                                 e = get_weaponinfo(activeweapon);
939                                 if (e && e.netname != "")
940                                 {
941                                         wcross_wep = e.netname;
942                                         if(autocvar_crosshair_per_weapon)
943                                         {
944                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
945                                                 if (wcross_resolution == 0)
946                                                         return;
947                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
948                                                 if (wcross_alpha == 0)
949                                                         return;
950
951                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
952                                                 if(wcross_style == "" || wcross_style == "0")
953                                                         wcross_style = wcross_wep;
954                                         }
955                                 }
956                         }
957                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
958                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
959                         else if(autocvar_crosshair_color_by_health)
960                         {
961                                 local float x = getstati(STAT_HEALTH);
962                                 
963                                 //x = red
964                                 //y = green
965                                 //z = blue
966                                 
967                                 wcross_color_z = 0;
968                                 
969                                 if(x > 200)
970                                 {
971                                         wcross_color_x = 0;
972                                         wcross_color_y = 1;
973                                 }
974                                 else if(x > 150)
975                                 {
976                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
977                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
978                                 }
979                                 else if(x > 100)
980                                 {
981                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
982                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
983                                         wcross_color_z = 1 - (x-100)*0.02;
984                                 }
985                                 else if(x > 50)
986                                 {
987                                         wcross_color_x = 1;
988                                         wcross_color_y = 1;
989                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
990                                 }
991                                 else if(x > 20)
992                                 {
993                                         wcross_color_x = 1;
994                                         wcross_color_y = (x-20)*90/27/100;
995                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
996                                 }
997                                 else
998                                 {
999                                         wcross_color_x = 1;
1000                                         wcross_color_y = 0;
1001                                 }
1002                         }
1003                         else
1004                                 wcross_color = stov(autocvar_crosshair_color);
1005
1006                         wcross_name = strcat("gfx/crosshair", wcross_style);
1007
1008                         if(autocvar_crosshair_effect_scalefade)
1009                         {
1010                                 wcross_scale = wcross_resolution;
1011                                 wcross_resolution = 1;
1012                         }
1013                         else
1014                         {
1015                                 wcross_scale = 1;
1016                         }
1017
1018                         if(autocvar_crosshair_pickup)
1019                         {
1020                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1021                                 {
1022                                         pickup_crosshair_size = 1;
1023                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1024                                 }
1025
1026                                 if(pickup_crosshair_size > 0)
1027                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1028                                 else
1029                                         pickup_crosshair_size = 0;
1030
1031                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1032                         }
1033                         
1034                         vector hitindication_color;
1035                         if(autocvar_crosshair_hitindication)
1036                         {
1037                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1038                                 if(hitindication_crosshair_time < hit_time)
1039                                 {
1040                                         hitindication_crosshair_size = 1;
1041                                         hitindication_crosshair_time = hit_time;
1042                                 }
1043
1044                                 if(hitindication_crosshair_size > 0)
1045                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1046                                 else
1047                                         hitindication_crosshair_size = 0;
1048
1049                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1050                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1051                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1052                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1053                         }
1054
1055                         if(shottype == SHOTTYPE_HITENEMY)
1056                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1057                         if(shottype == SHOTTYPE_HITTEAM)
1058                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1059
1060                         f = autocvar_crosshair_effect_speed;
1061                         if(f < 0)
1062                                 f *= -2 * g_weaponswitchdelay;
1063                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1064                         {
1065                                 wcross_changedonetime = time + f;
1066                         }
1067                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1068                         {
1069                                 wcross_name_changestarttime = time;
1070                                 wcross_name_changedonetime = time + f;
1071                                 if(wcross_name_goal_prev_prev)
1072                                         strunzone(wcross_name_goal_prev_prev);
1073                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1074                                 wcross_name_goal_prev = strzone(wcross_name);
1075                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1076                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1077                                 wcross_resolution_goal_prev = wcross_resolution;
1078                         }
1079
1080                         wcross_scale_goal_prev = wcross_scale;
1081                         wcross_alpha_goal_prev = wcross_alpha;
1082                         wcross_color_goal_prev = wcross_color;
1083
1084                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1085                         {
1086                                 wcross_blur = 1;
1087                                 wcross_alpha *= 0.75;
1088                         }
1089                         else
1090                                 wcross_blur = 0;
1091                         // *_prev is at time-frametime
1092                         // * is at wcross_changedonetime+f
1093                         // what do we have at time?
1094                         if(time < wcross_changedonetime)
1095                         {
1096                                 f = frametime / (wcross_changedonetime - time + frametime);
1097                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1098                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1099                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1100                         }
1101
1102                         wcross_scale_prev = wcross_scale;
1103                         wcross_alpha_prev = wcross_alpha;
1104                         wcross_color_prev = wcross_color;
1105
1106                         wcross_scale *= 1 - autocvar__menu_alpha;
1107                         wcross_alpha *= 1 - autocvar__menu_alpha;
1108                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1109
1110                         if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1111                         {
1112                                 // crosshair rings for weapon stats
1113                                 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1114                                 {
1115                                         // declarations and stats
1116                                         float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1117                                         string ring_image, ring_inner_image;
1118                                         vector ring_rgb, ring_inner_rgb;
1119
1120                                         ring_scale = autocvar_crosshair_ring_size;
1121
1122                                         float weapon_clipload, weapon_clipsize;
1123                                         weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1124                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1125
1126                                         float nex_charge, nex_chargepool;
1127                                         nex_charge = getstatf(STAT_NEX_CHARGE);
1128                                         nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1129
1130                                         if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1131                                                 nex_charge_movingavg = nex_charge;
1132
1133
1134                                         // handle the values
1135                                         if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1136                                         {
1137                                                 if (nex_chargepool || use_nex_chargepool) { 
1138                                                         use_nex_chargepool = 1; 
1139                                                         ring_inner_value = nex_chargepool;
1140                                                 } else { 
1141                                                         nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1142                                                         ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1143                                                 }
1144
1145                                                 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1146                                                 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;
1147                                                 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1148
1149                                                 // draw the outer ring to show the current charge of the weapon
1150                                                 ring_value = nex_charge;
1151                                                 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1152                                                 ring_rgb = wcross_color;
1153                                                 ring_image = "gfx/crosshair_ring_nexgun.tga";
1154                                         }
1155                                         else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1156                                         {
1157                                                 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.
1158                                                 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1159                                                 ring_rgb = wcross_color;
1160                                                 ring_image = "gfx/crosshair_ring.tga";
1161                                         }
1162                                         else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1163                                         {
1164                                                 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1165                                                 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1166                                                 ring_rgb = wcross_color;
1167                                                 ring_image = "gfx/crosshair_ring.tga";
1168                                         }
1169
1170                                         if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1171                                         {
1172                                                 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1173                                                 ring_scale = autocvar_crosshair_ring_reload_size;
1174                                                 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1175                                                 ring_rgb = wcross_color;
1176
1177                                                 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1178                                                 // if a new image for another weapon is added, add the code (and its respective file/value) here
1179                                                 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1180                                                         ring_image = "gfx/crosshair_ring_rifle.tga";
1181                                                 else
1182                                                         ring_image = "gfx/crosshair_ring.tga";
1183                                         }
1184
1185                                         if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1186                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1187
1188                                         if (ring_value)
1189                                                 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1190                                 }
1191
1192 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1193                                 do \
1194                                 { \
1195                                         if(wcross_blur > 0) \
1196                                         { \
1197                                                 for(i = -2; i <= 2; ++i) \
1198                                                 for(j = -2; j <= 2; ++j) \
1199                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1200                                         } \
1201                                         else \
1202                                         { \
1203                                                 M(0,0,sz,wcross_name,wcross_alpha); \
1204                                         } \
1205                                 } \
1206                                 while(0)
1207
1208 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1209                                 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)
1210
1211 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1212                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1213
1214                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1215                                 {
1216                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1217                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1218                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1219                                         f = 1 - f;
1220                                 }
1221                                 else
1222                                 {
1223                                         f = 1;
1224                                 }
1225                                 wcross_name_alpha_goal_prev = f;
1226
1227                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1228                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1229
1230                                 if(autocvar_crosshair_dot)
1231                                 {
1232                                         vector wcross_color_old;
1233                                         wcross_color_old = wcross_color;
1234                                         if(autocvar_crosshair_dot_color != "0")
1235                                                 wcross_color = stov(autocvar_crosshair_dot_color);
1236                                         CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1237                                         // FIXME why don't we use wcross_alpha here?
1238                                         wcross_color = wcross_color_old;
1239                                 }
1240                         }
1241                 }
1242                 else
1243                 {
1244                         wcross_scale_prev = 0;
1245                         wcross_alpha_prev = 0;
1246                         wcross_scale_goal_prev = 0;
1247                         wcross_alpha_goal_prev = 0;
1248                         wcross_changedonetime = 0;
1249                         if(wcross_name_goal_prev)
1250                                 strunzone(wcross_name_goal_prev);
1251                         wcross_name_goal_prev = string_null;
1252                         if(wcross_name_goal_prev_prev)
1253                                 strunzone(wcross_name_goal_prev_prev);
1254                         wcross_name_goal_prev_prev = string_null;
1255                         wcross_name_changestarttime = 0;
1256                         wcross_name_changedonetime = 0;
1257                         wcross_name_alpha_goal_prev = 0;
1258                         wcross_name_alpha_goal_prev_prev = 0;
1259                         wcross_resolution_goal_prev = 0;
1260                         wcross_resolution_goal_prev_prev = 0;
1261                 }
1262         }
1263
1264         if(NextFrameCommand)
1265         {
1266                 localcmd("\n", NextFrameCommand, "\n");
1267                 NextFrameCommand = string_null;
1268         }
1269
1270         // we must do this check AFTER a frame was rendered, or it won't work
1271         if(cs_project_is_b0rked == 0)
1272         {
1273                 string w0, h0;
1274                 w0 = ftos(autocvar_vid_conwidth);
1275                 h0 = ftos(autocvar_vid_conheight);
1276                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1277                 //R_SetView(VF_FOV, '90 90 0');
1278                 R_SetView(VF_ORIGIN, '0 0 0');
1279                 R_SetView(VF_ANGLES, '0 0 0');
1280                 R_SetView(VF_PERSPECTIVE, 1);
1281                 makevectors('0 0 0');
1282                 vector v1, v2;
1283                 cvar_set("vid_conwidth", "800");
1284                 cvar_set("vid_conheight", "600");
1285                 v1 = cs_project(v_forward);
1286                 cvar_set("vid_conwidth", "640");
1287                 cvar_set("vid_conheight", "480");
1288                 v2 = cs_project(v_forward);
1289                 if(v1 == v2)
1290                         cs_project_is_b0rked = 1;
1291                 else
1292                         cs_project_is_b0rked = -1;
1293                 cvar_set("vid_conwidth", w0);
1294                 cvar_set("vid_conheight", h0);
1295         }
1296
1297         if(autocvar__hud_configure)
1298                 HUD_Panel_Mouse();
1299
1300         // let's reset the view back to normal for the end
1301         R_SetView(VF_MIN, '0 0 0');
1302         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1303 }
1304
1305 #define spider_h "gfx/vehicles/hud_bg.tga"
1306 #define spider_b "gfx/vehicles/sbot.tga"
1307 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1308 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1309 #define spider_s "gfx/vehicles/shiled.tga"
1310 #define spider_a1 "gfx/hud/sb_rocket.tga"
1311 #define spider_a2 "gfx/sb_bullets.tga"
1312
1313 void CSQC_SPIDER_HUD()
1314 {
1315         float rockets, reload, heat, hp, shield;
1316         vector picsize, hudloc;
1317
1318     // Fetch health & ammo stats
1319     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1320         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1321         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1322         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1323         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1324
1325     // Draw the crosshairs
1326     picsize = drawgetimagesize(SPIDER_CROSS);
1327     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1328     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1329     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);
1330
1331     hudloc_y =  4;
1332     hudloc_x = 4;
1333
1334     picsize = drawgetimagesize(spider_h) * 0.5;
1335     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1336
1337     picsize = drawgetimagesize(spider_a2) * 0.5;
1338     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1339
1340     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1341     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1342     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1343
1344     picsize = drawgetimagesize(spider_a1) * 0.85;
1345     if(rockets == 9)
1346     {
1347         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1348         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1349     }
1350     else
1351     {
1352         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1353         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1354     }
1355
1356     picsize = drawgetimagesize(spider_b) * 0.5;
1357     hudloc_y = 10.5;
1358     hudloc_x = 10.5;
1359
1360     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1361     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1362     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1363     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1364
1365
1366         /*
1367         // Draw health bar
1368         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1369         p = p + '0 1 0' * vid_conheight - '0 32 0';
1370         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1371         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1372         p_y += 8;
1373         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1374         p_x += 256 * hp;
1375         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1376
1377         // Draw minigun heat indicator
1378         p = '0.5 0 0' * (vid_conwidth - 256);
1379         p = p + '0 1 0' * vid_conheight - '0 34  0';
1380         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1381         p_x += 256 * (1-heat);
1382         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1383
1384
1385         // Draw rocket icons for loaded/empty tubes.
1386         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1387         pp += '0 1 0' * vid_conheight - '0 64 0';
1388         for(i = 0; i < 8; ++i)
1389         {
1390                 p = pp + '1 0 0' * (rkt_size * i);
1391                 if(rockets == 8)
1392                 {
1393                         if(floor(reload * 8) == i)
1394                         {
1395                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1396                         }
1397                         else if(i < reload * 8)
1398                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1399                         else
1400                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1401                 }
1402                 else
1403                 {
1404                         if(i < rockets)
1405                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1406                         else
1407                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1408                 }
1409         }
1410         */
1411
1412         if (scoreboard_showscores)
1413         {
1414                 HUD_DrawScoreboard();
1415                 HUD_DrawCenterPrint();
1416         }
1417
1418 }
1419
1420 #define raptor_h "gfx/vehicles/hud_bg.tga"
1421 #define raptor_b "gfx/vehicles/raptor.tga"
1422 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1423 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1424 #define raptor_s "gfx/vehicles/shiled.tga"
1425
1426 void CSQC_RAPTOR_HUD()
1427 {
1428         float reload, hp, shield, energy;
1429         vector picsize, hudloc;
1430
1431     // Fetch health & ammo stats
1432     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1433         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1434         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1435         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1436
1437     // Draw the crosshairs
1438     picsize = drawgetimagesize(SPIDER_CROSS);
1439     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1440     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1441     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);
1442
1443     hudloc_y =  4;
1444     hudloc_x = 4;
1445
1446     picsize = drawgetimagesize(raptor_h) * 0.5;
1447     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1448
1449     picsize = drawgetimagesize(spider_a2) * 0.5;
1450     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1451
1452     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1453     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1454     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1455
1456
1457     picsize = drawgetimagesize(spider_a1) * 0.85;
1458     if(reload == 1)
1459     {
1460         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1461         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1462     }
1463     else
1464     {
1465         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1466         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1467     }
1468
1469     picsize = drawgetimagesize(raptor_b) * 0.5;
1470     hudloc_y = 10.5;
1471     hudloc_x = 10.5;
1472
1473     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1474     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1475     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1476     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1477
1478
1479         if (scoreboard_showscores)
1480         {
1481                 HUD_DrawScoreboard();
1482                 HUD_DrawCenterPrint();
1483         }
1484
1485 }
1486
1487 #define waki_h "gfx/vehicles/hud_bg.tga"
1488 #define waki_b "gfx/vehicles/waki.tga"
1489 #define waki_e "gfx/vehicles/waki_e.tga"
1490 #define waki_g "gfx/vehicles/waki_guns.tga"
1491 #define waki_r "gfx/vehicles/waki_rockets.tga"
1492 #define waki_s "gfx/vehicles/shiled.tga"
1493
1494 #define waki_a1 "gfx/hud/sb_rocket.tga"
1495 #define waki_a2 "gfx/sb_cells.tga"
1496
1497 void CSQC_WAKIZASHI_HUD()
1498 {
1499         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1500         float health, shield, energy, rockets;
1501         vector picsize, hudloc;
1502
1503     picsize = drawgetimagesize(SPIDER_CROSS);
1504     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1505     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1506     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);
1507
1508 /*
1509 const float STAT_VEHICLESTAT_HEALTH  = 60;
1510 const float STAT_VEHICLESTAT_SHIELD  = 61;
1511 const float STAT_VEHICLESTAT_ENERGY  = 62;
1512 const float STAT_VEHICLESTAT_AMMO1   = 63;
1513 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1514 const float STAT_VEHICLESTAT_AMMO2   = 65;
1515 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1516 */
1517     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1518         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1519         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1520         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1521
1522     hudloc_y =  4;
1523     hudloc_x = 4;
1524
1525     picsize = drawgetimagesize(waki_h) * 0.5;
1526     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1527
1528     picsize = drawgetimagesize(waki_a2) * 0.7;
1529     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1530
1531
1532     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1533     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1534
1535     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1536
1537     picsize = drawgetimagesize(waki_a1) * 0.75;
1538     if(rockets == 1)
1539     {
1540         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1541         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1542     }
1543     else
1544     {
1545         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1546         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1547         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1548     }
1549
1550     picsize = drawgetimagesize(waki_b) * 0.5;
1551     hudloc_y = 10.5;
1552     hudloc_x = 10.5;
1553
1554     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1555     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1556     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1557     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1558
1559
1560
1561         /*
1562         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1563         p = p + '0 1 0' * vid_conheight - '0 32 0';
1564
1565         // Draw health bar
1566         p_y += 8;
1567         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1568         p_x += 256 * health;
1569         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1570
1571         // Draw shiled bar
1572         p_x -= 256 * health;
1573         p_y += 4;
1574         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1575
1576         // Draw energy
1577         //p_x -= 256 * health;
1578         p_y -= 8;
1579         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1580
1581         // Draw rockets bar
1582         p_y += 12;
1583         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1584         */
1585
1586
1587
1588
1589         if (scoreboard_showscores)
1590         {
1591                 HUD_DrawScoreboard();
1592                 HUD_DrawCenterPrint();
1593         }
1594
1595 }
1596
1597 void CSQC_common_hud(void)
1598 {
1599         // HUD_SortFrags(); done in HUD_Draw
1600         float hud;
1601         hud = getstati(STAT_HUD);
1602
1603         //hud = 10;
1604         switch(hud)
1605         {
1606                 case HUD_NORMAL:
1607                         // do some accuracy var caching
1608                         float i;
1609                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1610                         {
1611                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1612                                 {
1613                                         if(acc_color_levels)
1614                                                 strunzone(acc_color_levels);
1615                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1616                                         acc_levels = tokenize(acc_color_levels);
1617                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1618                                                 acc_levels = MAX_ACCURACY_LEVELS;
1619
1620                                         for (i = 0; i < acc_levels; ++i)
1621                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1622                                 }
1623                                 // let know that acc_col[] needs to be loaded
1624                                 acc_col_x[0] = -1;
1625                         }
1626
1627                         HUD_Main(); // always run these functions for alpha checks
1628                         HUD_DrawScoreboard();
1629
1630                         if (scoreboard_active) // scoreboard/accuracy
1631                         {       
1632                                 HUD_Reset();
1633                                 // HUD_DrawScoreboard takes care of centerprint_start
1634                         }
1635                         else if (intermission == 2) // map voting screen
1636                         {
1637                                 HUD_FinaleOverlay();
1638                                 HUD_Reset();
1639
1640                                 centerprint_start_x = 0;
1641                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1642                         }
1643                         else // hud
1644                         {
1645                                 centerprint_start_x = 0;
1646                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1647                         }
1648
1649                         HUD_DrawCenterPrint();
1650                         break;
1651
1652                 case HUD_SPIDERBOT:
1653                         CSQC_SPIDER_HUD();
1654                         break;
1655
1656                 case HUD_WAKIZASHI:
1657                         CSQC_WAKIZASHI_HUD();
1658                         break;
1659         }
1660 }
1661
1662
1663 // following vectors must be global to allow seamless switching between camera modes
1664 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1665 void CSQC_Demo_Camera()
1666 {
1667         float speed, attenuation, dimensions;
1668         vector tmp, delta;
1669
1670         if( autocvar_camera_reset || !camera_mode )
1671         {
1672                 camera_offset = '0 0 0';
1673                 current_angles = '0 0 0';
1674                 camera_direction = '0 0 0';
1675                 camera_offset_z += 30;
1676                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1677                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1678                 current_origin = view_origin;
1679                 current_camera_offset  = camera_offset;
1680                 cvar_set("camera_reset", "0");
1681                 camera_mode = CAMERA_CHASE;
1682         }
1683
1684         // Camera angles
1685         if( camera_roll )
1686                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1687
1688         if(autocvar_camera_look_player)
1689         {
1690                 local vector dir;
1691                 local float n;
1692
1693                 dir = normalize(view_origin - current_position);
1694                 n = mouse_angles_z;
1695                 mouse_angles = vectoangles(dir);
1696                 mouse_angles_x = mouse_angles_x * -1;
1697                 mouse_angles_z = n;
1698         }
1699         else
1700         {
1701                 tmp = getmousepos() * 0.1;
1702                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1703                 {
1704                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1705                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1706                 }
1707         }
1708
1709         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1710         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1711         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1712         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1713
1714         // Fix difference when angles don't have the same sign
1715         delta = '0 0 0';
1716         if(mouse_angles_y < -60 && current_angles_y > 60)
1717                 delta = '0 360 0';
1718         if(mouse_angles_y > 60 && current_angles_y < -60)
1719                 delta = '0 -360 0';
1720
1721         if(autocvar_camera_look_player)
1722                 attenuation = autocvar_camera_look_attenuation;
1723         else
1724                 attenuation = autocvar_camera_speed_attenuation;
1725
1726         attenuation = 1 / max(1, attenuation);
1727         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1728
1729         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1730         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1731         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1732         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1733
1734         // Camera position
1735         tmp = '0 0 0';
1736         dimensions = 0;
1737
1738         if( camera_direction_x )
1739         {
1740                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1741                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1742                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1743                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1744                 ++dimensions;
1745         }
1746
1747         if( camera_direction_y )
1748         {
1749                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1750                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1751                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1752                 ++dimensions;
1753         }
1754
1755         if( camera_direction_z )
1756         {
1757                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1758                 ++dimensions;
1759         }
1760
1761         if(autocvar_camera_free)
1762                 speed = autocvar_camera_speed_free;
1763         else
1764                 speed = autocvar_camera_speed_chase;
1765
1766         if(dimensions)
1767         {
1768                 speed = speed * sqrt(1 / dimensions);
1769                 camera_offset += tmp * speed;
1770         }
1771
1772         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1773
1774         // Camera modes
1775         if( autocvar_camera_free )
1776         {
1777                 if ( camera_mode == CAMERA_CHASE )
1778                 {
1779                         current_camera_offset = current_origin + current_camera_offset;
1780                         camera_offset = current_origin + camera_offset;
1781                 }
1782
1783                 camera_mode = CAMERA_FREE;
1784                 current_position = current_camera_offset;
1785         }
1786         else
1787         {
1788                 if ( camera_mode == CAMERA_FREE )
1789                 {
1790                         current_origin = view_origin;
1791                         camera_offset = camera_offset - current_origin;
1792                         current_camera_offset = current_camera_offset - current_origin;
1793                 }
1794
1795                 camera_mode = CAMERA_CHASE;
1796
1797                 if(autocvar_camera_chase_smoothly)
1798                         current_origin += (view_origin - current_origin) * attenuation;
1799                 else
1800                         current_origin = view_origin;
1801
1802                 current_position = current_origin + current_camera_offset;
1803         }
1804
1805         R_SetView(VF_ANGLES, current_angles);
1806         R_SetView(VF_ORIGIN, current_position);
1807 }