Merge branch 'master' into terencehill/maximized_radar
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
1 /*
2 ==================
3 Misc HUD functions
4 ==================
5 */
6
7 // a border picture is a texture containing nine parts:
8 //   1/4 width: left part
9 //   1/2 width: middle part (stretched)
10 //   1/4 width: right part
11 // divided into
12 //   1/4 height: top part
13 //   1/2 height: middle part (stretched)
14 //   1/4 height: bottom part
15 void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
16 {
17     if (theBorderSize_x < 0 && theBorderSize_y < 0) // draw whole image as it is
18     {
19                 drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
20                 return;
21     }
22         if (theBorderSize_x == 0 && theBorderSize_y == 0) // no border
23         {
24                 // draw only the central part
25                 drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
26                 return;
27         }
28
29         vector dX, dY;
30         vector width, height;
31         vector bW, bH;
32         //pic = draw_UseSkinFor(pic);
33         width = eX * theSize_x;
34         height = eY * theSize_y;
35         if(theSize_x <= theBorderSize_x * 2)
36         {
37                 // not wide enough... draw just left and right then
38                 bW = eX * (0.25 * theSize_x / (theBorderSize_x * 2));
39                 if(theSize_y <= theBorderSize_y * 2)
40                 {
41                         // not high enough... draw just corners
42                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
43                         drawsubpic(theOrigin,                 width * 0.5 + height * 0.5, pic, '0 0 0',           bW + bH, theColor, theAlpha, 0);
44                         drawsubpic(theOrigin + width   * 0.5, width * 0.5 + height * 0.5, pic, eX - bW,           bW + bH, theColor, theAlpha, 0);
45                         drawsubpic(theOrigin + height  * 0.5, width * 0.5 + height * 0.5, pic, eY - bH,           bW + bH, theColor, theAlpha, 0);
46                         drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
47                 }
48                 else
49                 {
50                         dY = theBorderSize_x * eY;
51                         drawsubpic(theOrigin,                             width * 0.5          +     dY, pic, '0 0    0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
52                         drawsubpic(theOrigin + width * 0.5,               width * 0.5          +     dY, pic, '0 0    0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
53                         drawsubpic(theOrigin                        + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0',           '0 0.5  0' + bW, theColor, theAlpha, 0);
54                         drawsubpic(theOrigin + width * 0.5          + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0' + eX - bW, '0 0.5  0' + bW, theColor, theAlpha, 0);
55                         drawsubpic(theOrigin               + height - dY, width * 0.5          +     dY, pic, '0 0.75 0',           '0 0.25 0' + bW, theColor, theAlpha, 0);
56                         drawsubpic(theOrigin + width * 0.5 + height - dY, width * 0.5          +     dY, pic, '0 0.75 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
57                 }
58         }
59         else
60         {
61                 if(theSize_y <= theBorderSize_y * 2)
62                 {
63                         // not high enough... draw just top and bottom then
64                         bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
65                         dX = theBorderSize_x * eX;
66                         drawsubpic(theOrigin,                                         dX + height * 0.5, pic, '0    0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
67                         drawsubpic(theOrigin + dX,                        width - 2 * dX + height * 0.5, pic, '0.25 0 0',           '0.5  0 0' + bH, theColor, theAlpha, 0);
68                         drawsubpic(theOrigin + width - dX,                            dX + height * 0.5, pic, '0.75 0 0',           '0.25 0 0' + bH, theColor, theAlpha, 0);
69                         drawsubpic(theOrigin              + height * 0.5,             dX + height * 0.5, pic, '0    0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
70                         drawsubpic(theOrigin + dX         + height * 0.5, width - 2 * dX + height * 0.5, pic, '0.25 0 0' + eY - bH, '0.5  0 0' + bH, theColor, theAlpha, 0);
71                         drawsubpic(theOrigin + width - dX + height * 0.5,             dX + height * 0.5, pic, '0.75 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
72                 }
73                 else
74                 {
75                         dX = theBorderSize_x * eX;
76                         dY = theBorderSize_x * eY;
77                         drawsubpic(theOrigin,                                        dX          +     dY, pic, '0    0    0', '0.25 0.25 0', theColor, theAlpha, 0);
78                         drawsubpic(theOrigin                  + dX,      width - 2 * dX          +     dY, pic, '0.25 0    0', '0.5  0.25 0', theColor, theAlpha, 0);
79                         drawsubpic(theOrigin          + width - dX,                  dX          +     dY, pic, '0.75 0    0', '0.25 0.25 0', theColor, theAlpha, 0);
80                         drawsubpic(theOrigin          + dY,                          dX + height - 2 * dY, pic, '0    0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
81                         drawsubpic(theOrigin          + dY         + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5  0.5  0', theColor, theAlpha, 0);
82                         drawsubpic(theOrigin          + dY + width - dX,             dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5  0', theColor, theAlpha, 0);
83                         drawsubpic(theOrigin + height - dY,                          dX          +     dY, pic, '0    0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
84                         drawsubpic(theOrigin + height - dY         + dX, width - 2 * dX          +     dY, pic, '0.25 0.75 0', '0.5  0.25 0', theColor, theAlpha, 0);
85                         drawsubpic(theOrigin + height - dY + width - dX,             dX          +     dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
86                 }
87         }
88 }
89
90 vector HUD_Get_Num_Color (float x, float maxvalue)
91 {
92         float blinkingamt;
93         vector color;
94         if(x >= maxvalue) {
95                 color_x = sin(2*M_PI*time);
96                 color_y = 1;
97                 color_z = sin(2*M_PI*time);
98         }
99         else if(x > maxvalue * 0.75) {
100                 color_x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
101                 color_y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
102                 color_z = 0;
103         }
104         else if(x > maxvalue * 0.5) {
105                 color_x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
106                 color_y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
107                 color_z = 1 - (x-100)*0.02; // blue value between 1 -> 0
108         }
109         else if(x > maxvalue * 0.25) {
110                 color_x = 1;
111                 color_y = 1;
112                 color_z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
113         }
114         else if(x > maxvalue * 0.1) {
115                 color_x = 1;
116                 color_y = (x-20)*90/27/100; // green value between 0 -> 1
117                 color_z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
118         }
119         else {
120                 color_x = 1;
121                 color_y = 0;
122                 color_z = 0;
123         }
124
125         blinkingamt = (1 - x/maxvalue/0.25);
126         if(blinkingamt > 0)
127         {
128                 color_x = color_x - color_x * blinkingamt * sin(2*M_PI*time);
129                 color_y = color_y - color_y * blinkingamt * sin(2*M_PI*time);
130                 color_z = color_z - color_z * blinkingamt * sin(2*M_PI*time);
131         }
132         return color;
133 }
134
135 float stringwidth_colors(string s, vector theSize)
136 {
137         return stringwidth(s, TRUE, theSize);
138 }
139
140 float stringwidth_nocolors(string s, vector theSize)
141 {
142         return stringwidth(s, FALSE, theSize);
143 }
144
145 void drawstringright(vector position, string text, vector scale, vector rgb, float alpha, float flag)
146 {
147         position_x -= 2 / 3 * strlen(text) * scale_x;
148         drawstring(position, text, scale, rgb, alpha, flag);
149 }
150
151 void drawstringcenter(vector position, string text, vector scale, vector rgb, float alpha, float flag)
152 {
153         position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * scale_x);
154         drawstring(position, text, scale, rgb, alpha, flag);
155 }
156
157 // return the string of the given race place
158 string race_PlaceName(float pos) {
159         if(pos == 1)
160                 return _("1st");
161         else if(pos == 2)
162                 return _("2nd");
163         else if(pos == 3)
164                 return _("3rd");
165         else
166                 return sprintf(_("%dth"), pos);
167 }
168
169 // return the string of the onscreen race timer
170 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
171 {
172         string col;
173         string timestr;
174         string cpname;
175         string lapstr;
176         lapstr = "";
177
178         if(histime == 0) // goal hit
179         {
180                 if(mytime > 0)
181                 {
182                         timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
183                         col = "^1";
184                 }
185                 else if(mytime == 0)
186                 {
187                         timestr = "+0.0";
188                         col = "^3";
189                 }
190                 else
191                 {
192                         timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
193                         col = "^2";
194                 }
195
196                 if(lapdelta > 0)
197                 {
198                         lapstr = sprintf(_(" (-%dL)"), lapdelta);
199                         col = "^2";
200                 }
201                 else if(lapdelta < 0)
202                 {
203                         lapstr = sprintf(_(" (+%dL)"), -lapdelta);
204                         col = "^1";
205                 }
206         }
207         else if(histime > 0) // anticipation
208         {
209                 if(mytime >= histime)
210                         timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
211                 else
212                         timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
213                 col = "^3";
214         }
215         else
216                 col = "^7";
217
218         if(cp == 254)
219                 cpname = _("Start line");
220         else if(cp == 255)
221                 cpname = _("Finish line");
222         else if(cp)
223                 cpname = sprintf(_("Intermediate %d"), cp);
224         else
225                 cpname = _("Finish line");
226
227         if(histime < 0)
228                 return strcat(col, cpname);
229         else if(hisname == "")
230                 return strcat(col, sprintf(_("%s (%s)"), cpname, timestr));
231         else
232                 return strcat(col, sprintf(_("%s (%s %s)"), cpname, timestr, strcat(hisname, col, lapstr)));
233 }
234
235 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
236 float race_CheckName(string net_name) {
237         float i;
238         for (i=RANKINGS_CNT-1;i>=0;--i)
239                 if(grecordholder[i] == net_name)
240                         return i+1;
241         return 0;
242 }
243
244 /*
245 ==================
246 HUD panels
247 ==================
248 */
249
250 // draw the background/borders
251 #define HUD_Panel_DrawBg(alpha)\
252 if(panel_bg != "0")\
253         draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * alpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER))
254
255 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
256 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
257 {
258         if(!length_ratio || !theAlpha)
259                 return;
260         if(length_ratio > 1)
261                 length_ratio = 1;
262         if (baralign == 3)
263         {
264                 if(length_ratio < -1)
265                         length_ratio = -1;
266         }
267         else if(length_ratio < 0)
268                 return;
269
270         vector square;
271         vector width, height;
272         if(vertical) {
273                 pic = strcat(hud_skin_path, "/", pic, "_vertical");
274                 if(precache_pic(pic) == "") {
275                         pic = "gfx/hud/default/progressbar_vertical";
276                 }
277
278         if (baralign == 1) // bottom align
279                         theOrigin_y += (1 - length_ratio) * theSize_y;
280         else if (baralign == 2) // center align
281             theOrigin_y += 0.5 * (1 - length_ratio) * theSize_y;
282         else if (baralign == 3) // center align, positive values down, negative up
283                 {
284                         theSize_y *= 0.5;
285                         if (length_ratio > 0)
286                                 theOrigin_y += theSize_y;
287                         else
288                         {
289                                 theOrigin_y += (1 + length_ratio) * theSize_y;
290                                 length_ratio = -length_ratio;
291                         }
292                 }
293                 theSize_y *= length_ratio;
294
295                 vector bH;
296                 width = eX * theSize_x;
297                 height = eY * theSize_y;
298                 if(theSize_y <= theSize_x * 2)
299                 {
300                         // button not high enough
301                         // draw just upper and lower part then
302                         square = eY * theSize_y * 0.5;
303                         bH = eY * (0.25 * theSize_y / (theSize_x * 2));
304                         drawsubpic(theOrigin,          square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
305                         drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
306                 }
307                 else
308                 {
309                         square = eY * theSize_x;
310                         drawsubpic(theOrigin,                   width   +     square, pic, '0 0    0', '1 0.25 0', theColor, theAlpha, drawflag);
311                         drawsubpic(theOrigin +          square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5  0', theColor, theAlpha, drawflag);
312                         drawsubpic(theOrigin + height - square, width   +     square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
313                 }
314         } else {
315                 pic = strcat(hud_skin_path, "/", pic);
316                 if(precache_pic(pic) == "") {
317                         pic = "gfx/hud/default/progressbar";
318                 }
319
320                 if (baralign == 1) // right align
321                         theOrigin_x += (1 - length_ratio) * theSize_x;
322         else if (baralign == 2) // center align
323             theOrigin_x += 0.5 * (1 - length_ratio) * theSize_x;
324         else if (baralign == 3) // center align, positive values on the right, negative on the left
325                 {
326                         theSize_x *= 0.5;
327                         if (length_ratio > 0)
328                                 theOrigin_x += theSize_x;
329                         else
330                         {
331                                 theOrigin_x += (1 + length_ratio) * theSize_x;
332                                 length_ratio = -length_ratio;
333                         }
334                 }
335                 theSize_x *= length_ratio;
336
337                 vector bW;
338                 width = eX * theSize_x;
339                 height = eY * theSize_y;
340                 if(theSize_x <= theSize_y * 2)
341                 {
342                         // button not wide enough
343                         // draw just left and right part then
344                         square = eX * theSize_x * 0.5;
345                         bW = eX * (0.25 * theSize_x / (theSize_y * 2));
346                         drawsubpic(theOrigin,          square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
347                         drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
348                 }
349                 else
350                 {
351                         square = eX * theSize_y;
352                         drawsubpic(theOrigin,                  height  +     square, pic, '0    0 0', '0.25 1 0', theColor, theAlpha, drawflag);
353                         drawsubpic(theOrigin +         square, theSize - 2 * square, pic, '0.25 0 0', '0.5  1 0', theColor, theAlpha, drawflag);
354                         drawsubpic(theOrigin + width - square, height  +     square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
355                 }
356         }
357 }
358
359 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float alpha, float drawflag)
360 {
361         if(!alpha)
362                 return;
363
364         string pic;
365         pic = strcat(hud_skin_path, "/num_leading");
366         if(precache_pic(pic) == "") {
367                 pic = "gfx/hud/default/num_leading";
368         }
369
370         drawsubpic(pos, eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0 0 0', '0.25 1 0', color, alpha, drawflag);
371         if(mySize_x/mySize_y > 2)
372                 drawsubpic(pos + eX * mySize_y, eX * (mySize_x - 2 * mySize_y) + eY * mySize_y, pic, '0.25 0 0', '0.5 1 0', color, alpha, drawflag);
373         drawsubpic(pos + eX * mySize_x - eX * min(mySize_x * 0.5, mySize_y), eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0.75 0 0', '0.25 1 0', color, alpha, drawflag);
374 }
375
376 // Weapon icons (#0)
377 //
378 entity weaponorder[WEP_MAXCOUNT];
379 void weaponorder_swap(float i, float j, entity pass)
380 {
381         entity h;
382         h = weaponorder[i];
383         weaponorder[i] = weaponorder[j];
384         weaponorder[j] = h;
385 }
386
387 string weaponorder_cmp_str;
388 float weaponorder_cmp(float i, float j, entity pass)
389 {
390         float ai, aj;
391         ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
392         aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
393         return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
394 }
395
396 float GetAmmoStat(float i)
397 {
398         switch(i)
399         {
400                 case 0: return STAT_SHELLS;
401                 case 1: return STAT_NAILS;
402                 case 2: return STAT_ROCKETS;
403                 case 3: return STAT_CELLS;
404                 case 4: return STAT_FUEL;
405                 default: return -1;
406         }
407 }
408
409 float GetAmmoTypeForWep(float i)
410 {
411         switch(i)
412         {
413                 case WEP_SHOTGUN: return 0;
414                 case WEP_UZI: return 1;
415                 case WEP_GRENADE_LAUNCHER: return 2;
416                 case WEP_MINE_LAYER: return 2;
417                 case WEP_ELECTRO: return 3;
418                 case WEP_CRYLINK: return 3;
419                 case WEP_HLAC: return 3;
420                 case WEP_MINSTANEX: return 3;
421                 case WEP_NEX: return 3;
422                 case WEP_RIFLE: return 1;
423                 case WEP_HAGAR: return 2;
424                 case WEP_ROCKET_LAUNCHER: return 2;
425                 case WEP_SEEKER: return 2;
426                 case WEP_FIREBALL: return 4;
427                 case WEP_HOOK: return 3;
428                 default: return -1;
429         }
430 }
431
432 void HUD_Weapons(void)
433 {
434         float i, f, screen_ar;
435         float center_x, center_y;
436     if(hud != HUD_NORMAL) return;
437         if(!autocvar__hud_configure)
438         {
439                 if(!autocvar_hud_panel_weapons) return;
440                 if(spectatee_status == -1) return;
441         }
442         else
443                 hud_configure_active_panel = HUD_PANEL_WEAPONS;
444
445         float timeout = autocvar_hud_panel_weapons_timeout;
446         float timeout_effect_length, timein_effect_length;
447         if (autocvar_hud_panel_weapons_timeout_effect == 0)
448         {
449                 timeout_effect_length = 0;
450                 timein_effect_length = 0;
451         }
452         else
453         {
454                 timeout_effect_length = 0.75;
455                 timein_effect_length = 0.375;
456         }
457
458         if (timeout && time >= weapontime + timeout + timeout_effect_length && !autocvar__hud_configure)
459         {
460                 weaponprevtime = time;
461                 return;
462         }
463
464         HUD_Panel_UpdateCvars(weapons);
465         HUD_Panel_ApplyFadeAlpha();
466
467         // TODO make this configurable
468         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
469         {
470                 float weapon_cnt;
471                 if(weaponorder_bypriority)
472                         strunzone(weaponorder_bypriority);
473                 if(weaponorder_byimpulse)
474                         strunzone(weaponorder_byimpulse);
475
476                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
477                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
478                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
479
480                 weapon_cnt = 0;
481                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
482                 {
483                         self = get_weaponinfo(i);
484                         if(self.impulse >= 0)
485                         {
486                                 weaponorder[weapon_cnt] = self;
487                                 ++weapon_cnt;
488                         }
489                 }
490                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
491                         weaponorder[i] = NULL;
492                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
493
494                 weaponorder_cmp_str = string_null;
495         }
496
497         float when, fadetime;
498         when = autocvar_hud_panel_weapons_complainbubble_time;
499         fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
500         float weapons_st = getstati(STAT_WEAPONS);
501         float weapon_count;
502         if (autocvar_hud_panel_weapons_onlyowned)
503         {
504                 if(autocvar__hud_configure)
505                 {
506                         if (weapons_st == 0)
507                                 for(i = 0; i <= WEP_LAST-WEP_FIRST; i += floor((WEP_LAST-WEP_FIRST)/5))
508                                         weapons_st |= power2of(i);
509                         if(menu_enabled != 2)
510                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
511                 }
512
513                 vector old_panel_size;
514                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
515                 {
516                         if(weapons_st & weaponorder[i].weapons)
517                                 ++weapon_count;
518                 }
519                 if(!autocvar__hud_configure && (autocvar_hud_panel_weapons_complainbubble && time - complain_weapon_time < when + fadetime))// && complain_weapon >= 0
520                         ++weapon_count;
521                 if (weapon_count == 0)
522                         return;
523                 // reduce size of the panel
524                 if (panel_size_y > panel_size_x)
525                 {
526                         old_panel_size_y = panel_size_y;
527                         panel_size_y *= weapon_count / WEP_COUNT;
528                         panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
529                 }
530                 else
531                 {
532                         old_panel_size_x = panel_size_x;
533                         panel_size_x *= weapon_count / WEP_COUNT;
534                         panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
535                 }
536         }
537         else
538                 weapon_count = WEP_COUNT;
539
540         if (timeout && time >= weapontime + timeout && !autocvar__hud_configure)
541         {
542                 f = (time - (weapontime + timeout)) / timeout_effect_length;
543                 if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
544                 {
545                         panel_bg_alpha *= (1 - f);
546                         panel_fg_alpha *= (1 - f);
547                 }
548                 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
549                 {
550                         f *= f; // for a cooler movement
551                         center_x = panel_pos_x + panel_size_x/2;
552                         center_y = panel_pos_y + panel_size_y/2;
553                         screen_ar = vid_conwidth/vid_conheight;
554                         if (center_x/center_y < screen_ar) //bottom left
555                         {
556                                 if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
557                                         panel_pos_y += f * (vid_conheight - panel_pos_y);
558                                 else //left
559                                         panel_pos_x -= f * (panel_pos_x + panel_size_x);
560                         }
561                         else //top right
562                         {
563                                 if ((vid_conwidth - center_x)/center_y < screen_ar) //right
564                                         panel_pos_x += f * (vid_conwidth - panel_pos_x);
565                                 else //top
566                                         panel_pos_y -= f * (panel_pos_y + panel_size_y);
567                         }
568                 }
569                 weaponprevtime = time - (1 - f) * timein_effect_length;
570         }
571         else if (timeout && time < weaponprevtime + timein_effect_length && !autocvar__hud_configure)
572         {
573                 f = (time - weaponprevtime) / timein_effect_length;
574                 if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
575                 {
576                         panel_bg_alpha *= (f);
577                         panel_fg_alpha *= (f);
578                 }
579                 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
580                 {
581                         f *= f; // for a cooler movement
582                         f = 1 - f;
583                         center_x = panel_pos_x + panel_size_x/2;
584                         center_y = panel_pos_y + panel_size_y/2;
585                         screen_ar = vid_conwidth/vid_conheight;
586                         if (center_x/center_y < screen_ar) //bottom left
587                         {
588                                 if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
589                                         panel_pos_y += f * (vid_conheight - panel_pos_y);
590                                 else //left
591                                         panel_pos_x -= f * (panel_pos_x + panel_size_x);
592                         }
593                         else //top right
594                         {
595                                 if ((vid_conwidth - center_x)/center_y < screen_ar) //right
596                                         panel_pos_x += f * (vid_conwidth - panel_pos_x);
597                                 else //top
598                                         panel_pos_y -= f * (panel_pos_y + panel_size_y);
599                         }
600                 }
601         }
602
603         HUD_Panel_DrawBg(1);
604         if(panel_bg_padding)
605         {
606                 panel_pos += '1 1 0' * panel_bg_padding;
607                 panel_size -= '2 2 0' * panel_bg_padding;
608         }
609
610         float weapid, wpnalpha;
611
612         if(autocvar_hud_panel_weapons_fade)
613         {
614                 wpnalpha = 3.2 - 2 * (time - weapontime);
615                 wpnalpha = bound(0.7, wpnalpha, 1) * panel_fg_alpha;
616         }
617         else
618                 wpnalpha = panel_fg_alpha;
619
620         float rows, columns;
621         float aspect = autocvar_hud_panel_weapons_aspect;
622         rows = panel_size_y/panel_size_x;
623         rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
624
625         columns = ceil(weapon_count/rows);
626         float row, column;
627
628         float a, type, fullammo;
629
630         vector color;
631         vector wpnpos;
632         vector wpnsize;
633
634         vector ammo_color;
635         float ammo_alpha;
636         wpnsize = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
637         float barsize_x, barsize_y, baroffset_x, baroffset_y;
638         if (autocvar_hud_panel_weapons_ammo)
639         {
640                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
641                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
642
643
644                 if(wpnsize_x/wpnsize_y > aspect)
645                 {
646                         barsize_x = aspect * wpnsize_y;
647                         barsize_y = wpnsize_y;
648                         baroffset_x = (wpnsize_x - barsize_x) / 2;
649                 }
650                 else
651                 {
652                         barsize_y = 1/aspect * wpnsize_x;
653                         barsize_x = wpnsize_x;
654                         baroffset_y = (wpnsize_y - barsize_y) / 2;
655                 }
656         }
657
658         float show_accuracy;
659         float weapon_stats;
660         if(autocvar_hud_panel_weapons_accuracy && acc_levels)
661         {
662                 show_accuracy = true;
663                 if (acc_col_x[0] == -1)
664                         for (i = 0; i < acc_levels; ++i)
665                                 acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
666         }
667
668         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
669         {
670                 self = weaponorder[i];
671                 if (!self || self.impulse < 0)
672                         continue;
673                 if (autocvar_hud_panel_weapons_onlyowned)
674                 if (!((weapons_st & self.weapons) || (self.weapon == complain_weapon && time - complain_weapon_time < when + fadetime && autocvar_hud_panel_weapons_complainbubble)))
675                         continue;
676                 wpnpos = panel_pos + eX * column * wpnsize_x + eY * row * wpnsize_y;
677
678                 weapid = self.impulse;
679
680                 // draw background behind currently selected weapon
681                 if(self.weapon == switchweapon)
682                         drawpic_aspect_skin(wpnpos, "weapon_current_bg", wpnsize, '1 1 1', wpnalpha, DRAWFLAG_NORMAL);
683
684                 // draw the weapon accuracy
685                 if(show_accuracy)
686                 {
687                         weapon_stats = weapon_accuracy[self.weapon-WEP_FIRST];
688                         if(weapon_stats >= 0)
689                         {
690                                 // find the max level lower than weapon_stats
691                                 float j;
692                                 j = acc_levels-1;
693                                 while ( j && weapon_stats < acc_lev[j] )
694                                         --j;
695
696                                 // inject color j+1 in color j, how much depending on how much weapon_stats is higher than level j
697                                 float factor;
698                                 factor = (weapon_stats - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
699                                 color = acc_col[j];
700                                 color = color + factor * (acc_col[j+1] - color);
701
702                                 drawpic_aspect_skin(wpnpos, "weapon_accuracy", wpnsize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
703                         }
704                 }
705
706                 // draw the weapon icon
707                 if(weapons_st & self.weapons)
708                 {
709                         drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '1 1 1', wpnalpha, DRAWFLAG_NORMAL);
710
711                         if(autocvar_hud_panel_weapons_label == 1) // weapon number
712                                 drawstring(wpnpos, ftos(weapid), '1 1 0' * 0.5 * wpnsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
713                         else if(autocvar_hud_panel_weapons_label == 2) // bind
714                                 drawstring(wpnpos, getcommandkey(ftos(weapid), strcat("impulse ", ftos(weapid))), '1 1 0' * 0.5 * wpnsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
715
716                         // draw ammo status bar
717                         if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
718                         {
719                                 a = 0;
720                                 type = GetAmmoTypeForWep(self.weapon);
721                                 if(type != -1)
722                                         a = getstati(GetAmmoStat(type)); // how much ammo do we have?
723
724                                 if(a > 0)
725                                 {
726                                         switch(type) {
727                                                 case 0: fullammo = autocvar_hud_panel_weapons_ammo_full_shells; break;
728                                                 case 1: fullammo = autocvar_hud_panel_weapons_ammo_full_nails; break;
729                                                 case 2: fullammo = autocvar_hud_panel_weapons_ammo_full_rockets; break;
730                                                 case 3: fullammo = autocvar_hud_panel_weapons_ammo_full_cells; break;
731                                                 case 4: fullammo = autocvar_hud_panel_weapons_ammo_full_fuel; break;
732                                                 default: fullammo = 60;
733                                         }
734
735                                         drawsetcliparea(
736                                                 wpnpos_x + baroffset_x,
737                                                 wpnpos_y + baroffset_y,
738                                                 barsize_x * bound(0, a/fullammo, 1),
739                                                 barsize_y);
740                                         drawpic_aspect_skin(wpnpos, "weapon_ammo", wpnsize, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
741                                         drawresetcliparea();
742                                 }
743                         }
744                 }
745
746                 // draw a "ghost weapon icon" if you don't have the weapon
747                 else
748                 {
749                         drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
750                 }
751
752                 // draw the complain message
753                 if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_panel_weapons_complainbubble)
754                 {
755                         if(fadetime)
756                         {
757                                 if(complain_weapon_time + when > time)
758                                         a = 1;
759                                 else
760                                         a = bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1);
761                         }
762                         else
763                         {
764                                 if(complain_weapon_time + when > time)
765                                         a = 1;
766                                 else
767                                         a = 0;
768                         }
769
770                         string s;
771                         if(complain_weapon_type == 0) {
772                                 s = _("Out of ammo");
773                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
774                         }
775                         else if(complain_weapon_type == 1) {
776                                 s = _("Don't have");
777                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
778                         }
779                         else {
780                                 s = _("Unavailable");
781                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
782                         }
783                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
784                         drawpic_aspect_skin(wpnpos + '1 1 0' * padding, "weapon_complainbubble", wpnsize - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
785                         drawstring_aspect(wpnpos + '1 1 0' * padding, s, wpnsize - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
786                 }
787
788                 ++row;
789                 if(row >= rows)
790                 {
791                         row = 0;
792                         ++column;
793                 }
794         }
795
796 }
797
798 // Ammo (#1)
799 //
800 // TODO: macro
801 float GetAmmoItemCode(float i)
802 {
803         switch(i)
804         {
805                 case 0: return IT_SHELLS;
806                 case 1: return IT_NAILS;
807                 case 2: return IT_ROCKETS;
808                 case 3: return IT_CELLS;
809                 case 4: return IT_FUEL;
810                 default: return -1;
811         }
812 }
813
814 string GetAmmoPicture(float i)
815 {
816         switch(i)
817         {
818                 case 0: return "ammo_shells";
819                 case 1: return "ammo_bullets";
820                 case 2: return "ammo_rockets";
821                 case 3: return "ammo_cells";
822                 case 4: return "ammo_fuel";
823                 default: return "";
824         }
825 }
826
827 void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected, float infinite_ammo)
828 {
829         float a;
830         if(autocvar__hud_configure)
831         {
832                 currently_selected = (itemcode == 2); //rockets always selected
833                 a = 31 + mod(itemcode*93, 128);
834         }
835         else
836                 a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
837
838         vector color;
839         if(infinite_ammo)
840                 color = '0 0.5 0.75';
841         else if(a < 10)
842                 color = '0.7 0 0';
843         else
844                 color = '1 1 1';
845
846         float alpha;
847         if(currently_selected)
848                 alpha = 1;
849         else
850                 alpha = 0.7;
851
852         vector picpos, numpos;
853         if(autocvar_hud_panel_ammo_iconalign)
854         {
855                 numpos = myPos;
856                 picpos = myPos + eX * 2 * mySize_y;
857         }
858         else
859         {
860                 numpos = myPos + eX * mySize_y;
861                 picpos = myPos;
862         }
863
864         if (currently_selected)
865                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
866
867     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
868         HUD_Panel_DrawProgressBar(myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, autocvar_hud_panel_ammo_progressbar_name, a/autocvar_hud_panel_ammo_maxammo, 0, 0, color, autocvar_hud_progressbar_alpha * panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
869
870     if(autocvar_hud_panel_ammo_text)
871     {
872         if(a > 0 || infinite_ammo)
873             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
874         else // "ghost" ammo count
875             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
876     }
877         if(a > 0 || infinite_ammo)
878                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
879         else // "ghost" ammo icon
880                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
881 }
882
883 void HUD_Ammo(void)
884 {
885     if(hud != HUD_NORMAL) return;
886         if(!autocvar__hud_configure)
887         {
888                 if(!autocvar_hud_panel_ammo) return;
889                 if(spectatee_status == -1) return;
890         }
891         else
892                 hud_configure_active_panel = HUD_PANEL_AMMO;
893
894         HUD_Panel_UpdateCvars(ammo);
895         HUD_Panel_ApplyFadeAlpha();
896         vector pos, mySize;
897         pos = panel_pos;
898         mySize = panel_size;
899
900         HUD_Panel_DrawBg(1);
901         if(panel_bg_padding)
902         {
903                 pos += '1 1 0' * panel_bg_padding;
904                 mySize -= '2 2 0' * panel_bg_padding;
905         }
906
907         float rows, columns, row, column;
908         vector ammo_size;
909         if (autocvar_hud_panel_ammo_onlycurrent)
910                 ammo_size = mySize;
911         else
912         {
913                 rows = mySize_y/mySize_x;
914                 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
915                 //                               ^^^ ammo item aspect goes here
916
917                 columns = ceil(AMMO_COUNT/rows);
918
919                 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
920         }
921
922         vector offset;
923         float newSize;
924         if(ammo_size_x/ammo_size_y > 3)
925         {
926                 newSize = 3 * ammo_size_y;
927                 offset_x = ammo_size_x - newSize;
928                 pos_x += offset_x/2;
929                 ammo_size_x = newSize;
930         }
931         else
932         {
933                 newSize = 1/3 * ammo_size_x;
934                 offset_y = ammo_size_y - newSize;
935                 pos_y += offset_y/2;
936                 ammo_size_y = newSize;
937         }
938
939         float i, stat_items, currently_selected, infinite_ammo;
940         infinite_ammo = FALSE;
941         if (autocvar_hud_panel_ammo_onlycurrent)
942         {
943                 if(autocvar__hud_configure)
944                 {
945                         DrawAmmoItem(pos, ammo_size, 2, true, FALSE); //show rockets
946                         return;
947                 }
948                 stat_items = getstati(STAT_ITEMS);
949                 if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
950                         infinite_ammo = TRUE;
951                 for (i = 0; i < AMMO_COUNT; ++i) {
952                         currently_selected = stat_items & GetAmmoItemCode(i);
953                         if (currently_selected)
954                         {
955                                 DrawAmmoItem(pos, ammo_size, i, true, infinite_ammo);
956                                 return;
957                         }
958                 }
959                 return; // nothing to display
960         }
961
962         stat_items = getstati(STAT_ITEMS);
963         if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
964                 infinite_ammo = TRUE;
965         for (i = 0; i < AMMO_COUNT; ++i) {
966                 currently_selected = stat_items & GetAmmoItemCode(i);
967                 DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
968                 ++row;
969                 if(row >= rows)
970                 {
971                         row = 0;
972                         column = column + 1;
973                 }
974         }
975 }
976
977 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float alpha)
978 {
979         vector newPos, newSize;
980         vector picpos, numpos;
981
982         if (vertical)
983         {
984                 if(mySize_y/mySize_x > 2)
985                 {
986                         newSize_y = 2 * mySize_x;
987                         newSize_x = mySize_x;
988
989                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
990                         newPos_x = myPos_x;
991                 }
992                 else
993                 {
994                         newSize_x = 1/2 * mySize_y;
995                         newSize_y = mySize_y;
996
997                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
998                         newPos_y = myPos_y;
999                 }
1000
1001                 if(icon_right_align)
1002                 {
1003                         numpos = newPos;
1004                         picpos = newPos + eY * newSize_x;
1005                 }
1006                 else
1007                 {
1008                         picpos = newPos;
1009                         numpos = newPos + eY * newSize_x;
1010                 }
1011
1012                 newSize_y /= 2;
1013                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1014                 // make number smaller than icon, it looks better
1015                 // reduce only y to draw numbers with different number of digits with the same y size
1016                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1017                 newSize_y *= 0.7;
1018                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1019                 return;
1020         }
1021
1022         if(mySize_x/mySize_y > 3)
1023         {
1024                 newSize_x = 3 * mySize_y;
1025                 newSize_y = mySize_y;
1026
1027                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1028                 newPos_y = myPos_y;
1029         }
1030         else
1031         {
1032                 newSize_y = 1/3 * mySize_x;
1033                 newSize_x = mySize_x;
1034
1035                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1036                 newPos_x = myPos_x;
1037         }
1038
1039         if(icon_right_align) // right align
1040         {
1041                 numpos = newPos;
1042                 picpos = newPos + eX * 2 * newSize_y;
1043         }
1044         else // left align
1045         {
1046                 numpos = newPos + eX * newSize_y;
1047                 picpos = newPos;
1048         }
1049
1050         drawstring_aspect(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1051         drawpic_aspect_skin(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
1052 }
1053
1054 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float fadelerp)
1055 {
1056         float sz;
1057         sz = expandingbox_sizefactor_from_fadelerp(fadelerp);
1058
1059         DrawNumIcon(myPos + expandingbox_resize_centered_box_offset(sz, mySize, 1), mySize * sz, x, icon, vertical, icon_right_align, color, (1 - fadelerp));
1060 }
1061
1062 // Powerups (#2)
1063 //
1064 void HUD_Powerups(void)
1065 {
1066         float strength_time, shield_time;
1067         if(!autocvar__hud_configure)
1068         {
1069                 if(!autocvar_hud_panel_powerups) return;
1070                 if(spectatee_status == -1) return;
1071                 if not(getstati(STAT_ITEMS) & (IT_STRENGTH | IT_INVINCIBLE)) return;
1072                 if (getstati(STAT_HEALTH) <= 0) return;
1073
1074                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1075                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1076         }
1077         else
1078         {
1079                 hud_configure_active_panel = HUD_PANEL_POWERUPS;
1080
1081                 strength_time = 15;
1082                 shield_time = 27;
1083         }
1084
1085         HUD_Panel_UpdateCvars(powerups);
1086         HUD_Panel_ApplyFadeAlpha();
1087         vector pos, mySize;
1088         pos = panel_pos;
1089         mySize = panel_size;
1090
1091         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time), 1));
1092         if(panel_bg_padding)
1093         {
1094                 pos += '1 1 0' * panel_bg_padding;
1095                 mySize -= '2 2 0' * panel_bg_padding;
1096         }
1097
1098         float panel_ar = mySize_x/mySize_y;
1099         float is_vertical = (panel_ar < 1);
1100         vector shield_offset, strength_offset;
1101         if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1102         {
1103                 mySize_x *= 0.5;
1104                 if (autocvar_hud_panel_powerups_flip)
1105                         shield_offset_x = mySize_x;
1106                 else
1107                         strength_offset_x = mySize_x;
1108         }
1109         else
1110         {
1111                 mySize_y *= 0.5;
1112                 if (autocvar_hud_panel_powerups_flip)
1113                         shield_offset_y = mySize_y;
1114                 else
1115                         strength_offset_y = mySize_y;
1116         }
1117
1118         float shield_baralign, strength_baralign;
1119         float shield_iconalign, strength_iconalign;
1120         if (autocvar_hud_panel_powerups_flip)
1121         {
1122                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1123                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1124                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1125                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1126         }
1127         else
1128         {
1129                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1130                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1131                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1132                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1133         }
1134
1135         if(shield_time)
1136         {
1137                 const float maxshield = 30;
1138                 float shield = ceil(shield_time);
1139                 if(autocvar_hud_panel_powerups_progressbar)
1140                 {
1141                         HUD_Panel_GetProgressBarColor(shield);
1142                         HUD_Panel_DrawProgressBar(pos + shield_offset, mySize, autocvar_hud_panel_powerups_progressbar_shield, shield/maxshield, is_vertical, shield_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1143                 }
1144                 if(autocvar_hud_panel_powerups_text)
1145                 {
1146                         if(shield > 1)
1147                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1148                         if(shield <= 5)
1149                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', bound(0, (shield - shield_time) / 0.5, 1));
1150                 }
1151         }
1152
1153         if(strength_time)
1154         {
1155                 const float maxstrength = 30;
1156                 float strength = ceil(strength_time);
1157                 if(autocvar_hud_panel_powerups_progressbar)
1158                 {
1159                         HUD_Panel_GetProgressBarColor(strength);
1160                         HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1161                 }
1162                 if(autocvar_hud_panel_powerups_text)
1163                 {
1164                         if(strength > 1)
1165                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1166                         if(strength <= 5)
1167                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', bound(0, (strength - strength_time) / 0.5, 1));
1168                 }
1169         }
1170 }
1171
1172 // Health/armor (#3)
1173 //
1174
1175 // prev_* vars contain the health/armor at the previous FRAME
1176 // set to -1 when player is dead or was not playing
1177 float prev_health, prev_armor;
1178 float health_damagetime, armor_damagetime;
1179 float health_beforedamage, armor_beforedamage;
1180 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1181 float old_p_health, old_p_armor;
1182 float old_p_healthtime, old_p_armortime;
1183 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1184 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1185 float prev_p_health, prev_p_armor;
1186
1187 void HUD_HealthArmor(void)
1188 {
1189         float armor, health, fuel;
1190         if(!autocvar__hud_configure)
1191         {
1192                 if(!autocvar_hud_panel_healtharmor) return;
1193                 if(hud != HUD_NORMAL) return;
1194                 if(spectatee_status == -1) return;
1195
1196                 health = getstati(STAT_HEALTH);
1197                 if(health <= 0)
1198                 {
1199                         prev_health = -1;
1200                         return;
1201                 }
1202                 armor = getstati(STAT_ARMOR);
1203
1204                 // code to check for spectatee_status changes is in Ent_ClientData()
1205                 // prev_p_health and prev_health can be set to -1 there
1206
1207                 if (prev_p_health == -1)
1208                 {
1209                         // no effect
1210                         health_beforedamage = 0;
1211                         armor_beforedamage = 0;
1212                         health_damagetime = 0;
1213                         armor_damagetime = 0;
1214                         prev_health = health;
1215                         prev_armor = armor;
1216                         old_p_health = health;
1217                         old_p_armor = armor;
1218                         prev_p_health = health;
1219                         prev_p_armor = armor;
1220                 }
1221                 else if (prev_health == -1)
1222                 {
1223                         //start the load effect
1224                         health_damagetime = 0;
1225                         armor_damagetime = 0;
1226                         prev_health = 0;
1227                         prev_armor = 0;
1228                 }
1229                 fuel = getstati(STAT_FUEL);
1230         }
1231         else
1232         {
1233                 hud_configure_active_panel = HUD_PANEL_HEALTHARMOR;
1234
1235                 health = 150;
1236                 armor = 75;
1237                 fuel = 20;
1238         }
1239
1240         HUD_Panel_UpdateCvars(healtharmor);
1241         HUD_Panel_ApplyFadeAlpha();
1242         vector pos, mySize;
1243         pos = panel_pos;
1244         mySize = panel_size;
1245
1246         HUD_Panel_DrawBg(1);
1247         if(panel_bg_padding)
1248         {
1249                 pos += '1 1 0' * panel_bg_padding;
1250                 mySize -= '2 2 0' * panel_bg_padding;
1251         }
1252
1253         float baralign = autocvar_hud_panel_healtharmor_baralign;
1254         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1255
1256     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1257     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1258         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1259         {
1260                 vector v;
1261                 v = healtharmor_maxdamage(health, armor, armorblockpercent);
1262
1263                 float x;
1264                 x = floor(v_x + 1);
1265
1266         float maxtotal = maxhealth + maxarmor;
1267                 string biggercount;
1268                 if(v_z) // NOT fully armored
1269                 {
1270                         biggercount = "health";
1271                         if(autocvar_hud_panel_healtharmor_progressbar)
1272                         {
1273                                 HUD_Panel_GetProgressBarColor(health);
1274                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1275                         }
1276                         if(armor)
1277             if(autocvar_hud_panel_healtharmor_text)
1278                                 drawpic_aspect_skin(pos + eX * mySize_x - eX * 0.5 * mySize_y, "armor", '0.5 0.5 0' * mySize_y, '1 1 1', panel_fg_alpha * armor / health, DRAWFLAG_NORMAL);
1279                 }
1280                 else
1281                 {
1282                         biggercount = "armor";
1283                         if(autocvar_hud_panel_healtharmor_progressbar)
1284                         {
1285                                 HUD_Panel_GetProgressBarColor(armor);
1286                                 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1287                         }
1288                         if(health)
1289             if(autocvar_hud_panel_healtharmor_text)
1290                                 drawpic_aspect_skin(pos + eX * mySize_x - eX * 0.5 * mySize_y, "health", '0.5 0.5 0' * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
1291                 }
1292         if(autocvar_hud_panel_healtharmor_text)
1293                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1294
1295                 if(fuel)
1296                 {
1297                         HUD_Panel_GetProgressBarColor(fuel);
1298                         HUD_Panel_DrawProgressBar(pos, eX * mySize_x + eY * 0.2 * mySize_y, "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1299                 }
1300         }
1301         else
1302         {
1303                 float panel_ar = mySize_x/mySize_y;
1304                 float is_vertical = (panel_ar < 1);
1305                 vector health_offset, armor_offset;
1306                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1307                 {
1308                         mySize_x *= 0.5;
1309                         if (autocvar_hud_panel_healtharmor_flip)
1310                                 health_offset_x = mySize_x;
1311                         else
1312                                 armor_offset_x = mySize_x;
1313                 }
1314                 else
1315                 {
1316                         mySize_y *= 0.5;
1317                         if (autocvar_hud_panel_healtharmor_flip)
1318                                 health_offset_y = mySize_y;
1319                         else
1320                                 armor_offset_y = mySize_y;
1321                 }
1322
1323                 float health_baralign, armor_baralign, fuel_baralign;
1324                 float health_iconalign, armor_iconalign;
1325                 if (autocvar_hud_panel_healtharmor_flip)
1326                 {
1327                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1328                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1329                         fuel_baralign = health_baralign;
1330                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1331                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1332                 }
1333                 else
1334                 {
1335                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1336                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1337                         fuel_baralign = armor_baralign;
1338                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1339                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1340                 }
1341
1342                 //if(health)
1343                 {
1344                         if(autocvar_hud_panel_healtharmor_progressbar)
1345                         {
1346                                 HUD_Panel_GetProgressBarColor(health);
1347                                 float p_health, pain_health_alpha;
1348                                 p_health = health;
1349                                 pain_health_alpha = 1;
1350                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1351                                 {
1352                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1353                                         {
1354                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1355                                                 {
1356                                                         if (time - old_p_healthtime < 1)
1357                                                                 old_p_health = prev_p_health;
1358                                                         else
1359                                                                 old_p_health = prev_health;
1360                                                         old_p_healthtime = time;
1361                                                 }
1362                                                 if (time - old_p_healthtime < 1)
1363                                                 {
1364                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1365                                                         prev_p_health = p_health;
1366                                                 }
1367                                         }
1368                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1369                                         {
1370                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1371                                                 {
1372                                                         if (time - health_damagetime >= 1)
1373                                                                 health_beforedamage = prev_health;
1374                                                         health_damagetime = time;
1375                                                 }
1376                                                 if (time - health_damagetime < 1)
1377                                                 {
1378                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1379                                                         HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * health_damagealpha, DRAWFLAG_NORMAL);
1380                                                 }
1381                                         }
1382                                         prev_health = health;
1383
1384                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1385                                         {
1386                                                 float BLINK_FACTOR = 0.15;
1387                                                 float BLINK_BASE = 0.85;
1388                                                 float BLINK_FREQ = 9; 
1389                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1390                                         }
1391                                 }
1392                                 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, p_health/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * pain_health_alpha, DRAWFLAG_NORMAL);
1393                         }
1394                         if(autocvar_hud_panel_healtharmor_text)
1395                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1396                 }
1397
1398                 if(armor)
1399                 {
1400                         if(autocvar_hud_panel_healtharmor_progressbar)
1401                         {
1402                                 HUD_Panel_GetProgressBarColor(armor);
1403                                 float p_armor;
1404                                 p_armor = armor;
1405                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1406                                 {
1407                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1408                                         {
1409                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1410                                                 {
1411                                                         if (time - old_p_armortime < 1)
1412                                                                 old_p_armor = prev_p_armor;
1413                                                         else
1414                                                                 old_p_armor = prev_armor;
1415                                                         old_p_armortime = time;
1416                                                 }
1417                                                 if (time - old_p_armortime < 1)
1418                                                 {
1419                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1420                                                         prev_p_armor = p_armor;
1421                                                 }
1422                                         }
1423                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1424                                         {
1425                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1426                                                 {
1427                                                         if (time - armor_damagetime >= 1)
1428                                                                 armor_beforedamage = prev_armor;
1429                                                         armor_damagetime = time;
1430                                                 }
1431                                                 if (time - armor_damagetime < 1)
1432                                                 {
1433                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1434                                                         HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * armor_damagealpha, DRAWFLAG_NORMAL);
1435                                                 }
1436                                         }
1437                                         prev_armor = armor;
1438                                 }
1439                                 HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, p_armor/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1440                         }
1441                         if(autocvar_hud_panel_healtharmor_text)
1442                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1443                 }
1444
1445                 if(fuel)
1446                 {
1447                         if (is_vertical)
1448                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1449                         else
1450                                 mySize_y *= 0.2;
1451                         if (panel_ar >= 4)
1452                                 mySize_x *= 2; //restore full panel size
1453                         else if (panel_ar < 1/4)
1454                                 mySize_y *= 2; //restore full panel size
1455                         HUD_Panel_GetProgressBarColor(fuel);
1456                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1457                 }
1458         }
1459 }
1460
1461 // Notification area (#4)
1462 //
1463
1464 string Weapon_SuicideMessage(float deathtype)
1465 {
1466         w_deathtype = deathtype;
1467         get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_SUICIDEMESSAGE);
1468         return w_deathtypestring;
1469 }
1470
1471 string Weapon_KillMessage(float deathtype)
1472 {
1473         w_deathtype = deathtype;
1474         get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_KILLMESSAGE);
1475         return w_deathtypestring;
1476 }
1477
1478 #define KN_MAX_ENTRIES 10
1479 float kn_index;
1480 float killnotify_times[KN_MAX_ENTRIES];
1481 float killnotify_deathtype[KN_MAX_ENTRIES];
1482 float killnotify_actiontype[KN_MAX_ENTRIES]; // 0 = "Y [used by] X", 1 = "X [did action to] Y"
1483 string killnotify_attackers[KN_MAX_ENTRIES];
1484 string killnotify_victims[KN_MAX_ENTRIES];
1485 void HUD_KillNotify_Push(string attacker, string victim, float actiontype, float wpn)
1486 {
1487         --kn_index;
1488         if (kn_index == -1)
1489                 kn_index = KN_MAX_ENTRIES-1;
1490         killnotify_times[kn_index] = time;
1491         killnotify_deathtype[kn_index] = wpn;
1492         killnotify_actiontype[kn_index] = actiontype;
1493         if(killnotify_attackers[kn_index])
1494                 strunzone(killnotify_attackers[kn_index]);
1495         killnotify_attackers[kn_index] = strzone(attacker);
1496         if(killnotify_victims[kn_index])
1497                 strunzone(killnotify_victims[kn_index]);
1498         killnotify_victims[kn_index] = strzone(victim);
1499 }
1500
1501 void HUD_KillNotify(string s1, string s2, string s3, float type, float msg) // s1 = attacker, s2 = victim
1502 {
1503         float w;
1504         float alsoprint, gentle;
1505         alsoprint = (autocvar_hud_panel_notify_print || !panel_enabled); // print message to console if: notify panel disabled, or cvar to do so enabled
1506         gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
1507         
1508         if ((msg == MSG_SUICIDE || msg == MSG_KILL || msg == MSG_KILL_ACTION) && gametype == GAME_CTS) // selfkill isn't interesting in CTS and only spams up the notify panel
1509                 return;
1510
1511         if(msg == MSG_SUICIDE) {
1512                 w = DEATH_WEAPONOF(type);
1513                 if(WEP_VALID(w)) {
1514                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1515                         if (alsoprint)
1516                                 print("^1", sprintf(Weapon_SuicideMessage(type), strcat(s1, "^1")), "\n");
1517                 } else if (type == DEATH_KILL) {
1518                         HUD_KillNotify_Push(s1, "", 0, DEATH_KILL);
1519                         if (alsoprint)
1520                                 print (sprintf(_("^1%s^1 couldn't take it anymore\n"), s1));
1521                 } else if (type == DEATH_ROT) {
1522                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1523                         if (alsoprint)
1524                                 print (sprintf(_("^1%s^1 died\n"), s1));
1525                 } else if (type == DEATH_NOAMMO) {
1526                         HUD_KillNotify_Push(s1, "", 0, DEATH_NOAMMO);
1527                         if (alsoprint)
1528                                 print (sprintf(_("^7%s^7 committed suicide. What's the point of living without ammo?\n"), s1));
1529                 } else if (type == DEATH_CAMP) {
1530                         HUD_KillNotify_Push(s1, "", 0, DEATH_CAMP);
1531                         if (alsoprint)
1532                                 print (sprintf(_("^1%s^1 thought they found a nice camping ground\n"), s1));
1533                 } else if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1534                         HUD_KillNotify_Push(s1, "", 0, type);
1535                         if (alsoprint)
1536                                 print (sprintf(_("^1%s^1 didn't become friends with the Lord of Teamplay\n"), s1));
1537                 } else if (type == DEATH_CHEAT) {
1538                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1539                         if (alsoprint)
1540                                 print (sprintf(_("^1%s^1 unfairly eliminated themself\n"), s1));
1541                 } else if (type == DEATH_FIRE) {
1542                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1543                         if (alsoprint)
1544                                 print (sprintf(_("^1%s^1 burned to death\n"), s1));
1545                 } else if (type != DEATH_TEAMCHANGE && type != DEATH_QUIET) {
1546                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1547                         if (alsoprint)
1548                                 print (sprintf(_("^1%s^1 couldn't resist the urge to self-destruct\n"), s1));
1549                 } 
1550                 
1551                 if (stof(s2) > 2) // killcount > 2
1552                         print (sprintf(_("^1%s^1 ended it all after a %d kill spree\n"), s1, stof(s2)));
1553         } else if(msg == MSG_KILL) {
1554                 w = DEATH_WEAPONOF(type);
1555                 if(WEP_VALID(w)) {
1556                         if((w == WEP_RIFLE || w == WEP_MINSTANEX) && type & HITTYPE_HEADSHOT) // all headshot weapons go here
1557                                 HUD_KillNotify_Push(s1, s2, 1, DEATH_HEADSHOT);
1558                         else
1559                                 HUD_KillNotify_Push(s1, s2, 1, type);
1560
1561                         if (alsoprint)
1562                                 print("^1", sprintf(Weapon_KillMessage(type), strcat(s2, "^1"), strcat(s1, "^1")), "\n"); // default order: victim, killer
1563                 }
1564                 else if(type == KILL_TEAM_RED || type == KILL_TEAM_BLUE || type == KILL_TEAM_SPREE) {
1565                         HUD_KillNotify_Push(s1, s2, 1, type);
1566                         if(alsoprint)
1567                         {
1568                                 if(gentle) {
1569                                         print (sprintf(_("^1%s^1 took action against a team mate\n"), s1));
1570                                 } else {
1571                                         print (sprintf(_("^1%s^1 mows down a team mate\n"), s1));
1572                                 }
1573                         }
1574                         if (stof(s2) > 2 && type == KILL_TEAM_SPREE) {
1575                                 if(gentle)
1576                                         print (sprintf(_("^1%s^1 ended a %d scoring spree by going against a team mate\n"), s1, stof(s3)));
1577                                 else
1578                                         print (sprintf(_("^1%s^1 ended a %d kill spree by killing a team mate\n"), s1, stof(s3)));
1579                         }
1580                         else if (stof(s2) > 2) {
1581                                 if(gentle)
1582                                         print (sprintf(_("^1%s^1's %s scoring spree was ended by a team mate!\n"), s1, stof(s3)));
1583                                 else
1584                                         print (sprintf(_("^1%s^1's %s kill spree was ended by a team mate!\n"), s1, stof(s3)));
1585                         }
1586                 }
1587                 else if(type == KILL_FIRST_BLOOD)
1588                         print(sprintf(_("^1%s^1 drew first blood\n"), s1));
1589                 else if (type == DEATH_TELEFRAG) {
1590                         HUD_KillNotify_Push(s1, s2, 1, DEATH_TELEFRAG);
1591                         if(gentle)
1592                                 print (sprintf(_("^1%s^1 tried to occupy %s^1's teleport destination space\n"), s2, s1));
1593                         else
1594                                 print (sprintf(_("^1%s^1 was telefragged by %s\n"), s2, s1));
1595                 }
1596                 else if (type == DEATH_DROWN) {
1597                         HUD_KillNotify_Push(s1, s2, 1, DEATH_DROWN);
1598                         if(alsoprint)
1599                                 print (sprintf(_("^1%s^1 was drowned by %s\n"), s2, s1));
1600                 }
1601                 else if (type == DEATH_SLIME) {
1602                         HUD_KillNotify_Push(s1, s2, 1, DEATH_SLIME);
1603                         if(alsoprint)
1604                                 print (sprintf(_("^1%s^1 was slimed by %s\n"), s2, s1));
1605                 }
1606                 else if (type == DEATH_LAVA) {
1607                         HUD_KillNotify_Push(s1, s2, 1, DEATH_LAVA);
1608                         if(alsoprint)
1609                                 print (sprintf(_("^1%s^1 was cooked by %s\n"), s2, s1));
1610                 }
1611                 else if (type == DEATH_FALL) {
1612                         HUD_KillNotify_Push(s1, s2, 1, DEATH_FALL);
1613                         if(alsoprint)
1614                                 print (sprintf(_("^1%s^1 was grounded by %s\n"), s2, s1));
1615                 }
1616                 else if (type == DEATH_SHOOTING_STAR) {
1617                         HUD_KillNotify_Push(s1, s2, 1, DEATH_SHOOTING_STAR);
1618                         if(alsoprint)
1619                                 print (sprintf(_("^1%s^1 was shot into space by %s\n"), s2, s1));
1620                 }
1621                 else if (type == DEATH_SWAMP) {
1622                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1623                         if(alsoprint)
1624                                 print (sprintf(_("^1%s^1 was conserved by %s\n"), s2, s1));
1625                 }
1626                 else if (type == DEATH_HURTTRIGGER)
1627                 {
1628                         HUD_KillNotify_Push(s1, s2, 1, DEATH_HURTTRIGGER);
1629                         if(alsoprint)
1630                                 print(sprintf(_("^1%s^1 was thrown into a world of hurt by %s\n"), s2, s1));
1631                 } else if(type == DEATH_VHCRUSH) {
1632                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1633                         if(alsoprint)
1634                                 print (sprintf(_("^1%s^1 was crushed by %s\n"), s2, s1));
1635                 } else if(type == DEATH_SBMINIGUN) {
1636                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1637                         if(alsoprint)
1638                                 print (sprintf(_("^1%s^1 got shredded by %s\n"), s2, s1));
1639                 } else if(type == DEATH_SBROCKET) {
1640                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1641                         if(alsoprint)
1642                                 print (sprintf(_("^1%s^1 was blasted to bits by %s\n"), s2, s1));
1643                 } else if(type == DEATH_SBBLOWUP) {
1644                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1645                         if(alsoprint)
1646                                 print (sprintf(_("^1%s^1 got caught in the destruction of %s^1's vehicle\n"), s2, s1));
1647                 } else if(type == DEATH_WAKIGUN) {
1648                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1649                         if(alsoprint)
1650                                 print (sprintf(_("^1%s^1 was bolted down by %s\n"), s2, s1));
1651                 } else if(type == DEATH_WAKIROCKET) {
1652                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1653                         if(alsoprint)
1654                                 print (sprintf(_("^1%s^1 could find no shelter from %s^1's rockets\n"), s2, s1));
1655                 } else if(type == DEATH_WAKIBLOWUP) {
1656                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1657                         if(alsoprint)
1658                                 print (sprintf(_("^1%s^1 dies when %s^1's wakizashi dies.\n"), s2, s1));
1659                 } else if(type == DEATH_RAPTOR_CANNON) {
1660                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1661                         if(alsoprint)
1662                                 print (sprintf(_("^1%s^1 nailed to hell by %s\n"), s2, s1));
1663                 } else if(type == DEATH_RAPTOR_BOMB) {
1664                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1665                         if(alsoprint)
1666                                 print (sprintf(_("^1%s^1 cluster crushed by %s\n"), s2, s1));
1667                 } else if(type == DEATH_RAPTOR_DEATH) {
1668                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1669                         if(alsoprint)
1670                                 print (sprintf(_("^1%s^1 dies when %s^1's raptor dies.\n"), s2, s1));
1671                 } else if(type == DEATH_TURRET) {
1672                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1673                         if(alsoprint)
1674                                 print (sprintf(_("^1%s^1 was pushed into the line of fire by %s\n"), s2, s1));
1675                 } else if(type == DEATH_TOUCHEXPLODE) {
1676                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1677                         if(alsoprint)
1678                                 print (sprintf(_("^1%s^1 was pushed into an accident by %s\n"), s2, s1));
1679                 } else if(type == DEATH_CHEAT) {
1680                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1681                         if(alsoprint)
1682                                 print (sprintf(_("^1%s^1 was unfairly eliminated by %s\n"), s2, s1));
1683                 } else if (type == DEATH_FIRE) {
1684                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1685                         if(alsoprint)
1686                                 print (sprintf(_("^1%s^1 was burnt to death by %s\n"), s2, s1));
1687                 } else if (type == DEATH_CUSTOM) {
1688                         HUD_KillNotify_Push(s1, s2, 1, DEATH_CUSTOM);
1689                         if(alsoprint)
1690                                 print("^1", sprintf(s3, strcat(s2, "^1"), strcat(s1, "^1")), "\n");
1691                 } else if (type == DEATH_HURTTRIGGER) {
1692                         HUD_KillNotify_Push(s1, s2, 1, DEATH_HURTTRIGGER);
1693                         if(alsoprint)
1694                                 print("^1", sprintf(s3, strcat(s2, "^1"), strcat(s1, "^1")), "\n");
1695                 } else {
1696                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1697                         if(alsoprint)
1698                                 print (sprintf(_("^1%s^1 was fragged by %s\n"), s2, s1));
1699                 }
1700         } else if(msg == MSG_SPREE) {
1701                 if(type == KILL_END_SPREE) {
1702                         if(gentle)
1703                                 print (sprintf(_("^1%s^1's %s scoring spree was ended by %s\n"), s1, s2, s3));
1704                         else
1705                                 print (sprintf(_("^1%s^1's %s kill spree was ended by %s\n"), s1, s2, s3));
1706                 } else if(type == KILL_SPREE) {
1707                         if(gentle)
1708                                 print (sprintf(_("^1%s^1 made %s scores in a row\n"), s1, s2));
1709                         else
1710                                 print (sprintf(_("^1%s^1 has %s frags in a row\n"), s1, s2));
1711                 } else if(type == KILL_SPREE_3) {
1712                         if(gentle)
1713                                 print (sprintf(_("%s^7 made a ^1TRIPLE SCORE\n"), s1));
1714                         else
1715                                 print (sprintf(_("%s^7 made a ^1TRIPLE FRAG\n"), s1));
1716                 } else if(type == KILL_SPREE_5) {
1717                         if(gentle)
1718                                 print (sprintf(_("%s^7 unleashes ^1SCORING RAGE\n"), s1));
1719                         else
1720                                 print (sprintf(_("%s^7 unleashes ^1RAGE\n"), s1));
1721                 } else if(type == KILL_SPREE_10) {
1722                         if(gentle)
1723                                 print (sprintf(_("%s^7 made ^1TEN SCORES IN A ROW!\n"), s1));
1724                         else
1725                                 print (sprintf(_("%s^7 starts the ^1MASSACRE!\n"), s1));
1726                 } else if(type == KILL_SPREE_15) {
1727                         if(gentle)
1728                                 print (sprintf(_("%s^7 made ^1FIFTEEN SCORES IN A ROW!\n"), s1));
1729                         else
1730                                 print (sprintf(_("%s^7 executes ^1MAYHEM!\n"), s1));
1731                 } else if(type == KILL_SPREE_20) {
1732                         if(gentle)
1733                                 print (sprintf(_("%s^7 made ^1TWENTY SCORES IN A ROW!\n"), s1));
1734                         else
1735                                 print (sprintf(_("%s^7 is a ^1BERSERKER!\n"), s1));
1736                 } else if(type == KILL_SPREE_25) {
1737                         if(gentle)
1738                                 print (sprintf(_("%s^7 made ^1TWENTY FIVE SCORES IN A ROW!\n"), s1));
1739                         else
1740                                 print (sprintf(_("%s^7 inflicts ^1CARNAGE!\n"), s1));
1741                 } else if(type == KILL_SPREE_30) {
1742                         if(gentle)
1743                                 print (sprintf(_("%s^7 made ^1THIRTY SCORES IN A ROW!\n"), s1));
1744                         else
1745                                 print (sprintf(_("%s^7 unleashes ^1ARMAGEDDON!\n"), s1));
1746                 }
1747         } else if(msg == MSG_KILL_ACTION) { // wtf is this? isnt it basically the same as MSG_SUICIDE?
1748                 if (type == DEATH_DROWN) {
1749                         HUD_KillNotify_Push(s1, "", 0, DEATH_DROWN);
1750                         if(alsoprint)
1751                         {
1752                                 if(gentle)
1753                                         print (sprintf(_("^1%s^1 was in the water for too long\n"), s1));
1754                                 else
1755                                         print (sprintf(_("^1%s^1 drowned\n"), s1));
1756                         }
1757                 } else if (type == DEATH_SLIME) {
1758                         HUD_KillNotify_Push(s1, "", 0, DEATH_SLIME);
1759                         if(alsoprint)
1760                                 print (sprintf(_("^1%s^1 was slimed\n"), s1));
1761                 } else if (type == DEATH_LAVA) {
1762                         HUD_KillNotify_Push(s1, "", 0, DEATH_LAVA);
1763                         if(alsoprint)
1764                         {
1765                                 if(gentle)
1766                                         print (sprintf(_("^1%s^1 found a hot place\n"), s1));
1767                                 else
1768                                         print (sprintf(_("^1%s^1 turned into hot slag\n"), s1));
1769                         }
1770                 } else if (type == DEATH_FALL) {
1771                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1772                         if(alsoprint)
1773                         {
1774                                 if(gentle)
1775                                         print (sprintf(_("^1%s^1 tested gravity (and it worked)\n"), s1));
1776                                 else
1777                                         print (sprintf(_("^1%s^1 hit the ground with a crunch\n"), s1));
1778                         }
1779                 } else if (type == DEATH_SHOOTING_STAR) {
1780                         HUD_KillNotify_Push(s1, "", 0, DEATH_SHOOTING_STAR);
1781                         if(alsoprint)
1782                                 print (sprintf(_("^1%s^1 became a shooting star\n"), s1));
1783                 } else if (type == DEATH_SWAMP) {
1784                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1785                         if(alsoprint)
1786                         {
1787                                 if(gentle)
1788                                         print (sprintf(_("^1%s^1 discovered a swamp\n"), s1));
1789                                 else
1790                                         print (sprintf(_("^1%s^1 is now conserved for centuries to come\n"), s1));
1791                         }
1792                 } else if(type == DEATH_TURRET) {
1793                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1794                         if(alsoprint)
1795                                 print (sprintf(_("^1%s^1 was mowed down by a turret \n"), s1));
1796                 } else if (type == DEATH_CUSTOM) {
1797                         HUD_KillNotify_Push(s1, "", 0, DEATH_CUSTOM);
1798                         if(alsoprint)
1799                                 print("^1", sprintf(s2, strcat(s1, "^1")), "\n");
1800                 } else if (type == DEATH_HURTTRIGGER) {
1801                         HUD_KillNotify_Push(s1, "", 0, DEATH_HURTTRIGGER);
1802                         if(alsoprint)
1803                                 print("^1", sprintf(s2, strcat(s1, "^1")), "\n");
1804                 } else if(type == DEATH_TOUCHEXPLODE) {
1805                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1806                         if(alsoprint)
1807                                 print (sprintf(_("^1%s^1 died in an accident\n"), s1));
1808                 } else if(type == DEATH_CHEAT) {
1809                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1810                         if(alsoprint)
1811                                 print (sprintf(_("^1%s^1 was unfairly eliminated\n"), s1));
1812                 } else if(type == DEATH_FIRE) {
1813                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1814                         if(alsoprint)
1815                         {
1816                                 if(gentle)
1817                                         print (sprintf(_("^1%s^1 felt a little hot\n"), s1));
1818                                 else
1819                                         print (sprintf(_("^1%s^1 burnt to death\n"), s1));
1820                                 }
1821                 } else {
1822                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1823                         if(alsoprint)
1824                         {
1825                                 if(gentle)
1826                                         print (sprintf(_("^1%s^1 needs a restart\n"), s1));
1827                                 else
1828                                         print (sprintf(_("^1%s^1 died\n"), s1));
1829                         }
1830                 }
1831         } else if(msg == MSG_KILL_ACTION_SPREE) {
1832                 if(gentle)
1833                         print (sprintf(_("^1%s^1 needs a restart after a %d scoring spree\n"), s1, stof(s2)));
1834                 else
1835                         print (sprintf(_("^1%s^1 died with a %d kill spree\n"), s1, stof(s2)));
1836         } else if(msg == MSG_INFO) {
1837                 if(type == INFO_GOTFLAG) { // here, s2 is the flag name
1838                         HUD_KillNotify_Push(s1, s2, 0, INFO_GOTFLAG);
1839                         print(sprintf(_("%s^7 got the %s\n"), s1, s2));
1840                 } else if(type == INFO_LOSTFLAG) {
1841                         HUD_KillNotify_Push(s1, s2, 0, INFO_LOSTFLAG);
1842                         print(sprintf(_("%s^7 lost the %s\n"), s1, s2));
1843                 } else if(type == INFO_PICKUPFLAG) {
1844                         HUD_KillNotify_Push(s1, s2, 0, INFO_GOTFLAG);
1845                         print(sprintf(_("%s^7 picked up the %s\n"), s1, s2));
1846                 } else if(type == INFO_RETURNFLAG) {
1847                         HUD_KillNotify_Push(s1, s2, 0, INFO_RETURNFLAG);
1848                         print(sprintf(_("%s^7 returned the %s\n"), s1, s2));
1849                 } else if(type == INFO_CAPTUREFLAG) {
1850                         HUD_KillNotify_Push(s1, s2, 0, INFO_CAPTUREFLAG);
1851                         print(sprintf(_("%s^7 captured the %s%s\n"), s1, s2, s3));
1852                 }
1853         } else if(msg == MSG_RACE) {
1854                 if(type == RACE_SERVER_RECORD) {
1855                         HUD_KillNotify_Push(s1, s2, 1, RACE_SERVER_RECORD);
1856                 }
1857                 else if(type == RACE_NEW_RANK) {
1858                         HUD_KillNotify_Push(s1, s2, 1, RACE_NEW_RANK);
1859                 }
1860                 else if(type == RACE_NEW_TIME) {
1861                         HUD_KillNotify_Push(s1, s2, 1, RACE_NEW_TIME);
1862                 }
1863                 else if(type == RACE_FAIL) {
1864                         HUD_KillNotify_Push(s1, s2, 1, RACE_FAIL);
1865                 }
1866         } else if(msg == MSG_KA) {
1867                 if(type == KA_PICKUPBALL) {
1868                         HUD_KillNotify_Push(s1, s2, 0, KA_PICKUPBALL);
1869                         if(alsoprint)
1870                                 print (sprintf(_("%s^7 has picked up the ball!\n"), s1));
1871                 }
1872                 else if(type == KA_DROPBALL) {
1873                         HUD_KillNotify_Push(s1, s2, 0, KA_DROPBALL);
1874                         if(alsoprint)
1875                                 print(sprintf(_("%s^7 has dropped the ball!\n"), s1));
1876                 }
1877         }
1878 }
1879
1880 void HUD_KillCenterprint(string s1, string s2, float type, float msg)
1881 {
1882         float gentle;
1883         gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
1884         if(msg == MSG_SUICIDE) {
1885                 if (type == DEATH_TEAMCHANGE) {
1886                         centerprint(sprintf(_("You are now on: %s"), s1));
1887                 } else if (type == DEATH_AUTOTEAMCHANGE) {
1888                         centerprint(sprintf(_("You have been moved into a different team to improve team balance\nYou are now on: %s"), s1));
1889                 } else if (type == DEATH_CAMP) {
1890                         if(gentle)
1891                                 centerprint(_("^1Reconsider your tactics, camper!"));
1892                         else
1893                                 centerprint(_("^1Die camper!"));
1894                 } else if (type == DEATH_NOAMMO) {
1895                         if(gentle)
1896                                 centerprint(_("^1You are reinserted into the game for running out of ammo..."));
1897                         else
1898                                 centerprint(_("^1You were killed for running out of ammo..."));
1899                 } else if (type == DEATH_ROT) {
1900                         if(gentle)
1901                                 centerprint(_("^1You need to preserve your health"));
1902                         else
1903                                 centerprint(_("^1You grew too old without taking your medicine"));
1904                 } else if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1905                         if(gentle)
1906                                 centerprint(_("^1Don't go against team mates!"));
1907                         else
1908                                 centerprint(_("^1Don't shoot your team mates!"));
1909                 } else if (type == DEATH_QUIET) {
1910                         // do nothing
1911                 } else { // generic message
1912                         if(gentle)
1913                                 centerprint(_("^1You need to be more careful!"));
1914                         else
1915                                 centerprint(_("^1You killed your own dumb self!"));
1916                 }
1917         } else if(msg == MSG_KILL) {
1918                 if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1919                         if(gentle) {
1920                                 centerprint(sprintf(_("^1Moron! You went against ^7%s^1, a team mate!"), s1));
1921                         } else {
1922                                 centerprint(sprintf(_("^1Moron! You fragged ^7%s^1, a team mate!"), s1));
1923                         }
1924                 } else if (type == KILL_FIRST_BLOOD) {
1925                         if(gentle) {
1926                                 centerprint(_("^1First score"));
1927                         } else {
1928                                 centerprint(_("^1First blood"));
1929                         }
1930                 } else if (type == KILL_FIRST_VICTIM) {
1931                         if(gentle) {
1932                                 centerprint(_("^1First casualty"));
1933                         } else {
1934                                 centerprint(_("^1First victim"));
1935                         }
1936                 } else if (type == KILL_TYPEFRAG) { // s2 contains "advanced kill messages" such as ping, handicap...
1937                         if(gentle) {
1938                                 centerprint(strcat(sprintf(_("^1You scored against ^7%s^1 who was typing!"), s1), s2));
1939                         } else {
1940                                 centerprint(strcat(sprintf(_("^1You typefragged ^7%s"), s1), s2));
1941                         }
1942                 } else if (type == KILL_TYPEFRAGGED) {
1943                         if(gentle) {
1944                                 centerprint(strcat(sprintf(_("^1You were scored against by ^7%s^1 while you were typing!"), s1), s2));
1945                         } else {
1946                                 centerprint(strcat(sprintf(_("^1You were typefragged by ^7%s"), s1), s2));
1947                         }
1948                 } else if (type == KILL_FRAG) {
1949                         if(gentle) {
1950                                 centerprint(strcat(sprintf(_("^4You scored against ^7%s"), s1), s2));
1951                         } else {
1952                                 centerprint(strcat(sprintf(_("^4You fragged ^7%s"), s1), s2));
1953                         }
1954                 } else { // generic message
1955                         if(gentle) {
1956                                 centerprint(strcat(sprintf(_("^1You were scored against by ^7%s"), s1), s2));
1957                         } else {
1958                                 centerprint(strcat(sprintf(_("^1You were fragged by ^7%s"), s1), s2));
1959                         }
1960                 }
1961         } else if(msg == MSG_KILL_ACTION) {
1962                 // TODO: invent more centerprints here?
1963                 centerprint(_("^1Watch your step!"));
1964         }
1965 }
1966
1967 void HUD_Notify (void)
1968 {
1969         if(!autocvar__hud_configure)
1970         {
1971                 if(!autocvar_hud_panel_notify) return;
1972         }
1973         else
1974                 hud_configure_active_panel = HUD_PANEL_NOTIFY;
1975
1976         HUD_Panel_UpdateCvars(notify);
1977         HUD_Panel_ApplyFadeAlpha();
1978         vector pos, mySize;
1979         pos = panel_pos;
1980         mySize = panel_size;
1981
1982         HUD_Panel_DrawBg(1);
1983         if(panel_bg_padding)
1984         {
1985                 pos += '1 1 0' * panel_bg_padding;
1986                 mySize -= '2 2 0' * panel_bg_padding;
1987         }
1988
1989         float entries, height;
1990         entries = bound(1, floor(KN_MAX_ENTRIES * mySize_y/mySize_x), KN_MAX_ENTRIES);
1991         height = mySize_y/entries;
1992         
1993         vector fontsize;
1994         float fontheight = height * autocvar_hud_panel_notify_fontsize;
1995         fontsize = '0.5 0.5 0' * fontheight;
1996
1997         float a;
1998         float when;
1999         when = autocvar_hud_panel_notify_time;
2000         float fadetime;
2001         fadetime = autocvar_hud_panel_notify_fadetime;
2002
2003         string s;
2004
2005         vector pos_attacker, pos_victim;
2006         vector weap_pos;
2007         float width_attacker;
2008         string attacker, victim;
2009
2010         float i, j, w, step, limit;
2011         if(autocvar_hud_panel_notify_flip) //order items from the top down
2012         {
2013                 i = 0;
2014                 step = +1;
2015                 limit = entries;
2016         }
2017         else //order items from the bottom up
2018         {
2019                 i = entries - 1;
2020                 step = -1;
2021                 limit = -1;
2022         }
2023
2024         for(j = kn_index;  i != limit;  i += step, ++j)
2025         {
2026                 if(autocvar__hud_configure)
2027                 {
2028                         if (step == +1)
2029                                 a = i;
2030                         else // inverse order
2031                                 a = entries - 1 - i;
2032                         attacker = textShortenToWidth(sprintf(_("Player %d"), a+1), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2033                         victim = textShortenToWidth(sprintf(_("Player %d"), a+2), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2034                         s = strcat("weapon", get_weaponinfo(WEP_FIRST + mod(floor(a*2.4), WEP_LAST)).netname);
2035                         a = bound(0, (when - a) / 4, 1);
2036                         goto hud_config_notifyprint;
2037                 }
2038
2039                 if (j == KN_MAX_ENTRIES)
2040                         j = 0;
2041
2042                 if(killnotify_times[j] + when > time)
2043                         a = 1;
2044                 else if(fadetime)
2045                 {
2046                         a = bound(0, (killnotify_times[j] + when + fadetime - time) / fadetime, 1);
2047                         if(!a)
2048                         {
2049                                 break;
2050                         }
2051                 }
2052                 else
2053                 {
2054                         break;
2055                 }
2056
2057                 s = "";
2058
2059                 w = -1;
2060                 w = DEATH_WEAPONOF(killnotify_deathtype[j]);
2061
2062                 // TODO: maybe print in team colors?
2063                 //
2064                 // Y [used by] X
2065                 if(killnotify_actiontype[j] == 0) 
2066                 {
2067                         if(killnotify_deathtype[j] == DEATH_GENERIC)
2068                         {
2069                                 s = "notify_death";
2070                         }
2071                         else if(killnotify_deathtype[j] == DEATH_NOAMMO)
2072                         {
2073                                 s = "notify_outofammo";
2074                         }
2075                         else if(killnotify_deathtype[j] == DEATH_KILL)
2076                         {
2077                                 s = "notify_selfkill";
2078                         }
2079                         else if(killnotify_deathtype[j] == DEATH_CAMP)
2080                         {
2081                                 s = "notify_camping";
2082                         }
2083                         else if(killnotify_deathtype[j] == KILL_TEAM_RED)
2084                         {
2085                                 s = "notify_teamkill_red";
2086                         }
2087                         else if(killnotify_deathtype[j] == KILL_TEAM_BLUE)
2088                         {
2089                                 s = "notify_teamkill_blue";
2090                         }
2091                         else if(killnotify_deathtype[j] == DEATH_DROWN)
2092                         {
2093                                 s = "notify_water";
2094                         }
2095                         else if(killnotify_deathtype[j] == DEATH_SLIME)
2096                         {
2097                                 s = "notify_slime";
2098                         }
2099                         else if(killnotify_deathtype[j] == DEATH_LAVA)
2100                         {
2101                                 s = "notify_lava";
2102                         }
2103                         else if(killnotify_deathtype[j] == DEATH_FALL)
2104                         {
2105                                 s = "notify_fall";
2106                         }
2107                         else if(killnotify_deathtype[j] == DEATH_SHOOTING_STAR)
2108                         {
2109                                 s = "notify_shootingstar";
2110                         }
2111                         else if(killnotify_deathtype[j] == DEATH_HURTTRIGGER || killnotify_deathtype[j] == DEATH_CUSTOM)
2112                         {
2113                                 s = "notify_death";
2114                         }
2115                         else if(killnotify_deathtype[j] == INFO_GOTFLAG)
2116                         {
2117                                 if(killnotify_victims[j] == "^1RED^7 flag")
2118                                 {
2119                                         s = "notify_red_taken";
2120                                 }
2121                                 else
2122                                 {
2123                                         s = "notify_blue_taken";
2124                                 }
2125                         }
2126                         else if(killnotify_deathtype[j] == INFO_RETURNFLAG)
2127                         {
2128                                 if(killnotify_victims[j] == "^1RED^7 flag")
2129                                 {
2130                                         s = "notify_red_returned";
2131                                 }
2132                                 else
2133                                 {
2134                                         s = "notify_blue_returned";
2135                                 }
2136                         }
2137                         else if(killnotify_deathtype[j] == INFO_LOSTFLAG)
2138                         {
2139                                 if(killnotify_victims[j] == "^1RED^7 flag")
2140                                 {
2141                                         s = "notify_red_lost";
2142                                 }
2143                                 else
2144                                 {
2145                                         s = "notify_blue_lost";
2146                                 }
2147                         }
2148                         else if(killnotify_deathtype[j] == INFO_CAPTUREFLAG)
2149                         {
2150                                 if(killnotify_victims[j] == "^1RED^7 flag")
2151                                 {
2152                                         s = "notify_red_captured";
2153                                 }
2154                                 else
2155                                 {
2156                                         s = "notify_blue_captured";
2157                                 }
2158                         }
2159                         else if(killnotify_deathtype[j] == KA_DROPBALL)
2160                         {
2161                                 s = "notify_balldropped";
2162                         }
2163                         else if(killnotify_deathtype[j] == KA_PICKUPBALL)
2164                         {
2165                                 s = "notify_ballpickedup";
2166                         }
2167                         
2168                         attacker = textShortenToWidth(killnotify_attackers[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2169                         pos_attacker = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2170                         weap_pos = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
2171
2172                         if(s != "")
2173                         {
2174                                 drawpic_aspect_skin(weap_pos, s, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2175                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2176                         }
2177                 }
2178                 // X [did action to] Y
2179                 else
2180                 {
2181                         if(killnotify_deathtype[j] & HITTYPE_SECONDARY && w == WEP_LASER)
2182                         {
2183                                 s = "notify_melee_laser";
2184                         }
2185                         else if(killnotify_deathtype[j] & HITTYPE_SECONDARY && w == WEP_SHOTGUN)
2186                         {
2187                                 s = "notify_melee_shotgun";
2188                         }
2189                         else if(WEP_VALID(w))
2190                         {
2191                                 self = get_weaponinfo(w);
2192                                 s = strcat("weapon", self.netname);
2193                         }
2194                         else if(killnotify_deathtype[j] == KILL_TEAM_RED)
2195                         {
2196                                 s = "notify_teamkill_red";
2197                         }
2198                         else if(killnotify_deathtype[j] == KILL_TEAM_BLUE)
2199                         {
2200                                 s = "notify_teamkill_red";
2201                         }
2202                         else if(killnotify_deathtype[j] == DEATH_TELEFRAG)
2203                         {
2204                                 s = "notify_telefrag";
2205                         }
2206                         else if(killnotify_deathtype[j] == DEATH_DROWN)
2207                         {
2208                                 s = "notify_water";
2209                         }
2210                         else if(killnotify_deathtype[j] == DEATH_SLIME)
2211                         {
2212                                 s = "notify_slime";
2213                         }
2214                         else if(killnotify_deathtype[j] == DEATH_LAVA)
2215                         {
2216                                 s = "notify_lava";
2217                         }
2218                         else if(killnotify_deathtype[j] == DEATH_FALL)
2219                         {
2220                                 s = "notify_fall";
2221                         }
2222                         else if(killnotify_deathtype[j] == DEATH_SHOOTING_STAR)
2223                         {
2224                                 s = "notify_shootingstar";
2225                         }
2226                         else if(killnotify_deathtype[j] == DEATH_HURTTRIGGER || killnotify_deathtype[j] == DEATH_CUSTOM) // DEATH_CUSTOM is also void, right?
2227                         {
2228                                 s = "notify_void";
2229                         }
2230                         else if(killnotify_deathtype[j] == DEATH_HEADSHOT)
2231                         {
2232                                 s = "notify_headshot";
2233                         }
2234                         else if(killnotify_deathtype[j] == RACE_SERVER_RECORD)
2235                         {
2236                                 s = "race_newrecordserver";
2237                         }
2238                         else if(killnotify_deathtype[j] == RACE_NEW_RANK)
2239                         {
2240                                 s = "race_newrankyellow";
2241                         }
2242                         else if(killnotify_deathtype[j] == RACE_NEW_TIME)
2243                         {
2244                                 s = "race_newtime";
2245                         }
2246                         else if(killnotify_deathtype[j] == RACE_FAIL)
2247                         {
2248                                 s = "race_newfail";
2249                         }
2250
2251                         attacker = textShortenToWidth(killnotify_attackers[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2252                         victim = textShortenToWidth(killnotify_victims[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2253 :hud_config_notifyprint
2254                         width_attacker = stringwidth(attacker, TRUE, fontsize);
2255                         pos_attacker = pos + eX * (0.48 * mySize_x - height - width_attacker) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2256                         pos_victim = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2257                         weap_pos = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
2258
2259                         if(s != "")
2260                         {
2261                                 drawpic_aspect_skin(weap_pos, s, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2262                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2263                                 drawcolorcodedstring(pos_victim, victim, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2264                         }
2265                 }
2266         }
2267 }
2268
2269 // Timer (#5)
2270 //
2271 // TODO: macro
2272 string seconds_tostring(float sec)
2273 {
2274         float minutes;
2275         minutes = floor(sec / 60);
2276
2277         sec -= minutes * 60;
2278         return sprintf("%d:%02d", minutes, sec);
2279 }
2280
2281 void HUD_Timer(void)
2282 {
2283         if(!autocvar__hud_configure)
2284         {
2285                 if(!autocvar_hud_panel_timer) return;
2286         }
2287         else
2288                 hud_configure_active_panel = HUD_PANEL_TIMER;
2289
2290         HUD_Panel_UpdateCvars(timer);
2291         HUD_Panel_ApplyFadeAlpha();
2292         vector pos, mySize;
2293         pos = panel_pos;
2294         mySize = panel_size;
2295
2296         HUD_Panel_DrawBg(1);
2297         if(panel_bg_padding)
2298         {
2299                 pos += '1 1 0' * panel_bg_padding;
2300                 mySize -= '2 2 0' * panel_bg_padding;
2301         }
2302
2303         string timer;
2304         float timelimit, elapsedTime, timeleft, minutesLeft;
2305
2306         timelimit = getstatf(STAT_TIMELIMIT);
2307
2308         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
2309         timeleft = ceil(timeleft);
2310
2311         minutesLeft = floor(timeleft / 60);
2312
2313         vector timer_color;
2314         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
2315                 timer_color = '1 1 1'; //white
2316         else if(minutesLeft >= 1)
2317                 timer_color = '1 1 0'; //yellow
2318         else
2319                 timer_color = '1 0 0'; //red
2320
2321         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
2322                 if (time < getstatf(STAT_GAMESTARTTIME)) {
2323                         //while restart is still active, show 00:00
2324                         timer = seconds_tostring(0);
2325                 } else {
2326                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
2327                         timer = seconds_tostring(elapsedTime);
2328                 }
2329         } else {
2330                 timer = seconds_tostring(timeleft);
2331         }
2332
2333         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2334 }
2335
2336 // Radar (#6)
2337 //
2338 void HUD_Radar(void)
2339 {
2340         if (!autocvar__hud_configure)
2341         {
2342                 if (autocvar_hud_panel_radar_maximized)
2343                 {
2344                         if (!hud_draw_maximized) return;
2345                 }
2346                 else
2347                 {
2348                         if (autocvar_hud_panel_radar == 0) return;
2349                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
2350                 }
2351         }
2352         else
2353                 hud_configure_active_panel = HUD_PANEL_RADAR;
2354
2355         HUD_Panel_UpdateCvars(radar);
2356         HUD_Panel_ApplyFadeAlpha();
2357
2358         if (autocvar_hud_panel_radar_maximized && !autocvar__hud_configure)
2359         {
2360                 panel_size = autocvar_hud_panel_radar_maximized_size;
2361                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
2362                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
2363                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
2364                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
2365                 if(panel_bg == "0") // force a border when maximized
2366                 {
2367                         if(precache_pic(panel_bg) == "") {
2368                                 panel_bg = strcat(hud_skin_path, "/border_default");
2369                                 if(precache_pic(panel_bg) == "") {
2370                                         panel_bg = "gfx/hud/default/border_default";
2371                                 }
2372                         }
2373                 }
2374         }
2375
2376         vector pos, mySize;
2377         pos = panel_pos;
2378         mySize = panel_size;
2379
2380         HUD_Panel_DrawBg(1);
2381         if(panel_bg_padding)
2382         {
2383                 pos += '1 1 0' * panel_bg_padding;
2384                 mySize -= '2 2 0' * panel_bg_padding;
2385         }
2386
2387         local float color2;
2388         local entity tm;
2389         float scale2d, normalsize, bigsize;
2390         float f;
2391
2392         teamradar_origin2d = pos + 0.5 * mySize;
2393         teamradar_size2d = mySize;
2394
2395         if(minimapname == "")
2396                 return;
2397
2398         teamradar_loadcvars();
2399
2400         switch(hud_panel_radar_zoommode)
2401         {
2402                 default:
2403                 case 0:
2404                         f = current_zoomfraction;
2405                         break;
2406                 case 1:
2407                         f = 1 - current_zoomfraction;
2408                         break;
2409                 case 2:
2410                         f = 0;
2411                         break;
2412                 case 3:
2413                         f = 1;
2414                         break;
2415         }
2416
2417         switch(hud_panel_radar_rotation)
2418         {
2419                 case 0:
2420                         teamradar_angle = view_angles_y - 90;
2421                         break;
2422                 default:
2423                         teamradar_angle = 90 * hud_panel_radar_rotation;
2424                         break;
2425         }
2426
2427         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
2428         teamradar_size2d = mySize;
2429
2430         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
2431
2432         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
2433         if(hud_panel_radar_rotation == 0)
2434         {
2435                 // max-min distance must fit the radar in any rotation
2436                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
2437         }
2438         else
2439         {
2440                 vector c0, c1, c2, c3, span;
2441                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
2442                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
2443                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
2444                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
2445                 span = '0 0 0';
2446                 span_x = max4(c0_x, c1_x, c2_x, c3_x) - min4(c0_x, c1_x, c2_x, c3_x);
2447                 span_y = max4(c0_y, c1_y, c2_y, c3_y) - min4(c0_y, c1_y, c2_y, c3_y);
2448
2449                 // max-min distance must fit the radar in x=x, y=y
2450                 bigsize = min(
2451                         teamradar_size2d_x * scale2d / (1.05 * span_x),
2452                         teamradar_size2d_y * scale2d / (1.05 * span_y)
2453                 );
2454         }
2455
2456         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
2457         if(bigsize > normalsize)
2458                 normalsize = bigsize;
2459
2460         teamradar_size =
2461                   f * bigsize
2462                 + (1 - f) * normalsize;
2463         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2464                   f * mi_center
2465                 + (1 - f) * view_origin);
2466
2467         drawsetcliparea(
2468                 pos_x,
2469                 pos_y,
2470                 mySize_x,
2471                 mySize_y
2472         );
2473
2474         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2475
2476         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2477                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2478         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2479                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2480         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2481         {
2482                 color2 = GetPlayerColor(tm.sv_entnum);
2483                 //if(color == COLOR_SPECTATOR || color == color2)
2484                         draw_teamradar_player(tm.origin, tm.angles, GetTeamRGB(color2));
2485         }
2486         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2487
2488         drawresetcliparea();
2489 };
2490
2491 // Score (#7)
2492 //
2493 void HUD_UpdatePlayerTeams();
2494 void HUD_Score_Rankings(vector pos, vector mySize, entity me, float team_count)
2495 {
2496         float score;
2497         entity tm, pl;
2498 #define SCOREPANEL_MAX_ENTRIES 6
2499 #define SCOREPANEL_ASPECTRATIO 2
2500         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2501         vector fontsize = '1 1 0' * (mySize_y/entries);
2502
2503         vector rgb, score_color;
2504         rgb = '1 1 1';
2505         score_color = '1 1 1';
2506
2507         float name_size = mySize_x*0.75;
2508         float spacing_size = mySize_x*0.04;
2509         const float highlight_alpha = 0.2;
2510         float i, me_printed, first_pl;
2511         string s;
2512         i = 0;
2513         first_pl = 0;
2514         if (autocvar__hud_configure)
2515         {
2516                 float players_per_team;
2517                 if (team_count)
2518                 {
2519                         // show team scores in the first line
2520                         float score_size = mySize_x / team_count;
2521                         players_per_team = max(2, ceil((entries - 1) / team_count));
2522                         for(i=0; i<team_count; ++i) {
2523                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2524                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2525                                 drawstring_aspect(pos + eX * score_size * i, ftos(175 - 23*i), eX * score_size + eY * fontsize_y, GetTeamRGB(ColorByTeam(i)) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2526                         }
2527                         first_pl = 1;
2528                         pos_y += fontsize_y;
2529                 }
2530                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2531                 for (i=first_pl; i<entries; ++i)
2532                 {
2533                         //simulate my score is lower than all displayed players,
2534                         //so that I don't appear at all showing pure rankings.
2535                         //This is to better show the difference between the 2 ranking views
2536                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2537                         {
2538                                 rgb = '1 1 0';
2539                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2540                                 s = GetPlayerName(pl.sv_entnum);
2541                                 score = 7;
2542                         }
2543                         else
2544                         {
2545                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2546                                 score -= 3;
2547                         }
2548
2549                         if (team_count)
2550                                 score_color = GetTeamRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2551                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2552                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2553                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2554                         pos_y += fontsize_y;
2555                 }
2556                 return;
2557         }
2558
2559         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2560                 HUD_UpdatePlayerTeams();
2561         if (team_count)
2562         {
2563                 // show team scores in the first line
2564                 float score_size = mySize_x / team_count;
2565                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2566                         if(tm.team == COLOR_SPECTATOR)
2567                                 continue;
2568                         if (tm.team == myteam)
2569                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2570                         drawstring_aspect(pos + eX * score_size * i, ftos(tm.(teamscores[ts_primary])), eX * score_size + eY * fontsize_y, GetTeamRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2571                         ++i;
2572                 }
2573                 first_pl = 1;
2574                 pos_y += fontsize_y;
2575                 tm = teams.sort_next;
2576         }
2577         i = first_pl;
2578
2579         do
2580         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2581         {
2582                 if ((team_count && pl.team != tm.team) || pl.team == COLOR_SPECTATOR)
2583                         continue;
2584
2585                 if (i == entries-1 && !me_printed && pl != me)
2586                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2587                 {
2588                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2589                                 if (pl.team != COLOR_SPECTATOR)
2590                                         break;
2591
2592                         if (pl)
2593                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2594                         else
2595                                 rgb = '1 0 0'; //last: red
2596                         pl = me;
2597                 }
2598
2599                 if (pl == me)
2600                 {
2601                         if (i == first_pl)
2602                                 rgb = '0 1 0'; //first: green
2603                         me_printed = 1;
2604                         drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2605                 }
2606                 if (team_count)
2607                         score_color = GetTeamRGB(pl.team) * 0.8;
2608                 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2609                 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2610                 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2611                 pos_y += fontsize_y;
2612                 ++i;
2613         }
2614         while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != COLOR_SPECTATOR || (tm = tm.sort_next)));
2615 }
2616
2617 void HUD_Score(void)
2618 {
2619         if(!autocvar__hud_configure)
2620         {
2621                 if(!autocvar_hud_panel_score) return;
2622                 if(spectatee_status == -1 && (gametype == GAME_RACE || gametype == GAME_CTS)) return;
2623         }
2624         else
2625                 hud_configure_active_panel = HUD_PANEL_SCORE;
2626
2627         HUD_Panel_UpdateCvars(score);
2628         HUD_Panel_ApplyFadeAlpha();
2629         vector pos, mySize;
2630         pos = panel_pos;
2631         mySize = panel_size;
2632
2633         HUD_Panel_DrawBg(1);
2634         if(panel_bg_padding)
2635         {
2636                 pos += '1 1 0' * panel_bg_padding;
2637                 mySize -= '2 2 0' * panel_bg_padding;
2638         }
2639
2640         float score, distribution;
2641         string sign;
2642         vector distribution_color;
2643         entity tm, pl, me;
2644         me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2645
2646         if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2647                 string timer, distrtimer;
2648
2649                 pl = players.sort_next;
2650                 if(pl == me)
2651                         pl = pl.sort_next;
2652                 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2653                         if(pl.scores[ps_primary] == 0)
2654                                 pl = world;
2655
2656                 score = me.(scores[ps_primary]);
2657                 timer = TIME_ENCODED_TOSTRING(score);
2658
2659                 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2660                         // distribution display
2661                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2662
2663                         distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2664
2665                         if (distribution <= 0) {
2666                                 distribution_color = '0 1 0';
2667                                 sign = "-";
2668                         }
2669                         else {
2670                                 distribution_color = '1 0 0';
2671                                 sign = "+";
2672                         }
2673                         drawstring_aspect(pos + eX * 0.75 * mySize_x, strcat(sign, distrtimer), eX * 0.25 * mySize_x + eY * (1/3) * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2674                 }
2675                 // race record display
2676                 if (distribution <= 0)
2677                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2678                 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2679         } else if (!teamplay) { // non-teamgames
2680                 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2681                 {
2682                         HUD_Score_Rankings(pos, mySize, me, 0);
2683                         return;
2684                 }
2685                 // me vector := [team/connected frags id]
2686                 pl = players.sort_next;
2687                 if(pl == me)
2688                         pl = pl.sort_next;
2689
2690                 if(autocvar__hud_configure)
2691                         distribution = 42;
2692                 else if(pl)
2693                         distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2694                 else
2695                         distribution = 0;
2696
2697                 score = me.(scores[ps_primary]);
2698                 if(autocvar__hud_configure)
2699                         score = 123;
2700
2701                 if(distribution >= 5)
2702                         distribution_color = eY;
2703                 else if(distribution >= 0)
2704                         distribution_color = '1 1 1';
2705                 else if(distribution >= -5)
2706                         distribution_color = '1 1 0';
2707                 else
2708                         distribution_color = eX;
2709
2710                 string distribution_str;
2711                 distribution_str = ftos(distribution);
2712                 if (distribution >= 0)
2713                 {
2714                         if (distribution > 0)
2715                                 distribution_str = strcat("+", distribution_str);
2716                         HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2717                 }
2718                 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2719                 drawstring_aspect(pos + eX * 0.75 * mySize_x, distribution_str, eX * 0.25 * mySize_x + eY * (1/3) * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2720         } else { // teamgames
2721                 float scores_count, row, column, rows, columns;
2722                 vector offset;
2723                 vector score_pos, score_size; //for scores other than myteam
2724                 if (spectatee_status == -1 || autocvar_hud_panel_score_rankings)
2725                 {
2726                         for(tm = teams.sort_next; tm, tm.team != COLOR_SPECTATOR; tm = tm.sort_next)
2727                                 ++scores_count;
2728                         if (autocvar_hud_panel_score_rankings)
2729                         {
2730                                 HUD_Score_Rankings(pos, mySize, me, scores_count);
2731                                 return;
2732                         }
2733                         rows = mySize_y/mySize_x;
2734                         rows = bound(1, floor((sqrt(4 * (3/1) * rows * scores_count + rows * rows) + rows + 0.5) / 2), scores_count);
2735                         //                               ^^^ ammo item aspect goes here
2736
2737                         columns = ceil(scores_count/rows);
2738
2739                         score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2740
2741                         float newSize;
2742                         if(score_size_x/score_size_y > 3)
2743                         {
2744                                 newSize = 3 * score_size_y;
2745                                 offset_x = score_size_x - newSize;
2746                                 pos_x += offset_x/2;
2747                                 score_size_x = newSize;
2748                         }
2749                         else
2750                         {
2751                                 newSize = 1/3 * score_size_x;
2752                                 offset_y = score_size_y - newSize;
2753                                 pos_y += offset_y/2;
2754                                 score_size_y = newSize;
2755                         }
2756                 }
2757                 else
2758                         score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2759
2760                 float max_fragcount;
2761                 max_fragcount = -99;
2762                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2763                         if(tm.team == COLOR_SPECTATOR)
2764                                 continue;
2765                         score = tm.(teamscores[ts_primary]);
2766                         if(autocvar__hud_configure)
2767                                 score = 123;
2768                         
2769                         if (score > max_fragcount)
2770                                 max_fragcount = score;
2771
2772                         if (spectatee_status == -1)
2773                         {
2774                                 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);