Merge remote branch 'origin/terencehill/physics_panel_updates'
[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 theAlpha, float flag)
146 {
147         position_x -= 2 / 3 * strlen(text) * scale_x;
148         drawstring(position, text, scale, rgb, theAlpha, flag);
149 }
150
151 void drawstringcenter(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
152 {
153         position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * scale_x);
154         drawstring(position, text, scale, rgb, theAlpha, 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(theAlpha)\
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 * theAlpha, '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 theAlpha, float drawflag)
360 {
361         if(!theAlpha)
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, theAlpha, 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, theAlpha, 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, theAlpha, 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         // declarations
435         float weapons_stat = getstati(STAT_WEAPONS);
436         float i, f, a, j, factor;
437         float screen_ar, center_x, center_y;
438         float weapon_count, weapon_id, weapon_alpha;
439         float row, column, rows, columns;
440         float aspect = autocvar_hud_panel_weapons_aspect;
441
442         float show_accuracy, panel_weapon_accuracy;
443
444         float timeout = autocvar_hud_panel_weapons_timeout;
445         float timein_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.375 : 0);
446         float timeout_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.75 : 0);
447
448         float ammo_type, ammo_full, ammo_alpha;
449         float barsize_x, barsize_y, baroffset_x, baroffset_y;
450
451         float when = autocvar_hud_panel_weapons_complainbubble_time;
452         float fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
453
454         vector weapon_pos, weapon_size;
455         local noref vector old_panel_size; // fteqcc sucks
456         vector color, ammo_color;
457
458         // check to see if we want to continue
459         if(hud != HUD_NORMAL) { return; }
460
461         if(!autocvar__hud_configure)
462         {
463                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
464                         return;
465                 else if(timeout && time >= weapontime + timeout + timeout_effect_length)
466                 {
467                         weaponprevtime = time;
468                         return;
469                 }
470         }
471         else
472                 hud_configure_active_panel = HUD_PANEL_WEAPONS;
473
474         // update generic hud functions
475         HUD_Panel_UpdateCvars(weapons);
476         HUD_Panel_ApplyFadeAlpha();
477
478         // calculate fading effect to weapon images for when the panel is idle
479         if(autocvar_hud_panel_weapons_fade)
480         {
481                 weapon_alpha = 3.2 - 2 * (time - weapontime);
482                 weapon_alpha = bound(0.7, weapon_alpha, 1) * panel_fg_alpha;
483         }
484         else
485                 weapon_alpha = panel_fg_alpha;
486
487         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
488         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
489         {
490                 float weapon_cnt;
491                 if(weaponorder_bypriority)
492                         strunzone(weaponorder_bypriority);
493                 if(weaponorder_byimpulse)
494                         strunzone(weaponorder_byimpulse);
495
496                 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
497                 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
498                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
499
500                 weapon_cnt = 0;
501                 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
502                 {
503                         self = get_weaponinfo(i);
504                         if(self.impulse >= 0)
505                         {
506                                 weaponorder[weapon_cnt] = self;
507                                 ++weapon_cnt;
508                         }
509                 }
510                 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
511                         weaponorder[i] = world;
512                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
513
514                 weaponorder_cmp_str = string_null;
515         }
516
517         // determine which weapons are going to be shown
518         if (autocvar_hud_panel_weapons_onlyowned)
519         {
520                 if(autocvar__hud_configure)
521                 {
522                         if (weapons_stat == 0) // create some fake weapons anyway
523                                 for(i = 0; i <= WEP_LAST-WEP_FIRST; i += floor((WEP_LAST-WEP_FIRST)/5))
524                                         weapons_stat |= power2of(i);
525
526                         if(menu_enabled != 2)
527                                 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
528                 }
529
530                 // do we own this weapon?
531                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
532                         if(weapons_stat & weaponorder[i].weapons)
533                                 ++weapon_count;
534
535                 // add it anyway if weaponcomplain is shown
536                 if((!autocvar__hud_configure) 
537                         && (autocvar_hud_panel_weapons_complainbubble 
538                                 && time - complain_weapon_time < when + fadetime))
539                                         ++weapon_count;
540
541                 // might as well commit suicide now, no reason to live ;)
542                 if (weapon_count == 0) { return; }
543
544                 // reduce size of the panel
545                 if (panel_size_y > panel_size_x)
546                 {
547                         old_panel_size_y = panel_size_y;
548                         panel_size_y *= weapon_count / WEP_COUNT;
549                         panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
550                 }
551                 else
552                 {
553                         old_panel_size_x = panel_size_x;
554                         panel_size_x *= weapon_count / WEP_COUNT;
555                         panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
556                 }
557         }
558         else
559                 weapon_count = WEP_COUNT;
560
561         // animation for fading in/out the panel respectively when not in use
562         if(!autocvar__hud_configure)
563         {
564                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
565                 {
566                         f = (time - (weapontime + timeout)) / timeout_effect_length;
567                         if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
568                         {
569                                 panel_bg_alpha *= (1 - f);
570                                 panel_fg_alpha *= (1 - f);
571                         }
572                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
573                         {
574                                 f *= f; // for a cooler movement
575                                 center_x = panel_pos_x + panel_size_x/2;
576                                 center_y = panel_pos_y + panel_size_y/2;
577                                 screen_ar = vid_conwidth/vid_conheight;
578                                 if (center_x/center_y < screen_ar) //bottom left
579                                 {
580                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
581                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
582                                         else //left
583                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
584                                 }
585                                 else //top right
586                                 {
587                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
588                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
589                                         else //top
590                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
591                                 }
592                         }
593                         weaponprevtime = time - (1 - f) * timein_effect_length;
594                 }
595                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
596                 {
597                         f = (time - weaponprevtime) / timein_effect_length;
598                         if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
599                         {
600                                 panel_bg_alpha *= (f);
601                                 panel_fg_alpha *= (f);
602                         }
603                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
604                         {
605                                 f *= f; // for a cooler movement
606                                 f = 1 - f;
607                                 center_x = panel_pos_x + panel_size_x/2;
608                                 center_y = panel_pos_y + panel_size_y/2;
609                                 screen_ar = vid_conwidth/vid_conheight;
610                                 if (center_x/center_y < screen_ar) //bottom left
611                                 {
612                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
613                                                 panel_pos_y += f * (vid_conheight - panel_pos_y);
614                                         else //left
615                                                 panel_pos_x -= f * (panel_pos_x + panel_size_x);
616                                 }
617                                 else //top right
618                                 {
619                                         if ((vid_conwidth - center_x)/center_y < screen_ar) //right
620                                                 panel_pos_x += f * (vid_conwidth - panel_pos_x);
621                                         else //top
622                                                 panel_pos_y -= f * (panel_pos_y + panel_size_y);
623                                 }
624                         }
625                 }
626         }
627
628         // draw the background, then change the virtual size of it to better fit other items inside
629         HUD_Panel_DrawBg(1);
630         if(panel_bg_padding)
631         {
632                 panel_pos += '1 1 0' * panel_bg_padding;
633                 panel_size -= '2 2 0' * panel_bg_padding;
634         }
635
636         // after the sizing and animations are done, update the other values
637         rows = panel_size_y/panel_size_x;
638         rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
639         columns = ceil(weapon_count/rows);
640         weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
641
642         // calculate position/size for visual bar displaying ammount of ammo status
643         if (autocvar_hud_panel_weapons_ammo)
644         {
645                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
646                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
647
648                 if(weapon_size_x/weapon_size_y > aspect)
649                 {
650                         barsize_x = aspect * weapon_size_y;
651                         barsize_y = weapon_size_y;
652                         baroffset_x = (weapon_size_x - barsize_x) / 2;
653                 }
654                 else
655                 {
656                         barsize_y = 1/aspect * weapon_size_x;
657                         barsize_x = weapon_size_x;
658                         baroffset_y = (weapon_size_y - barsize_y) / 2;
659                 }
660         }
661
662         if(autocvar_hud_panel_weapons_accuracy && acc_levels)
663         {
664                 show_accuracy = true;
665                 if (acc_col[0] == '-1 0 0')
666                         for (i = 0; i < acc_levels; ++i)
667                                 acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
668         }
669
670         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
671         {
672                 // retrieve information about the current weapon to be drawn
673                 self = weaponorder[i];
674                 weapon_id = self.impulse;
675
676                 // skip if this weapon doesn't exist
677                 if (!self || self.impulse < 0) { continue; }
678
679                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
680                 if (autocvar_hud_panel_weapons_onlyowned
681                         && !((weapons_stat & self.weapons) 
682                         || (self.weapon == complain_weapon 
683                                 && time - complain_weapon_time < when + fadetime 
684                                 && autocvar_hud_panel_weapons_complainbubble)))
685                                         continue;
686
687                 // figure out the drawing position of weapon
688                 weapon_pos = (panel_pos 
689                         + eX * column * weapon_size_x 
690                         + eY * row * weapon_size_y);
691
692                 // draw background behind currently selected weapon
693                 if(self.weapon == switchweapon)
694                         drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
695
696                 // draw the weapon accuracy
697                 if(show_accuracy)
698                 {
699                         panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
700                         if(panel_weapon_accuracy >= 0)
701                         {
702                                 // find the max level lower than weapon_accuracy
703                                 j = acc_levels-1;
704                                 while ( j && panel_weapon_accuracy < acc_lev[j] )
705                                         --j;
706
707                                 // inject color j+1 in color j, how much depending on how much weapon_accuracy is higher than level j
708                                 factor = (panel_weapon_accuracy - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
709                                 color = acc_col[j];
710                                 color = color + factor * (acc_col[j+1] - color);
711
712                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
713                         }
714                 }
715
716                 // drawing all the weapon items
717                 if(weapons_stat & self.weapons)
718                 {
719                         // draw the weapon image
720                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
721
722                         // draw weapon label string
723                         switch(autocvar_hud_panel_weapons_label)
724                         {
725                                 case 1: // weapon number
726                                         drawstring(weapon_pos, ftos(weapon_id), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
727                                         break;
728
729                                 case 2: // bind
730                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("impulse ", ftos(weapon_id))), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
731                                         break;
732
733                                 case 3: // weapon name
734                                         drawstring(weapon_pos, self.netname, '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
735                                         break;
736
737                                 default: // nothing
738                                         break;
739                         }
740
741                         // draw ammo status bar
742                         if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
743                         {
744                                 a = 0;
745                                 ammo_type = GetAmmoTypeForWep(self.weapon);
746                                 if(ammo_type != -1)
747                                         a = getstati(GetAmmoStat(ammo_type)); // how much ammo do we have?
748
749                                 if(a > 0)
750                                 {
751                                         switch(ammo_type) {
752                                                 case 0: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
753                                                 case 1: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
754                                                 case 2: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
755                                                 case 3: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
756                                                 case 4: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
757                                                 default: ammo_full = 60;
758                                         }
759
760                                         drawsetcliparea(
761                                                 weapon_pos_x + baroffset_x,
762                                                 weapon_pos_y + baroffset_y,
763                                                 barsize_x * bound(0, a/ammo_full, 1),
764                                                 barsize_y);
765                                         drawpic_aspect_skin(weapon_pos, "weapon_ammo", weapon_size, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
766                                         drawresetcliparea();
767                                 }
768                         }
769                 }
770                 else // draw a "ghost weapon icon" if you don't have the weapon
771                 {
772                         drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
773                 }
774
775                 // draw the complain message
776                 if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_panel_weapons_complainbubble)
777                 {
778                         if(fadetime)
779                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
780                         else
781                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
782
783
784                         string s;
785                         if(complain_weapon_type == 0) {
786                                 s = _("Out of ammo");
787                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
788                         }
789                         else if(complain_weapon_type == 1) {
790                                 s = _("Don't have");
791                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
792                         }
793                         else {
794                                 s = _("Unavailable");
795                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
796                         }
797                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
798                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
799                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
800                 }
801
802                 // continue with new position for the next weapon
803                 ++row;
804                 if(row >= rows)
805                 {
806                         row = 0;
807                         ++column;
808                 }
809         }
810 }
811
812 // Ammo (#1)
813 //
814 // TODO: macro
815 float GetAmmoItemCode(float i)
816 {
817         switch(i)
818         {
819                 case 0: return IT_SHELLS;
820                 case 1: return IT_NAILS;
821                 case 2: return IT_ROCKETS;
822                 case 3: return IT_CELLS;
823                 case 4: return IT_FUEL;
824                 default: return -1;
825         }
826 }
827
828 string GetAmmoPicture(float i)
829 {
830         switch(i)
831         {
832                 case 0: return "ammo_shells";
833                 case 1: return "ammo_bullets";
834                 case 2: return "ammo_rockets";
835                 case 3: return "ammo_cells";
836                 case 4: return "ammo_fuel";
837                 default: return "";
838         }
839 }
840
841 void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected, float infinite_ammo)
842 {
843         float a;
844         if(autocvar__hud_configure)
845         {
846                 currently_selected = (itemcode == 2); //rockets always selected
847                 a = 31 + mod(itemcode*93, 128);
848         }
849         else
850                 a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
851
852         vector color;
853         if(infinite_ammo)
854                 color = '0 0.5 0.75';
855         else if(a < 10)
856                 color = '0.7 0 0';
857         else
858                 color = '1 1 1';
859
860         float theAlpha;
861         if(currently_selected)
862                 theAlpha = 1;
863         else
864                 theAlpha = 0.7;
865
866         vector picpos, numpos;
867         if(autocvar_hud_panel_ammo_iconalign)
868         {
869                 numpos = myPos;
870                 picpos = myPos + eX * 2 * mySize_y;
871         }
872         else
873         {
874                 numpos = myPos + eX * mySize_y;
875                 picpos = myPos;
876         }
877
878         if (currently_selected)
879                 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
880
881     if(a > 0 && autocvar_hud_panel_ammo_progressbar)
882         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 * theAlpha, DRAWFLAG_NORMAL);
883
884     if(autocvar_hud_panel_ammo_text)
885     {
886         if(a > 0 || infinite_ammo)
887             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
888         else // "ghost" ammo count
889             drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
890     }
891         if(a > 0 || infinite_ammo)
892                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
893         else // "ghost" ammo icon
894                 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
895 }
896
897 void HUD_Ammo(void)
898 {
899     if(hud != HUD_NORMAL) return;
900         if(!autocvar__hud_configure)
901         {
902                 if(!autocvar_hud_panel_ammo) return;
903                 if(spectatee_status == -1) return;
904         }
905         else
906                 hud_configure_active_panel = HUD_PANEL_AMMO;
907
908         HUD_Panel_UpdateCvars(ammo);
909         HUD_Panel_ApplyFadeAlpha();
910         vector pos, mySize;
911         pos = panel_pos;
912         mySize = panel_size;
913
914         HUD_Panel_DrawBg(1);
915         if(panel_bg_padding)
916         {
917                 pos += '1 1 0' * panel_bg_padding;
918                 mySize -= '2 2 0' * panel_bg_padding;
919         }
920
921         float rows, columns, row, column;
922         vector ammo_size;
923         if (autocvar_hud_panel_ammo_onlycurrent)
924                 ammo_size = mySize;
925         else
926         {
927                 rows = mySize_y/mySize_x;
928                 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
929                 //                               ^^^ ammo item aspect goes here
930
931                 columns = ceil(AMMO_COUNT/rows);
932
933                 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
934         }
935
936         local noref vector offset; // fteqcc sucks
937         float newSize;
938         if(ammo_size_x/ammo_size_y > 3)
939         {
940                 newSize = 3 * ammo_size_y;
941                 offset_x = ammo_size_x - newSize;
942                 pos_x += offset_x/2;
943                 ammo_size_x = newSize;
944         }
945         else
946         {
947                 newSize = 1/3 * ammo_size_x;
948                 offset_y = ammo_size_y - newSize;
949                 pos_y += offset_y/2;
950                 ammo_size_y = newSize;
951         }
952
953         float i, stat_items, currently_selected, infinite_ammo;
954         infinite_ammo = FALSE;
955         if (autocvar_hud_panel_ammo_onlycurrent)
956         {
957                 if(autocvar__hud_configure)
958                 {
959                         DrawAmmoItem(pos, ammo_size, 2, true, FALSE); //show rockets
960                         return;
961                 }
962                 stat_items = getstati(STAT_ITEMS, 0, 24);
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                         if (currently_selected)
968                         {
969                                 DrawAmmoItem(pos, ammo_size, i, true, infinite_ammo);
970                                 return;
971                         }
972                 }
973                 return; // nothing to display
974         }
975
976         stat_items = getstati(STAT_ITEMS, 0, 24);
977         if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
978                 infinite_ammo = TRUE;
979         for (i = 0; i < AMMO_COUNT; ++i) {
980                 currently_selected = stat_items & GetAmmoItemCode(i);
981                 DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
982                 ++row;
983                 if(row >= rows)
984                 {
985                         row = 0;
986                         column = column + 1;
987                 }
988         }
989 }
990
991 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
992 {
993         vector newPos, newSize;
994         vector picpos, numpos;
995
996         if (vertical)
997         {
998                 if(mySize_y/mySize_x > 2)
999                 {
1000                         newSize_y = 2 * mySize_x;
1001                         newSize_x = mySize_x;
1002
1003                         newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1004                         newPos_x = myPos_x;
1005                 }
1006                 else
1007                 {
1008                         newSize_x = 1/2 * mySize_y;
1009                         newSize_y = mySize_y;
1010
1011                         newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1012                         newPos_y = myPos_y;
1013                 }
1014
1015                 if(icon_right_align)
1016                 {
1017                         numpos = newPos;
1018                         picpos = newPos + eY * newSize_x;
1019                 }
1020                 else
1021                 {
1022                         picpos = newPos;
1023                         numpos = newPos + eY * newSize_x;
1024                 }
1025
1026                 newSize_y /= 2;
1027                 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1028                 // make number smaller than icon, it looks better
1029                 // reduce only y to draw numbers with different number of digits with the same y size
1030                 numpos_y += newSize_y * ((1 - 0.7) / 2);
1031                 newSize_y *= 0.7;
1032                 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1033                 return;
1034         }
1035
1036         if(mySize_x/mySize_y > 3)
1037         {
1038                 newSize_x = 3 * mySize_y;
1039                 newSize_y = mySize_y;
1040
1041                 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1042                 newPos_y = myPos_y;
1043         }
1044         else
1045         {
1046                 newSize_y = 1/3 * mySize_x;
1047                 newSize_x = mySize_x;
1048
1049                 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1050                 newPos_x = myPos_x;
1051         }
1052
1053         if(icon_right_align) // right align
1054         {
1055                 numpos = newPos;
1056                 picpos = newPos + eX * 2 * newSize_y;
1057         }
1058         else // left align
1059         {
1060                 numpos = newPos + eX * newSize_y;
1061                 picpos = newPos;
1062         }
1063
1064         // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1065         // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1066         drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1067         drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1068 }
1069
1070 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1071 {
1072         DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1073 }
1074
1075 // Powerups (#2)
1076 //
1077 void HUD_Powerups(void)
1078 {
1079         float strength_time, shield_time, superweapons_time;
1080         if(!autocvar__hud_configure)
1081         {
1082                 if(!autocvar_hud_panel_powerups) return;
1083                 if(spectatee_status == -1) return;
1084                 if not(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON)) return;
1085                 if (getstati(STAT_HEALTH) <= 0) return;
1086
1087                 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1088                 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1089                 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1090
1091                 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1092                         superweapons_time = 99; // force max
1093
1094                 // prevent stuff to show up on mismatch that will be fixed next frame
1095                 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1096                         superweapons_time = 0;
1097         }
1098         else
1099         {
1100                 hud_configure_active_panel = HUD_PANEL_POWERUPS;
1101
1102                 strength_time = 15;
1103                 shield_time = 27;
1104                 superweapons_time = 13;
1105         }
1106
1107         HUD_Panel_UpdateCvars(powerups);
1108         HUD_Panel_ApplyFadeAlpha();
1109         vector pos, mySize;
1110         pos = panel_pos;
1111         mySize = panel_size;
1112
1113         HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1114         if(panel_bg_padding)
1115         {
1116                 pos += '1 1 0' * panel_bg_padding;
1117                 mySize -= '2 2 0' * panel_bg_padding;
1118         }
1119
1120         float panel_ar = mySize_x/mySize_y;
1121         float is_vertical = (panel_ar < 1);
1122         vector shield_offset, strength_offset, superweapons_offset;
1123
1124         float superweapons_is = -1;
1125
1126         if(superweapons_time)
1127         {
1128                 if(strength_time)
1129                 {
1130                         if(shield_time)
1131                                 superweapons_is = 0;
1132                         else
1133                                 superweapons_is = 2;
1134                 }
1135                 else
1136                 {
1137                         if(shield_time)
1138                                 superweapons_is = 1;
1139                         else
1140                                 superweapons_is = 2;
1141                 }
1142         }
1143
1144         // FIXME handle superweapons here
1145         if(superweapons_is == 0)
1146         {
1147                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1148                 {
1149                         mySize_x *= (1.0 / 3.0);
1150                         superweapons_offset_x = mySize_x;
1151                         if (autocvar_hud_panel_powerups_flip)
1152                                 shield_offset_x = 2*mySize_x;
1153                         else
1154                                 strength_offset_x = 2*mySize_x;
1155                 }
1156                 else
1157                 {
1158                         mySize_y *= (1.0 / 3.0);
1159                         superweapons_offset_y = mySize_y;
1160                         if (autocvar_hud_panel_powerups_flip)
1161                                 shield_offset_y = 2*mySize_y;
1162                         else
1163                                 strength_offset_y = 2*mySize_y;
1164                 }
1165         }
1166         else
1167         {
1168                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1169                 {
1170                         mySize_x *= 0.5;
1171                         if (autocvar_hud_panel_powerups_flip)
1172                                 shield_offset_x = mySize_x;
1173                         else
1174                                 strength_offset_x = mySize_x;
1175                 }
1176                 else
1177                 {
1178                         mySize_y *= 0.5;
1179                         if (autocvar_hud_panel_powerups_flip)
1180                                 shield_offset_y = mySize_y;
1181                         else
1182                                 strength_offset_y = mySize_y;
1183                 }
1184         }
1185
1186         float shield_baralign, strength_baralign, superweapons_baralign;
1187         float shield_iconalign, strength_iconalign, superweapons_iconalign;
1188
1189         if (autocvar_hud_panel_powerups_flip)
1190         {
1191                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1192                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1193                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1194                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1195         }
1196         else
1197         {
1198                 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1199                 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1200                 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1201                 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1202         }
1203
1204         if(superweapons_is == 0)
1205         {
1206                 superweapons_iconalign = strength_iconalign;
1207                 superweapons_baralign = 2;
1208         }
1209         else if(superweapons_is == 1)
1210         {
1211                 superweapons_offset = strength_offset;
1212                 superweapons_iconalign = strength_iconalign;
1213                 superweapons_baralign = strength_baralign;
1214         }
1215         else if(superweapons_is == 2)
1216         {
1217                 superweapons_offset = shield_offset;
1218                 superweapons_iconalign = shield_iconalign;
1219                 superweapons_baralign = shield_baralign;
1220         }
1221
1222         if(shield_time)
1223         {
1224                 const float maxshield = 30;
1225                 float shield = ceil(shield_time);
1226                 if(autocvar_hud_panel_powerups_progressbar)
1227                 {
1228                         HUD_Panel_GetProgressBarColor(shield);
1229                         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);
1230                 }
1231                 if(autocvar_hud_panel_powerups_text)
1232                 {
1233                         if(shield > 1)
1234                                 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1235                         if(shield <= 5)
1236                                 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1237                 }
1238         }
1239
1240         if(strength_time)
1241         {
1242                 const float maxstrength = 30;
1243                 float strength = ceil(strength_time);
1244                 if(autocvar_hud_panel_powerups_progressbar)
1245                 {
1246                         HUD_Panel_GetProgressBarColor(strength);
1247                         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);
1248                 }
1249                 if(autocvar_hud_panel_powerups_text)
1250                 {
1251                         if(strength > 1)
1252                                 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1253                         if(strength <= 5)
1254                                 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1255                 }
1256         }
1257
1258         if(superweapons_time)
1259         {
1260                 const float maxsuperweapons = 30;
1261                 float superweapons = ceil(superweapons_time);
1262                 if(autocvar_hud_panel_powerups_progressbar)
1263                 {
1264                         HUD_Panel_GetProgressBarColor(superweapons);
1265                         HUD_Panel_DrawProgressBar(pos + superweapons_offset, mySize, autocvar_hud_panel_powerups_progressbar_superweapons, superweapons/maxsuperweapons, is_vertical, superweapons_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1266                 }
1267                 if(autocvar_hud_panel_powerups_text)
1268                 {
1269                         if(superweapons > 1)
1270                                 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1271                         if(superweapons <= 5)
1272                                 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1273                 }
1274         }
1275 }
1276
1277 // Health/armor (#3)
1278 //
1279
1280 // prev_* vars contain the health/armor at the previous FRAME
1281 // set to -1 when player is dead or was not playing
1282 float prev_health, prev_armor;
1283 float health_damagetime, armor_damagetime;
1284 float health_beforedamage, armor_beforedamage;
1285 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1286 float old_p_health, old_p_armor;
1287 float old_p_healthtime, old_p_armortime;
1288 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1289 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1290 float prev_p_health, prev_p_armor;
1291
1292 void HUD_HealthArmor(void)
1293 {
1294         float armor, health, fuel;
1295         if(!autocvar__hud_configure)
1296         {
1297                 if(!autocvar_hud_panel_healtharmor) return;
1298                 if(hud != HUD_NORMAL) return;
1299                 if(spectatee_status == -1) return;
1300
1301                 health = getstati(STAT_HEALTH);
1302                 if(health <= 0)
1303                 {
1304                         prev_health = -1;
1305                         return;
1306                 }
1307                 armor = getstati(STAT_ARMOR);
1308
1309                 // code to check for spectatee_status changes is in Ent_ClientData()
1310                 // prev_p_health and prev_health can be set to -1 there
1311
1312                 if (prev_p_health == -1)
1313                 {
1314                         // no effect
1315                         health_beforedamage = 0;
1316                         armor_beforedamage = 0;
1317                         health_damagetime = 0;
1318                         armor_damagetime = 0;
1319                         prev_health = health;
1320                         prev_armor = armor;
1321                         old_p_health = health;
1322                         old_p_armor = armor;
1323                         prev_p_health = health;
1324                         prev_p_armor = armor;
1325                 }
1326                 else if (prev_health == -1)
1327                 {
1328                         //start the load effect
1329                         health_damagetime = 0;
1330                         armor_damagetime = 0;
1331                         prev_health = 0;
1332                         prev_armor = 0;
1333                 }
1334                 fuel = getstati(STAT_FUEL);
1335         }
1336         else
1337         {
1338                 hud_configure_active_panel = HUD_PANEL_HEALTHARMOR;
1339
1340                 health = 150;
1341                 armor = 75;
1342                 fuel = 20;
1343         }
1344
1345         HUD_Panel_UpdateCvars(healtharmor);
1346         HUD_Panel_ApplyFadeAlpha();
1347         vector pos, mySize;
1348         pos = panel_pos;
1349         mySize = panel_size;
1350
1351         HUD_Panel_DrawBg(1);
1352         if(panel_bg_padding)
1353         {
1354                 pos += '1 1 0' * panel_bg_padding;
1355                 mySize -= '2 2 0' * panel_bg_padding;
1356         }
1357
1358         float baralign = autocvar_hud_panel_healtharmor_baralign;
1359         float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1360
1361     float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1362     float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1363         if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1364         {
1365                 vector v;
1366                 v = healtharmor_maxdamage(health, armor, armorblockpercent);
1367
1368                 float x;
1369                 x = floor(v_x + 1);
1370
1371         float maxtotal = maxhealth + maxarmor;
1372                 string biggercount;
1373                 if(v_z) // NOT fully armored
1374                 {
1375                         biggercount = "health";
1376                         if(autocvar_hud_panel_healtharmor_progressbar)
1377                         {
1378                                 HUD_Panel_GetProgressBarColor(health);
1379                                 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);
1380                         }
1381                         if(armor)
1382             if(autocvar_hud_panel_healtharmor_text)
1383                                 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);
1384                 }
1385                 else
1386                 {
1387                         biggercount = "armor";
1388                         if(autocvar_hud_panel_healtharmor_progressbar)
1389                         {
1390                                 HUD_Panel_GetProgressBarColor(armor);
1391                                 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);
1392                         }
1393                         if(health)
1394             if(autocvar_hud_panel_healtharmor_text)
1395                                 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);
1396                 }
1397         if(autocvar_hud_panel_healtharmor_text)
1398                         DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1399
1400                 if(fuel)
1401                 {
1402                         HUD_Panel_GetProgressBarColor(fuel);
1403                         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);
1404                 }
1405         }
1406         else
1407         {
1408                 float panel_ar = mySize_x/mySize_y;
1409                 float is_vertical = (panel_ar < 1);
1410                 vector health_offset, armor_offset;
1411                 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1412                 {
1413                         mySize_x *= 0.5;
1414                         if (autocvar_hud_panel_healtharmor_flip)
1415                                 health_offset_x = mySize_x;
1416                         else
1417                                 armor_offset_x = mySize_x;
1418                 }
1419                 else
1420                 {
1421                         mySize_y *= 0.5;
1422                         if (autocvar_hud_panel_healtharmor_flip)
1423                                 health_offset_y = mySize_y;
1424                         else
1425                                 armor_offset_y = mySize_y;
1426                 }
1427
1428                 float health_baralign, armor_baralign, fuel_baralign;
1429                 float health_iconalign, armor_iconalign;
1430                 if (autocvar_hud_panel_healtharmor_flip)
1431                 {
1432                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1433                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1434                         fuel_baralign = health_baralign;
1435                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1436                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1437                 }
1438                 else
1439                 {
1440                         health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1441                         armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1442                         fuel_baralign = armor_baralign;
1443                         health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1444                         armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1445                 }
1446
1447                 //if(health)
1448                 {
1449                         if(autocvar_hud_panel_healtharmor_progressbar)
1450                         {
1451                                 HUD_Panel_GetProgressBarColor(health);
1452                                 float p_health, pain_health_alpha;
1453                                 p_health = health;
1454                                 pain_health_alpha = 1;
1455                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1456                                 {
1457                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1458                                         {
1459                                                 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1460                                                 {
1461                                                         if (time - old_p_healthtime < 1)
1462                                                                 old_p_health = prev_p_health;
1463                                                         else
1464                                                                 old_p_health = prev_health;
1465                                                         old_p_healthtime = time;
1466                                                 }
1467                                                 if (time - old_p_healthtime < 1)
1468                                                 {
1469                                                         p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1470                                                         prev_p_health = p_health;
1471                                                 }
1472                                         }
1473                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1474                                         {
1475                                                 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1476                                                 {
1477                                                         if (time - health_damagetime >= 1)
1478                                                                 health_beforedamage = prev_health;
1479                                                         health_damagetime = time;
1480                                                 }
1481                                                 if (time - health_damagetime < 1)
1482                                                 {
1483                                                         float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1484                                                         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);
1485                                                 }
1486                                         }
1487                                         prev_health = health;
1488
1489                                         if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1490                                         {
1491                                                 float BLINK_FACTOR = 0.15;
1492                                                 float BLINK_BASE = 0.85;
1493                                                 float BLINK_FREQ = 9; 
1494                                                 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1495                                         }
1496                                 }
1497                                 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);
1498                         }
1499                         if(autocvar_hud_panel_healtharmor_text)
1500                                 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1501                 }
1502
1503                 if(armor)
1504                 {
1505                         if(autocvar_hud_panel_healtharmor_progressbar)
1506                         {
1507                                 HUD_Panel_GetProgressBarColor(armor);
1508                                 float p_armor;
1509                                 p_armor = armor;
1510                                 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1511                                 {
1512                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1513                                         {
1514                                                 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1515                                                 {
1516                                                         if (time - old_p_armortime < 1)
1517                                                                 old_p_armor = prev_p_armor;
1518                                                         else
1519                                                                 old_p_armor = prev_armor;
1520                                                         old_p_armortime = time;
1521                                                 }
1522                                                 if (time - old_p_armortime < 1)
1523                                                 {
1524                                                         p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1525                                                         prev_p_armor = p_armor;
1526                                                 }
1527                                         }
1528                                         if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1529                                         {
1530                                                 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1531                                                 {
1532                                                         if (time - armor_damagetime >= 1)
1533                                                                 armor_beforedamage = prev_armor;
1534                                                         armor_damagetime = time;
1535                                                 }
1536                                                 if (time - armor_damagetime < 1)
1537                                                 {
1538                                                         float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1539                                                         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);
1540                                                 }
1541                                         }
1542                                         prev_armor = armor;
1543                                 }
1544                                 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);
1545                         }
1546                         if(autocvar_hud_panel_healtharmor_text)
1547                                 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1548                 }
1549
1550                 if(fuel)
1551                 {
1552                         if (is_vertical)
1553                                 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1554                         else
1555                                 mySize_y *= 0.2;
1556                         if (panel_ar >= 4)
1557                                 mySize_x *= 2; //restore full panel size
1558                         else if (panel_ar < 1/4)
1559                                 mySize_y *= 2; //restore full panel size
1560                         HUD_Panel_GetProgressBarColor(fuel);
1561                         HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1562                 }
1563         }
1564 }
1565
1566 // Notification area (#4)
1567 //
1568
1569 string Weapon_SuicideMessage(float deathtype)
1570 {
1571         w_deathtype = deathtype;
1572         get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_SUICIDEMESSAGE);
1573         return w_deathtypestring;
1574 }
1575
1576 string Weapon_KillMessage(float deathtype)
1577 {
1578         w_deathtype = deathtype;
1579         get_weaponinfo(DEATH_WEAPONOF(deathtype)).weapon_func(WR_KILLMESSAGE);
1580         return w_deathtypestring;
1581 }
1582
1583 #define KN_MAX_ENTRIES 10
1584 float kn_index;
1585 float killnotify_times[KN_MAX_ENTRIES];
1586 float killnotify_deathtype[KN_MAX_ENTRIES];
1587 float killnotify_actiontype[KN_MAX_ENTRIES]; // 0 = "Y [used by] X", 1 = "X [did action to] Y"
1588 string killnotify_attackers[KN_MAX_ENTRIES];
1589 string killnotify_victims[KN_MAX_ENTRIES];
1590 void HUD_KillNotify_Push(string attacker, string victim, float actiontype, float wpn)
1591 {
1592         --kn_index;
1593         if (kn_index == -1)
1594                 kn_index = KN_MAX_ENTRIES-1;
1595         killnotify_times[kn_index] = time;
1596         killnotify_deathtype[kn_index] = wpn;
1597         killnotify_actiontype[kn_index] = actiontype;
1598         if(killnotify_attackers[kn_index])
1599                 strunzone(killnotify_attackers[kn_index]);
1600         killnotify_attackers[kn_index] = strzone(attacker);
1601         if(killnotify_victims[kn_index])
1602                 strunzone(killnotify_victims[kn_index]);
1603         killnotify_victims[kn_index] = strzone(victim);
1604 }
1605
1606 void HUD_KillNotify(string s1, string s2, string s3, float type, float msg) // s1 = attacker, s2 = victim
1607 {
1608         float w;
1609         float alsoprint, gentle;
1610         alsoprint = (autocvar_hud_panel_notify_print || !panel_enabled); // print message to console if: notify panel disabled, or cvar to do so enabled
1611         gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
1612         
1613         if ((msg == MSG_SUICIDE || msg == MSG_KILL || msg == MSG_KILL_ACTION) && gametype == MAPINFO_TYPE_CTS) // selfkill isn't interesting in CTS and only spams up the notify panel
1614                 return;
1615
1616         if(msg == MSG_SUICIDE) {
1617                 w = DEATH_WEAPONOF(type);
1618                 if(WEP_VALID(w)) {
1619                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1620                         if (alsoprint)
1621                                 print("^1", sprintf(Weapon_SuicideMessage(type), strcat(s1, "^1")), "\n");
1622                 } else if (type == DEATH_KILL) {
1623                         HUD_KillNotify_Push(s1, "", 0, DEATH_KILL);
1624                         if (alsoprint)
1625                                 print (sprintf(_("^1%s^1 couldn't take it anymore\n"), s1));
1626                 } else if (type == DEATH_ROT) {
1627                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1628                         if (alsoprint)
1629                                 print (sprintf(_("^1%s^1 died\n"), s1));
1630                 } else if (type == DEATH_NOAMMO) {
1631                         HUD_KillNotify_Push(s1, "", 0, DEATH_NOAMMO);
1632                         if (alsoprint)
1633                                 print (sprintf(_("^7%s^7 committed suicide. What's the point of living without ammo?\n"), s1));
1634                 } else if (type == DEATH_CAMP) {
1635                         HUD_KillNotify_Push(s1, "", 0, DEATH_CAMP);
1636                         if (alsoprint)
1637                                 print (sprintf(_("^1%s^1 thought they found a nice camping ground\n"), s1));
1638                 } else if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
1639                         HUD_KillNotify_Push(s1, "", 0, type);
1640                         if (alsoprint)
1641                                 print (sprintf(_("^1%s^1 didn't become friends with the Lord of Teamplay\n"), s1));
1642                 } else if (type == DEATH_CHEAT) {
1643                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1644                         if (alsoprint)
1645                                 print (sprintf(_("^1%s^1 unfairly eliminated themself\n"), s1));
1646                 } else if (type == DEATH_FIRE) {
1647                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1648                         if (alsoprint)
1649                                 print (sprintf(_("^1%s^1 burned to death\n"), s1));
1650                 } else if (type != DEATH_TEAMCHANGE && type != DEATH_QUIET) {
1651                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1652                         if (alsoprint)
1653                                 print (sprintf(_("^1%s^1 couldn't resist the urge to self-destruct\n"), s1));
1654                 } 
1655                 
1656                 if (stof(s2) > 2) // killcount > 2
1657                         print (sprintf(_("^1%s^1 ended it all after a %d kill spree\n"), s1, stof(s2)));
1658         } else if(msg == MSG_KILL) {
1659                 w = DEATH_WEAPONOF(type);
1660                 if(WEP_VALID(w)) {
1661                         HUD_KillNotify_Push(s1, s2, 1, type);
1662                         if (alsoprint)
1663                                 print("^1", sprintf(Weapon_KillMessage(type), strcat(s2, "^1"), strcat(s1, "^1")), "\n"); // default order: victim, killer
1664                 }
1665                 else if(type == KILL_TEAM_RED || type == KILL_TEAM_BLUE || type == KILL_TEAM_SPREE) {
1666                         HUD_KillNotify_Push(s1, s2, 1, type);
1667                         if(alsoprint)
1668                         {
1669                                 if(gentle) {
1670                                         print (sprintf(_("^1%s^1 took action against a team mate\n"), s1));
1671                                 } else {
1672                                         print (sprintf(_("^1%s^1 mows down a team mate\n"), s1));
1673                                 }
1674                         }
1675                         if (stof(s2) > 2 && type == KILL_TEAM_SPREE) {
1676                                 if(gentle)
1677                                         print (sprintf(_("^1%s^1 ended a %d scoring spree by going against a team mate\n"), s1, stof(s3)));
1678                                 else
1679                                         print (sprintf(_("^1%s^1 ended a %d kill spree by killing a team mate\n"), s1, stof(s3)));
1680                         }
1681                         else if (stof(s2) > 2) {
1682                                 if(gentle)
1683                                         print (sprintf(_("^1%s^1's %s scoring spree was ended by a team mate!\n"), s1, stof(s3)));
1684                                 else
1685                                         print (sprintf(_("^1%s^1's %s kill spree was ended by a team mate!\n"), s1, stof(s3)));
1686                         }
1687                 }
1688                 else if(type == KILL_FIRST_BLOOD)
1689                         print(sprintf(_("^1%s^1 drew first blood\n"), s1));
1690                 else if (type == DEATH_TELEFRAG) {
1691                         HUD_KillNotify_Push(s1, s2, 1, DEATH_TELEFRAG);
1692                         if(gentle)
1693                                 print (sprintf(_("^1%s^1 tried to occupy %s^1's teleport destination space\n"), s2, s1));
1694                         else
1695                                 print (sprintf(_("^1%s^1 was telefragged by %s\n"), s2, s1));
1696                 }
1697                 else if (type == DEATH_DROWN) {
1698                         HUD_KillNotify_Push(s1, s2, 1, DEATH_DROWN);
1699                         if(alsoprint)
1700                                 print (sprintf(_("^1%s^1 was drowned by %s\n"), s2, s1));
1701                 }
1702                 else if (type == DEATH_SLIME) {
1703                         HUD_KillNotify_Push(s1, s2, 1, DEATH_SLIME);
1704                         if(alsoprint)
1705                                 print (sprintf(_("^1%s^1 was slimed by %s\n"), s2, s1));
1706                 }
1707                 else if (type == DEATH_LAVA) {
1708                         HUD_KillNotify_Push(s1, s2, 1, DEATH_LAVA);
1709                         if(alsoprint)
1710                                 print (sprintf(_("^1%s^1 was cooked by %s\n"), s2, s1));
1711                 }
1712                 else if (type == DEATH_FALL) {
1713                         HUD_KillNotify_Push(s1, s2, 1, DEATH_FALL);
1714                         if(alsoprint)
1715                                 print (sprintf(_("^1%s^1 was grounded by %s\n"), s2, s1));
1716                 }
1717                 else if (type == DEATH_SHOOTING_STAR) {
1718                         HUD_KillNotify_Push(s1, s2, 1, DEATH_SHOOTING_STAR);
1719                         if(alsoprint)
1720                                 print (sprintf(_("^1%s^1 was shot into space by %s\n"), s2, s1));
1721                 }
1722                 else if (type == DEATH_SWAMP) {
1723                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1724                         if(alsoprint)
1725                                 print (sprintf(_("^1%s^1 was conserved by %s\n"), s2, s1));
1726                 }
1727                 else if (type == DEATH_HURTTRIGGER)
1728                 {
1729                         HUD_KillNotify_Push(s1, s2, 1, DEATH_HURTTRIGGER);
1730                         if(alsoprint)
1731                                 print(sprintf(_("^1%s^1 was thrown into a world of hurt by %s\n"), s2, s1));
1732                 } else if(type == DEATH_VHCRUSH) {
1733                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1734                         if(alsoprint)
1735                                 print (sprintf(_("^1%s^1 was crushed by %s\n"), s2, s1));
1736                 } else if(type == DEATH_SBMINIGUN) {
1737                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1738                         if(alsoprint)
1739                                 print (sprintf(_("^1%s^1 got shredded by %s\n"), s2, s1));
1740                 } else if(type == DEATH_SBROCKET) {
1741                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1742                         if(alsoprint)
1743                                 print (sprintf(_("^1%s^1 was blasted to bits by %s\n"), s2, s1));
1744                 } else if(type == DEATH_SBBLOWUP) {
1745                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1746                         if(alsoprint)
1747                                 print (sprintf(_("^1%s^1 got caught in the destruction of %s^1's vehicle\n"), s2, s1));
1748                 } else if(type == DEATH_WAKIGUN) {
1749                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1750                         if(alsoprint)
1751                                 print (sprintf(_("^1%s^1 was bolted down by %s\n"), s2, s1));
1752                 } else if(type == DEATH_WAKIROCKET) {
1753                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1754                         if(alsoprint)
1755                                 print (sprintf(_("^1%s^1 could find no shelter from %s^1's rockets\n"), s2, s1));
1756                 } else if(type == DEATH_WAKIBLOWUP) {
1757                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1758                         if(alsoprint)
1759                                 print (sprintf(_("^1%s^1 dies when %s^1's wakizashi dies.\n"), s2, s1));
1760                 } else if(type == DEATH_RAPTOR_CANNON) {
1761                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1762                         if(alsoprint)
1763                                 print (sprintf(_("^1%s^1 nailed to hell by %s\n"), s2, s1));
1764                 } else if(type == DEATH_RAPTOR_BOMB) {
1765                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1766                         if(alsoprint)
1767                                 print (sprintf(_("^1%s^1 cluster crushed by %s\n"), s2, s1));
1768                 } else if(type == DEATH_RAPTOR_DEATH) {
1769                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1770                         if(alsoprint)
1771                                 print (sprintf(_("^1%s^1 dies when %s^1's raptor dies.\n"), s2, s1));
1772                 } else if(type == DEATH_TURRET) {
1773                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1774                         if(alsoprint)
1775                                 print (sprintf(_("^1%s^1 was pushed into the line of fire by %s\n"), s2, s1));
1776                 } else if(type == DEATH_TOUCHEXPLODE) {
1777                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1778                         if(alsoprint)
1779                                 print (sprintf(_("^1%s^1 was pushed into an accident by %s\n"), s2, s1));
1780                 } else if(type == DEATH_CHEAT) {
1781                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1782                         if(alsoprint)
1783                                 print (sprintf(_("^1%s^1 was unfairly eliminated by %s\n"), s2, s1));
1784                 } else if (type == DEATH_FIRE) {
1785                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1786                         if(alsoprint)
1787                                 print (sprintf(_("^1%s^1 was burnt to death by %s\n"), s2, s1));
1788                 } else if (type == DEATH_CUSTOM) {
1789                         HUD_KillNotify_Push(s1, s2, 1, DEATH_CUSTOM);
1790                         if(alsoprint)
1791                                 print("^1", sprintf(s3, strcat(s2, "^1"), strcat(s1, "^1")), "\n");
1792                 } else if (type == DEATH_HURTTRIGGER) {
1793                         HUD_KillNotify_Push(s1, s2, 1, DEATH_HURTTRIGGER);
1794                         if(alsoprint)
1795                                 print("^1", sprintf(s3, strcat(s2, "^1"), strcat(s1, "^1")), "\n");
1796                 } else {
1797                         HUD_KillNotify_Push(s1, s2, 1, DEATH_GENERIC);
1798                         if(alsoprint)
1799                                 print (sprintf(_("^1%s^1 was fragged by %s\n"), s2, s1));
1800                 }
1801         } else if(msg == MSG_SPREE) {
1802                 if(type == KILL_END_SPREE) {
1803                         if(gentle)
1804                                 print (sprintf(_("^1%s^1's %s scoring spree was ended by %s\n"), s1, s2, s3));
1805                         else
1806                                 print (sprintf(_("^1%s^1's %s kill spree was ended by %s\n"), s1, s2, s3));
1807                 } else if(type == KILL_SPREE) {
1808                         if(gentle)
1809                                 print (sprintf(_("^1%s^1 made %s scores in a row\n"), s1, s2));
1810                         else
1811                                 print (sprintf(_("^1%s^1 has %s frags in a row\n"), s1, s2));
1812                 } else if(type == KILL_SPREE_3) {
1813                         if(gentle)
1814                                 print (sprintf(_("%s^7 made a ^1TRIPLE SCORE\n"), s1));
1815                         else
1816                                 print (sprintf(_("%s^7 made a ^1TRIPLE FRAG\n"), s1));
1817                 } else if(type == KILL_SPREE_5) {
1818                         if(gentle)
1819                                 print (sprintf(_("%s^7 unleashes ^1SCORING RAGE\n"), s1));
1820                         else
1821                                 print (sprintf(_("%s^7 unleashes ^1RAGE\n"), s1));
1822                 } else if(type == KILL_SPREE_10) {
1823                         if(gentle)
1824                                 print (sprintf(_("%s^7 made ^1TEN SCORES IN A ROW!\n"), s1));
1825                         else
1826                                 print (sprintf(_("%s^7 starts the ^1MASSACRE!\n"), s1));
1827                 } else if(type == KILL_SPREE_15) {
1828                         if(gentle)
1829                                 print (sprintf(_("%s^7 made ^1FIFTEEN SCORES IN A ROW!\n"), s1));
1830                         else
1831                                 print (sprintf(_("%s^7 executes ^1MAYHEM!\n"), s1));
1832                 } else if(type == KILL_SPREE_20) {
1833                         if(gentle)
1834                                 print (sprintf(_("%s^7 made ^1TWENTY SCORES IN A ROW!\n"), s1));
1835                         else
1836                                 print (sprintf(_("%s^7 is a ^1BERSERKER!\n"), s1));
1837                 } else if(type == KILL_SPREE_25) {
1838                         if(gentle)
1839                                 print (sprintf(_("%s^7 made ^1TWENTY FIVE SCORES IN A ROW!\n"), s1));
1840                         else
1841                                 print (sprintf(_("%s^7 inflicts ^1CARNAGE!\n"), s1));
1842                 } else if(type == KILL_SPREE_30) {
1843                         if(gentle)
1844                                 print (sprintf(_("%s^7 made ^1THIRTY SCORES IN A ROW!\n"), s1));
1845                         else
1846                                 print (sprintf(_("%s^7 unleashes ^1ARMAGEDDON!\n"), s1));
1847                 }
1848         } else if(msg == MSG_KILL_ACTION) { // wtf is this? isnt it basically the same as MSG_SUICIDE?
1849                 if (type == DEATH_DROWN) {
1850                         HUD_KillNotify_Push(s1, "", 0, DEATH_DROWN);
1851                         if(alsoprint)
1852                         {
1853                                 if(gentle)
1854                                         print (sprintf(_("^1%s^1 was in the water for too long\n"), s1));
1855                                 else
1856                                         print (sprintf(_("^1%s^1 drowned\n"), s1));
1857                         }
1858                 } else if (type == DEATH_SLIME) {
1859                         HUD_KillNotify_Push(s1, "", 0, DEATH_SLIME);
1860                         if(alsoprint)
1861                                 print (sprintf(_("^1%s^1 was slimed\n"), s1));
1862                 } else if (type == DEATH_LAVA) {
1863                         HUD_KillNotify_Push(s1, "", 0, DEATH_LAVA);
1864                         if(alsoprint)
1865                         {
1866                                 if(gentle)
1867                                         print (sprintf(_("^1%s^1 found a hot place\n"), s1));
1868                                 else
1869                                         print (sprintf(_("^1%s^1 turned into hot slag\n"), s1));
1870                         }
1871                 } else if (type == DEATH_FALL) {
1872                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1873                         if(alsoprint)
1874                         {
1875                                 if(gentle)
1876                                         print (sprintf(_("^1%s^1 tested gravity (and it worked)\n"), s1));
1877                                 else
1878                                         print (sprintf(_("^1%s^1 hit the ground with a crunch\n"), s1));
1879                         }
1880                 } else if (type == DEATH_SHOOTING_STAR) {
1881                         HUD_KillNotify_Push(s1, "", 0, DEATH_SHOOTING_STAR);
1882                         if(alsoprint)
1883                                 print (sprintf(_("^1%s^1 became a shooting star\n"), s1));
1884                 } else if (type == DEATH_SWAMP) {
1885                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1886                         if(alsoprint)
1887                         {
1888                                 if(gentle)
1889                                         print (sprintf(_("^1%s^1 discovered a swamp\n"), s1));
1890                                 else
1891                                         print (sprintf(_("^1%s^1 is now conserved for centuries to come\n"), s1));
1892                         }
1893                 } else if(DEATH_ISTURRET(type)) {
1894                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1895                         if(alsoprint)
1896                         {
1897                                 if(gentle)
1898                                         print (sprintf(_("^1%s^1 ran into a turret\n"), s1));
1899                                 else
1900                                 {
1901                                         switch(type)
1902                                         {
1903                                                 case DEATH_TURRET_EWHEEL:
1904                                                         print (sprintf(_("^1%s^1 was laserd down by a eWheel turret \n"), s1));
1905                                                         break;
1906                                                 case DEATH_TURRET_FLAC:
1907                                                         print (sprintf(_("^1%s^1 got caught in the flac \n"), s1));
1908                                                         break;
1909                                                 case DEATH_TURRET_MACHINEGUN:
1910                                                         print (sprintf(_("^1%s^1 was riddeld full of riddled by a machinegun turret \n"), s1));
1911                                                         break;
1912                                                 case DEATH_TURRET_WALKER_GUN:
1913                                                         print (sprintf(_("^1%s^1 got served a led enrichment by a walker turret \n"), s1));
1914                                                         break;
1915                                                 case DEATH_TURRET_WALKER_MEELE:
1916                                                         print (sprintf(_("^1%s^1 was impaled by a walker turret \n"), s1));
1917                                                         break;
1918                                                 case DEATH_TURRET_WALKER_ROCKET:
1919                                                         print (sprintf(_("^1%s^1 was rocketed to hell by a walker turret \n"), s1));
1920                                                         break;
1921                                                 case DEATH_TURRET_HELLION:
1922                                                         print (sprintf(_("^1%s^1 was blasted away hellion turret \n"), s1));
1923                                                         break;
1924                                                 case DEATH_TURRET_HK:
1925                                                         print (sprintf(_("^1%s^1 could not hide from the hunter turret \n"), s1));
1926                                                         break;
1927                                                 case DEATH_TURRET_MLRS:
1928                                                         print (sprintf(_("^1%s^1 got turned into smoldering gibs by a mlrs turret \n"), s1));
1929                                                         break;
1930                                                 case DEATH_TURRET_PLASMA:
1931                                                         print (sprintf(_("^1%s^1 got served some superheated plasma from a plasma turret \n"), s1));
1932                                                         break;
1933                                                 case DEATH_TURRET_PHASER:
1934                                                         print (sprintf(_("^1%s^1 was phased out \n"), s1));
1935                                                         break;
1936                                                 case DEATH_TURRET_TESLA:                        
1937                                                         print (sprintf(_("^1%s^1 was electrocuted by a tesla turret \n"), s1));
1938                                                         break;
1939                                         }
1940                                 }
1941                         }
1942                 } else if (type == DEATH_CUSTOM) {
1943                         HUD_KillNotify_Push(s1, "", 0, DEATH_CUSTOM);
1944                         if(alsoprint)
1945                                 print("^1", sprintf(s2, strcat(s1, "^1")), "\n");
1946                 } else if (type == DEATH_HURTTRIGGER) {
1947                         HUD_KillNotify_Push(s1, "", 0, DEATH_HURTTRIGGER);
1948                         if(alsoprint)
1949                                 print("^1", sprintf(s2, strcat(s1, "^1")), "\n");
1950                 } else if(type == DEATH_TOUCHEXPLODE) {
1951                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1952                         if(alsoprint)
1953                                 print (sprintf(_("^1%s^1 died in an accident\n"), s1));
1954                 } else if(type == DEATH_CHEAT) {
1955                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1956                         if(alsoprint)
1957                                 print (sprintf(_("^1%s^1 was unfairly eliminated\n"), s1));
1958                 } else if(type == DEATH_FIRE) {
1959                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1960                         if(alsoprint)
1961                         {
1962                                 if(gentle)
1963                                         print (sprintf(_("^1%s^1 felt a little hot\n"), s1));
1964                                 else
1965                                         print (sprintf(_("^1%s^1 burnt to death\n"), s1));
1966                                 }
1967                 } else {
1968                         HUD_KillNotify_Push(s1, "", 0, DEATH_GENERIC);
1969                         if(alsoprint)
1970                         {
1971                                 if(gentle)
1972                                         print (sprintf(_("^1%s^1 needs a restart\n"), s1));
1973                                 else
1974                                         print (sprintf(_("^1%s^1 died\n"), s1));
1975                         }
1976                 }
1977         } else if(msg == MSG_KILL_ACTION_SPREE) {
1978                 if(gentle)
1979                         print (sprintf(_("^1%s^1 needs a restart after a %d scoring spree\n"), s1, stof(s2)));
1980                 else
1981                         print (sprintf(_("^1%s^1 died with a %d kill spree\n"), s1, stof(s2)));
1982         } else if(msg == MSG_INFO) {
1983                 if(type == INFO_GOTFLAG) { // here, s2 is the flag name
1984                         HUD_KillNotify_Push(s1, s2, 0, INFO_GOTFLAG);
1985                         print(sprintf(_("%s^7 got the %s\n"), s1, s2));
1986                 } else if(type == INFO_LOSTFLAG) {
1987                         HUD_KillNotify_Push(s1, s2, 0, INFO_LOSTFLAG);
1988                         print(sprintf(_("%s^7 lost the %s\n"), s1, s2));
1989                 } else if(type == INFO_PICKUPFLAG) {
1990                         HUD_KillNotify_Push(s1, s2, 0, INFO_GOTFLAG);
1991                         print(sprintf(_("%s^7 picked up the %s\n"), s1, s2));
1992                 } else if(type == INFO_RETURNFLAG) {
1993                         HUD_KillNotify_Push(s1, s2, 0, INFO_RETURNFLAG);
1994                         print(sprintf(_("%s^7 returned the %s\n"), s1, s2));
1995                 } else if(type == INFO_CAPTUREFLAG) {
1996                         HUD_KillNotify_Push(s1, s2, 0, INFO_CAPTUREFLAG);
1997                         print(sprintf(_("%s^7 captured the %s%s\n"), s1, s2, s3));
1998                 }
1999         } else if(msg == MSG_RACE) {
2000                 if(type == RACE_SERVER_RECORD) {
2001                         HUD_KillNotify_Push(s1, s2, 1, RACE_SERVER_RECORD);
2002                 }
2003                 else if(type == RACE_NEW_RANK) {
2004                         HUD_KillNotify_Push(s1, s2, 1, RACE_NEW_RANK);
2005                 }
2006                 else if(type == RACE_NEW_TIME) {
2007                         HUD_KillNotify_Push(s1, s2, 1, RACE_NEW_TIME);
2008                 }
2009                 else if(type == RACE_FAIL) {
2010                         HUD_KillNotify_Push(s1, s2, 1, RACE_FAIL);
2011                 }
2012         } else if(msg == MSG_KA) {
2013                 if(type == KA_PICKUPBALL) {
2014                         HUD_KillNotify_Push(s1, s2, 0, KA_PICKUPBALL);
2015                         if(alsoprint)
2016                                 print (sprintf(_("%s^7 has picked up the ball!\n"), s1));
2017                 }
2018                 else if(type == KA_DROPBALL) {
2019                         HUD_KillNotify_Push(s1, s2, 0, KA_DROPBALL);
2020                         if(alsoprint)
2021                                 print(sprintf(_("%s^7 has dropped the ball!\n"), s1));
2022                 }
2023         }
2024 }
2025
2026 void HUD_KillCenterprint(string s1, string s2, float type, float msg)
2027 {
2028         float gentle;
2029         gentle = (autocvar_cl_gentle || autocvar_cl_gentle_messages);
2030         if(msg == MSG_SUICIDE) {
2031                 if (type == DEATH_TEAMCHANGE) {
2032                         centerprint_hud(sprintf(_("You are now on: %s"), s1));
2033                 } else if (type == DEATH_AUTOTEAMCHANGE) {
2034                         centerprint_hud(sprintf(_("You have been moved into a different team to improve team balance\nYou are now on: %s"), s1));
2035                 } else if (type == DEATH_CAMP) {
2036                         if(gentle)
2037                                 centerprint_hud(_("^1Reconsider your tactics, camper!"));
2038                         else
2039                                 centerprint_hud(_("^1Die camper!"));
2040                 } else if (type == DEATH_NOAMMO) {
2041                         if(gentle)
2042                                 centerprint_hud(_("^1You are reinserted into the game for running out of ammo..."));
2043                         else
2044                                 centerprint_hud(_("^1You were killed for running out of ammo..."));
2045                 } else if (type == DEATH_ROT) {
2046                         if(gentle)
2047                                 centerprint_hud(_("^1You need to preserve your health"));
2048                         else
2049                                 centerprint_hud(_("^1You grew too old without taking your medicine"));
2050                 } else if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
2051                         if(gentle)
2052                                 centerprint_hud(_("^1Don't go against team mates!"));
2053                         else
2054                                 centerprint_hud(_("^1Don't shoot your team mates!"));
2055                 } else if (type == DEATH_QUIET) {
2056                         // do nothing
2057                 } else { // generic message
2058                         if(gentle)
2059                                 centerprint_hud(_("^1You need to be more careful!"));
2060                         else
2061                                 centerprint_hud(_("^1You killed your own dumb self!"));
2062                 }
2063         } else if(msg == MSG_KILL) {
2064                 if (type == KILL_TEAM_RED || type == KILL_TEAM_BLUE) {
2065                         if(gentle) {
2066                                 centerprint_hud(sprintf(_("^1Moron! You went against ^7%s^1, a team mate!"), s1));
2067                         } else {
2068                                 centerprint_hud(sprintf(_("^1Moron! You fragged ^7%s^1, a team mate!"), s1));
2069                         }
2070                 } else if (type == KILL_FIRST_BLOOD) {
2071                         if(gentle) {
2072                                 centerprint_hud(_("^1First score"));
2073                         } else {
2074                                 centerprint_hud(_("^1First blood"));
2075                         }
2076                 } else if (type == KILL_FIRST_VICTIM) {
2077                         if(gentle) {
2078                                 centerprint_hud(_("^1First casualty"));
2079                         } else {
2080                                 centerprint_hud(_("^1First victim"));
2081                         }
2082                 } else if (type == KILL_TYPEFRAG) { // s2 contains "advanced kill messages" such as ping, handicap...
2083                         if(gentle) {
2084                                 centerprint_hud(strcat(sprintf(_("^1You scored against ^7%s^1 who was typing!"), s1), s2));
2085                         } else {
2086                                 centerprint_hud(strcat(sprintf(_("^1You typefragged ^7%s"), s1), s2));
2087                         }
2088                 } else if (type == KILL_TYPEFRAGGED) {
2089                         if(gentle) {
2090                                 centerprint_hud(strcat(sprintf(_("^1You were scored against by ^7%s^1 while you were typing!"), s1), s2));
2091                         } else {
2092                                 centerprint_hud(strcat(sprintf(_("^1You were typefragged by ^7%s"), s1), s2));
2093                         }
2094                 } else if (type == KILL_FRAG) {
2095                         if(gentle) {
2096                                 centerprint_hud(strcat(sprintf(_("^4You scored against ^7%s"), s1), s2));
2097                         } else {
2098                                 centerprint_hud(strcat(sprintf(_("^4You fragged ^7%s"), s1), s2));
2099                         }
2100                 } else { // generic message
2101                         if(gentle) {
2102                                 centerprint_hud(strcat(sprintf(_("^1You were scored against by ^7%s"), s1), s2));
2103                         } else {
2104                                 centerprint_hud(strcat(sprintf(_("^1You were fragged by ^7%s"), s1), s2));
2105                         }
2106                 }
2107         } else if(msg == MSG_KILL_ACTION) {
2108                 // TODO: invent more centerprints here?
2109                 centerprint_hud(_("^1Watch your step!"));
2110         }
2111 }
2112
2113 void HUD_Notify (void)
2114 {
2115         if(!autocvar__hud_configure)
2116         {
2117                 if(!autocvar_hud_panel_notify) return;
2118         }
2119         else
2120                 hud_configure_active_panel = HUD_PANEL_NOTIFY;
2121
2122         HUD_Panel_UpdateCvars(notify);
2123         HUD_Panel_ApplyFadeAlpha();
2124         vector pos, mySize;
2125         pos = panel_pos;
2126         mySize = panel_size;
2127
2128         HUD_Panel_DrawBg(1);
2129         if(panel_bg_padding)
2130         {
2131                 pos += '1 1 0' * panel_bg_padding;
2132                 mySize -= '2 2 0' * panel_bg_padding;
2133         }
2134
2135         float entries, height;
2136         entries = bound(1, floor(KN_MAX_ENTRIES * mySize_y/mySize_x), KN_MAX_ENTRIES);
2137         height = mySize_y/entries;
2138         
2139         vector fontsize;
2140         float fontheight = height * autocvar_hud_panel_notify_fontsize;
2141         fontsize = '0.5 0.5 0' * fontheight;
2142
2143         float a;
2144         float when;
2145         when = autocvar_hud_panel_notify_time;
2146         float fadetime;
2147         fadetime = autocvar_hud_panel_notify_fadetime;
2148
2149         string s;
2150
2151         vector pos_attacker, pos_victim;
2152         vector weap_pos;
2153         float width_attacker;
2154         string attacker, victim;
2155
2156         float i, j, w, type, step, limit;
2157         if(autocvar_hud_panel_notify_flip) //order items from the top down
2158         {
2159                 i = 0;
2160                 step = +1;
2161                 limit = entries;
2162         }
2163         else //order items from the bottom up
2164         {
2165                 i = entries - 1;
2166                 step = -1;
2167                 limit = -1;
2168         }
2169
2170         for(j = kn_index;  i != limit;  i += step, ++j)
2171         {
2172                 if(autocvar__hud_configure)
2173                 {
2174                         if (step == +1)
2175                                 a = i;
2176                         else // inverse order
2177                                 a = entries - 1 - i;
2178                         attacker = textShortenToWidth(sprintf(_("Player %d"), a+1), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2179                         victim = textShortenToWidth(sprintf(_("Player %d"), a+2), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2180                         s = strcat("weapon", get_weaponinfo(WEP_FIRST + mod(floor(a*2.4), WEP_LAST)).netname);
2181                         a = bound(0, (when - a) / 4, 1);
2182                         goto hud_config_notifyprint;
2183                 }
2184
2185                 if (j == KN_MAX_ENTRIES)
2186                         j = 0;
2187
2188                 if(killnotify_times[j] + when > time)
2189                         a = 1;
2190                 else if(fadetime)
2191                 {
2192                         a = bound(0, (killnotify_times[j] + when + fadetime - time) / fadetime, 1);
2193                         if(!a)
2194                         {
2195                                 break;
2196                         }
2197                 }
2198                 else
2199                 {
2200                         break;
2201                 }
2202
2203                 s = "";
2204
2205                 type = killnotify_deathtype[j];
2206                 w = DEATH_WEAPONOF(type);
2207
2208                 // TODO: maybe print in team colors?
2209                 //
2210                 // Y [used by] X
2211                 if(killnotify_actiontype[j] == 0) 
2212                 {
2213                         if(type == DEATH_GENERIC)
2214                         {
2215                                 s = "notify_death";
2216                         }
2217                         else if(type == DEATH_NOAMMO)
2218                         {
2219                                 s = "notify_outofammo";
2220                         }
2221                         else if(type == DEATH_KILL)
2222                         {
2223                                 s = "notify_selfkill";
2224                         }
2225                         else if(type == DEATH_CAMP)
2226                         {
2227                                 s = "notify_camping";
2228                         }
2229                         else if(type == KILL_TEAM_RED)
2230                         {
2231                                 s = "notify_teamkill_red";
2232                         }
2233                         else if(type == KILL_TEAM_BLUE)
2234                         {
2235                                 s = "notify_teamkill_blue";
2236                         }
2237                         else if(type == DEATH_DROWN)
2238                         {
2239                                 s = "notify_water";
2240                         }
2241                         else if(type == DEATH_SLIME)
2242                         {
2243                                 s = "notify_slime";
2244                         }
2245                         else if(type == DEATH_LAVA)
2246                         {
2247                                 s = "notify_lava";
2248                         }
2249                         else if(type == DEATH_FALL)
2250                         {
2251                                 s = "notify_fall";
2252                         }
2253                         else if(type == DEATH_SHOOTING_STAR)
2254                         {
2255                                 s = "notify_shootingstar";
2256                         }
2257                         else if(type == DEATH_HURTTRIGGER || type == DEATH_CUSTOM)
2258                         {
2259                                 s = "notify_death";
2260                         }
2261                         else if(type == INFO_GOTFLAG)
2262                         {
2263                                 if(killnotify_victims[j] == "^1RED^7 flag")
2264                                 {
2265                                         s = "notify_red_taken";
2266                                 }
2267                                 else
2268                                 {
2269                                         s = "notify_blue_taken";
2270                                 }
2271                         }
2272                         else if(type == INFO_RETURNFLAG)
2273                         {
2274                                 if(killnotify_victims[j] == "^1RED^7 flag")
2275                                 {
2276                                         s = "notify_red_returned";
2277                                 }
2278                                 else
2279                                 {
2280                                         s = "notify_blue_returned";
2281                                 }
2282                         }
2283                         else if(type == INFO_LOSTFLAG)
2284                         {
2285                                 if(killnotify_victims[j] == "^1RED^7 flag")
2286                                 {
2287                                         s = "notify_red_lost";
2288                                 }
2289                                 else
2290                                 {
2291                                         s = "notify_blue_lost";
2292                                 }
2293                         }
2294                         else if(type == INFO_CAPTUREFLAG)
2295                         {
2296                                 if(killnotify_victims[j] == "^1RED^7 flag")
2297                                 {
2298                                         s = "notify_red_captured";
2299                                 }
2300                                 else
2301                                 {
2302                                         s = "notify_blue_captured";
2303                                 }
2304                         }
2305                         else if(type == KA_DROPBALL)
2306                         {
2307                                 s = "notify_balldropped";
2308                         }
2309                         else if(type == KA_PICKUPBALL)
2310                         {
2311                                 s = "notify_ballpickedup";
2312                         }
2313                         
2314                         attacker = textShortenToWidth(killnotify_attackers[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2315                         pos_attacker = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2316                         weap_pos = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
2317
2318                         if(s != "")
2319                         {
2320                                 drawpic_aspect_skin(weap_pos, s, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2321                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2322                         }
2323                 }
2324                 // X [did action to] Y
2325                 else
2326                 {
2327                         if(type & HITTYPE_SECONDARY && w == WEP_LASER)
2328                         {
2329                                 s = "notify_melee_laser";
2330                         }
2331                         else if(type & HITTYPE_SECONDARY && w == WEP_SHOTGUN)
2332                         {
2333                                 s = "notify_melee_shotgun";
2334                         }
2335                         else if(type & HITTYPE_HEADSHOT && (w == WEP_RIFLE || w == WEP_MINSTANEX)) // all headshot weapons go here
2336                         {
2337                                 s = "notify_headshot";
2338                         }
2339                         else if(WEP_VALID(w))
2340                         {
2341                                 self = get_weaponinfo(w);
2342                                 s = strcat("weapon", self.netname);
2343                         }
2344                         else if(type == KILL_TEAM_RED)
2345                         {
2346                                 s = "notify_teamkill_red";
2347                         }
2348                         else if(type == KILL_TEAM_BLUE)
2349                         {
2350                                 s = "notify_teamkill_red";
2351                         }
2352                         else if(type == DEATH_TELEFRAG)
2353                         {
2354                                 s = "notify_telefrag";
2355                         }
2356                         else if(type == DEATH_DROWN)
2357                         {
2358                                 s = "notify_water";
2359                         }
2360                         else if(type == DEATH_SLIME)
2361                         {
2362                                 s = "notify_slime";
2363                         }
2364                         else if(type == DEATH_LAVA)
2365                         {
2366                                 s = "notify_lava";
2367                         }
2368                         else if(type == DEATH_FALL)
2369                         {
2370                                 s = "notify_fall";
2371                         }
2372                         else if(type == DEATH_SHOOTING_STAR)
2373                         {
2374                                 s = "notify_shootingstar";
2375                         }
2376                         else if(type == DEATH_HURTTRIGGER || type == DEATH_CUSTOM) // DEATH_CUSTOM is also void, right?
2377                         {
2378                                 s = "notify_void";
2379                         }
2380                         else if(type == RACE_SERVER_RECORD)
2381                         {
2382                                 s = "race_newrecordserver";
2383                         }
2384                         else if(type == RACE_NEW_RANK)
2385                         {
2386                                 s = "race_newrankyellow";
2387                         }
2388                         else if(type == RACE_NEW_TIME)
2389                         {
2390                                 s = "race_newtime";
2391                         }
2392                         else if(type == RACE_FAIL)
2393                         {
2394                                 s = "race_newfail";
2395                         }
2396
2397                         attacker = textShortenToWidth(killnotify_attackers[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2398                         victim = textShortenToWidth(killnotify_victims[j], 0.48 * mySize_x - height, fontsize, stringwidth_colors);
2399 :hud_config_notifyprint
2400                         width_attacker = stringwidth(attacker, TRUE, fontsize);
2401                         pos_attacker = pos + eX * (0.48 * mySize_x - height - width_attacker) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2402                         pos_victim = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
2403                         weap_pos = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
2404
2405                         if(s != "")
2406                         {
2407                                 drawpic_aspect_skin(weap_pos, s, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2408                                 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2409                                 drawcolorcodedstring(pos_victim, victim, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2410                         }
2411                 }
2412         }
2413 }
2414
2415 // Timer (#5)
2416 //
2417 // TODO: macro
2418 string seconds_tostring(float sec)
2419 {
2420         float minutes;
2421         minutes = floor(sec / 60);
2422
2423         sec -= minutes * 60;
2424         return sprintf("%d:%02d", minutes, sec);
2425 }
2426
2427 void HUD_Timer(void)
2428 {
2429         if(!autocvar__hud_configure)
2430         {
2431                 if(!autocvar_hud_panel_timer) return;
2432         }
2433         else
2434                 hud_configure_active_panel = HUD_PANEL_TIMER;
2435
2436         HUD_Panel_UpdateCvars(timer);
2437         HUD_Panel_ApplyFadeAlpha();
2438         vector pos, mySize;
2439         pos = panel_pos;
2440         mySize = panel_size;
2441
2442         HUD_Panel_DrawBg(1);
2443         if(panel_bg_padding)
2444         {
2445                 pos += '1 1 0' * panel_bg_padding;
2446                 mySize -= '2 2 0' * panel_bg_padding;
2447         }
2448
2449         string timer;
2450         float timelimit, elapsedTime, timeleft, minutesLeft;
2451
2452         timelimit = getstatf(STAT_TIMELIMIT);
2453
2454         timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
2455         timeleft = ceil(timeleft);
2456
2457         minutesLeft = floor(timeleft / 60);
2458
2459         vector timer_color;
2460         if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
2461                 timer_color = '1 1 1'; //white
2462         else if(minutesLeft >= 1)
2463                 timer_color = '1 1 0'; //yellow
2464         else
2465                 timer_color = '1 0 0'; //red
2466
2467         if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
2468                 if (time < getstatf(STAT_GAMESTARTTIME)) {
2469                         //while restart is still active, show 00:00
2470                         timer = seconds_tostring(0);
2471                 } else {
2472                         elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
2473                         timer = seconds_tostring(elapsedTime);
2474                 }
2475         } else {
2476                 timer = seconds_tostring(timeleft);
2477         }
2478
2479         drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2480 }
2481
2482 // Radar (#6)
2483 //
2484 void HUD_Radar(void)
2485 {
2486         if (!autocvar__hud_configure)
2487         {
2488                 if (hud_panel_radar_maximized)
2489                 {
2490                         if (!hud_draw_maximized) return;
2491                 }
2492                 else
2493                 {
2494                         if (autocvar_hud_panel_radar == 0) return;
2495                         if (autocvar_hud_panel_radar != 2 && !teamplay) return;
2496                 }
2497         }
2498         else
2499                 hud_configure_active_panel = HUD_PANEL_RADAR;
2500
2501         HUD_Panel_UpdateCvars(radar);
2502         HUD_Panel_ApplyFadeAlpha();
2503
2504         if (hud_panel_radar_maximized && !autocvar__hud_configure)
2505         {
2506                 panel_size = autocvar_hud_panel_radar_maximized_size;
2507                 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
2508                 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
2509                 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
2510                 panel_pos_y = (vid_conheight - panel_size_y) / 2;
2511                 
2512                 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
2513                 if(precache_pic(panel_bg) == "") { panel_bg = "gfx/hud/default/border_default"; } // fallback
2514         }
2515
2516         vector pos, mySize;
2517         pos = panel_pos;
2518         mySize = panel_size;
2519
2520         HUD_Panel_DrawBg(1);
2521         if(panel_bg_padding)
2522         {
2523                 pos += '1 1 0' * panel_bg_padding;
2524                 mySize -= '2 2 0' * panel_bg_padding;
2525         }
2526
2527         float color2;
2528         entity tm;
2529         float scale2d, normalsize, bigsize;
2530         float f;
2531
2532         teamradar_origin2d = pos + 0.5 * mySize;
2533         teamradar_size2d = mySize;
2534
2535         if(minimapname == "")
2536                 return;
2537
2538         teamradar_loadcvars();
2539
2540         switch(hud_panel_radar_zoommode)
2541         {
2542                 default:
2543                 case 0:
2544                         f = current_zoomfraction;
2545                         break;
2546                 case 1:
2547                         f = 1 - current_zoomfraction;
2548                         break;
2549                 case 2:
2550                         f = 0;
2551                         break;
2552                 case 3:
2553                         f = 1;
2554                         break;
2555         }
2556
2557         switch(hud_panel_radar_rotation)
2558         {
2559                 case 0:
2560                         teamradar_angle = view_angles_y - 90;
2561                         break;
2562                 default:
2563                         teamradar_angle = 90 * hud_panel_radar_rotation;
2564                         break;
2565         }
2566
2567         scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
2568         teamradar_size2d = mySize;
2569
2570         teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
2571
2572         // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
2573         if(hud_panel_radar_rotation == 0)
2574         {
2575                 // max-min distance must fit the radar in any rotation
2576                 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
2577         }
2578         else
2579         {
2580                 vector c0, c1, c2, c3, span;
2581                 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
2582                 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
2583                 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
2584                 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
2585                 span = '0 0 0';
2586                 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
2587                 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
2588
2589                 // max-min distance must fit the radar in x=x, y=y
2590                 bigsize = min(
2591                         teamradar_size2d_x * scale2d / (1.05 * span_x),
2592                         teamradar_size2d_y * scale2d / (1.05 * span_y)
2593                 );
2594         }
2595
2596         normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
2597         if(bigsize > normalsize)
2598                 normalsize = bigsize;
2599
2600         teamradar_size =
2601                   f * bigsize
2602                 + (1 - f) * normalsize;
2603         teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
2604                   f * mi_center
2605                 + (1 - f) * view_origin);
2606
2607         drawsetcliparea(
2608                 pos_x,
2609                 pos_y,
2610                 mySize_x,
2611                 mySize_y
2612         );
2613
2614         draw_teamradar_background(hud_panel_radar_foreground_alpha);
2615
2616         for(tm = world; (tm = find(tm, classname, "radarlink")); )
2617                 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2618         for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2619                 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2620         for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2621         {
2622                 color2 = GetPlayerColor(tm.sv_entnum);
2623                 //if(color == COLOR_SPECTATOR || color == color2)
2624                         draw_teamradar_player(tm.origin, tm.angles, GetTeamRGB(color2));
2625         }
2626         draw_teamradar_player(view_origin, view_angles, '1 1 1');
2627
2628         drawresetcliparea();
2629 };
2630
2631 // Score (#7)
2632 //
2633 void HUD_UpdatePlayerTeams();
2634 void HUD_Score_Rankings(vector pos, vector mySize, entity me, float team_count)
2635 {
2636         float score;
2637         entity tm, pl;
2638 #define SCOREPANEL_MAX_ENTRIES 6
2639 #define SCOREPANEL_ASPECTRATIO 2
2640         float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2641         vector fontsize = '1 1 0' * (mySize_y/entries);
2642
2643         vector rgb, score_color;
2644         rgb = '1 1 1';
2645         score_color = '1 1 1';
2646
2647         float name_size = mySize_x*0.75;
2648         float spacing_size = mySize_x*0.04;
2649         const float highlight_alpha = 0.2;
2650         float i, me_printed, first_pl;
2651         string s;
2652         i = 0;
2653         first_pl = 0;
2654         if (autocvar__hud_configure)
2655         {
2656                 float players_per_team;
2657                 if (team_count)
2658                 {
2659                         // show team scores in the first line
2660                         float score_size = mySize_x / team_count;
2661                         players_per_team = max(2, ceil((entries - 1) / team_count));
2662                         for(i=0; i<team_count; ++i) {
2663                                 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2664                                         HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2665                                 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);
2666                         }
2667                         first_pl = 1;
2668                         pos_y += fontsize_y;
2669                 }
2670                 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2671                 for (i=first_pl; i<entries; ++i)
2672                 {
2673                         //simulate my score is lower than all displayed players,
2674                         //so that I don't appear at all showing pure rankings.
2675                         //This is to better show the difference between the 2 ranking views
2676                         if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2677                         {
2678                                 rgb = '1 1 0';
2679                                 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2680                                 s = GetPlayerName(pl.sv_entnum);
2681                                 score = 7;
2682                         }
2683                         else
2684                         {
2685                                 s = sprintf(_("Player %d"), i + 1 - first_pl);
2686                                 score -= 3;
2687                         }
2688
2689                         if (team_count)
2690                                 score_color = GetTeamRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2691                         s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2692                         drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2693                         drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2694                         pos_y += fontsize_y;
2695                 }
2696                 return;
2697         }
2698
2699         if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2700                 HUD_UpdatePlayerTeams();
2701         if (team_count)
2702         {
2703                 // show team scores in the first line
2704                 float score_size = mySize_x / team_count;
2705                 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2706                         if(tm.team == COLOR_SPECTATOR)
2707                                 continue;
2708                         if (tm.team == myteam)
2709                                 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2710                         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);
2711                         ++i;
2712                 }
2713                 first_pl = 1;
2714                 pos_y += fontsize_y;
2715                 tm = teams.sort_next;
2716         }
2717         i = first_pl;
2718
2719         do
2720         for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2721         {
2722                 if ((team_count && pl.team != tm.team) || pl.team == COLOR_SPECTATOR)
2723                         continue;
2724
2725                 if (i == entries-1 && !me_printed && pl != me)
2726                 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2727                 {
2728                         for (pl = me.sort_next; pl; pl = pl.sort_next)
2729                                 if (pl.team != COLOR_SPECTATOR)
2730                                         break;
2731
2732                         if (pl)
2733                                 rgb = '1 1 0'; //not last but not among the leading players: yellow
2734                         else
2735                                 rgb = '1 0 0'; //last: red
2736                         pl = me;
2737                 }
2738
2739                 if (pl == me)
2740                 {
2741                         if (i == first