]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
Merge branch 'master' into terencehill/centerprint_stuff
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index 1c60a02f9fe7c610ff3a2dfdadf168846087a15b..476991137586a62dec20cce20dbb33173857100e 100644 (file)
@@ -1,16 +1,5 @@
-#define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
-#define spider_rocket_targ "gfx/vehicles/target.tga"
-#define SPIDER_CROSS "textures/spiderbot/cross.tga"
-#define rkt_size 32
-#define rld_size_x 256
-#define rld_size_y 16
-
-void CSQC_WAKIZASHI_HUD();
-
 entity porto;
 vector polyline[16];
-float trace_dphitcontents;
-float trace_networkentity;
 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
 float DPCONTENTS_SOLID = 1; // blocks player movement
 float DPCONTENTS_BODY = 32; // blocks player movement
@@ -102,7 +91,7 @@ void CheckForGamestartChange() {
        if (previous_game_starttime != startTime) {
                if ((time + 5.0) < startTime) {
                        //if connecting to server while restart was active don't always play prepareforbattle
-                       sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
+                       sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
                }
                if (time < startTime) {
                        restartAnnouncer = spawn();
@@ -137,7 +126,8 @@ vector GetCurrentFov(float fov)
                        zoomspeed = 3.5;
 
        zoomdir = button_zoom;
-       if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
+       if(hud == HUD_NORMAL)
+       if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
                zoomdir += button_attack2;
        if(spectatee_status > 0 || isdemo())
        {
@@ -274,7 +264,7 @@ float TrueAimCheck()
                case WEP_MINSTANEX:
                        mv = MOVE_NORMAL;
                        break;
-               case WEP_SNIPERRIFLE:
+               case WEP_RIFLE:
                        ta = trueaim_rifle;
                        mv = MOVE_NORMAL;
                        if(zoomscript_caught)
@@ -342,14 +332,13 @@ void CSQC_common_hud(void);
 void PostInit(void);
 void CSQC_Demo_Camera();
 float HUD_WouldDrawScoreboard();
-float view_set;
 float camera_mode;
 float reticle_type;
 string NextFrameCommand;
 void CSQC_SPIDER_HUD();
 void CSQC_RAPTOR_HUD();
 
-vector freeze_pmove_org, freeze_input_angles;
+vector freeze_org, freeze_ang;
 entity nightvision_noise, nightvision_noise2;
 
 float pickup_crosshair_time, pickup_crosshair_size;
@@ -361,6 +350,9 @@ float use_nex_chargepool;
 float myhealth, myhealth_prev;
 float myhealth_flash;
 
+float old_blurradius, old_bluralpha;
+float old_sharpen_intensity;
+
 vector myhealth_gentlergb;
 
 float contentavgalpha, liquidalpha_prev;
@@ -368,6 +360,8 @@ vector liquidcolor_prev;
 
 float eventchase_current_distance;
 
+vector damage_blurpostprocess, content_blurpostprocess;
+
 float checkfail[16];
 
 void CSQC_UpdateView(float w, float h)
@@ -375,9 +369,10 @@ void CSQC_UpdateView(float w, float h)
        entity e;
        float fov;
        float f, i, j;
-       vector v, vo;
+       vector v;
        vector vf_size, vf_min;
        float a;
+       hud = getstati(STAT_HUD);
 
        button_attack2 = (input_buttons & BUTTON_3);
        button_zoom = (input_buttons & BUTTON_4);
@@ -406,31 +401,22 @@ void CSQC_UpdateView(float w, float h)
                myteam = GetPlayerColor(player_localentnum - 1);
 
        ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
-       vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
-
-       warpzone_fixview_origin = pmove_org + vo;
-       warpzone_fixview_cl_viewangles = input_angles;
-       warpzone_fixview_angles = view_angles;
-       WarpZone_FixView();
-       pmove_org = warpzone_fixview_origin - vo;
-       input_angles = warpzone_fixview_cl_viewangles;
-       view_angles = warpzone_fixview_angles;
 
        if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
        {
-               pmove_org = freeze_pmove_org;
-               input_angles = view_angles = freeze_input_angles;
-               R_SetView(VF_ORIGIN, pmove_org + vo);
-               R_SetView(VF_ANGLES, view_angles);
-               //R_SetView(VF_CL_VIEWANGLES, input_angles);
+               R_SetView(VF_ORIGIN, freeze_org);
+               R_SetView(VF_ANGLES, freeze_ang);
+       }
+       else
+       {
+               freeze_org = R_SetView3fv(VF_ORIGIN);
+               freeze_ang = R_SetView3fv(VF_ANGLES);
        }
-       freeze_pmove_org = pmove_org;
-       freeze_input_angles = input_angles;
 
        // event chase camera
        if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
        {
-               if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
+               if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
                {
                        // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
                        // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
@@ -446,15 +432,16 @@ void CSQC_UpdateView(float w, float h)
                        vector eventchase_target_origin;
                        makevectors(view_angles);
                        // pass 1, used to check where the camera would go and obtain the trace_fraction
-                       eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
+                       eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
 
-                       traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
+                       WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
                        // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
                        // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
-                       eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
+                       eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
+                       WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
 
-                       R_SetView(VF_ORIGIN, eventchase_target_origin);
-                       R_SetView(VF_ANGLES, view_angles);
+                       R_SetView(VF_ORIGIN, trace_endpos);
+                       R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
                }
                else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
                {
@@ -463,17 +450,16 @@ void CSQC_UpdateView(float w, float h)
                }
        }
 
+       WarpZone_FixView();
+       //WarpZone_FixPMove();
+
        // Render the Scene
-       if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission))
-       {
-               view_origin = pmove_org + vo;
-               view_angles = input_angles;
-               makevectors(view_angles);
-               view_forward = v_forward;
-               view_right = v_right;
-               view_up = v_up;
-               view_set = 1;
-       }
+       view_origin = R_SetView3fv(VF_ORIGIN);
+       view_angles = R_SetView3fv(VF_ANGLES);
+       makevectors(view_angles);
+       view_forward = v_forward;
+       view_right = v_right;
+       view_up = v_up;
 
 #ifdef BLURTEST
        if(time > blurtest_time0 && time < blurtest_time1)
@@ -497,7 +483,10 @@ void CSQC_UpdateView(float w, float h)
        TargetMusic_Advance();
        Fog_Force();
 
-       drawframetime = max(0.000001, time - drawtime);
+       if(drawtime == 0)
+               drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
+       else
+               drawframetime = bound(0.000001, time - drawtime, 1);
        drawtime = time;
 
        // watch for gametype changes here...
@@ -558,6 +547,15 @@ void CSQC_UpdateView(float w, float h)
 
        // ALWAYS Clear Current Scene First
        R_ClearScene();
+#ifdef WORKAROUND_XON010
+       if(checkextension("DP_CSQC_ROTATEMOVES"))
+       {
+#endif
+       R_SetView(VF_ORIGIN, view_origin);
+       R_SetView(VF_ANGLES, view_angles);
+#ifdef WORKAROUND_XON010
+       }
+#endif
 
        // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
        R_SetView(VF_SIZE, vf_size);
@@ -676,20 +674,20 @@ void CSQC_UpdateView(float w, float h)
                R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
                R_EndPolygon();
        }
-
+        
        // Draw the aiming reticle for weapons that use it
        // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
        // It must be a persisted float for fading out to work properly (you let go of the zoom button for
        // the view to go back to normal, so reticle_type would become 0 as we fade out)
-       if(spectatee_status || getstati(STAT_HEALTH) <= 0)
+       if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
                reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
-       else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
+       else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
                reticle_type = 2; // nex zoom
        else if(button_zoom || zoomscript_caught)
                reticle_type = 1; // normal zoom
-       else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
+       else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
                reticle_type = 2; // nex zoom
-
+    
        if (reticle_type)
        {
                if(autocvar_cl_reticle_stretch)
@@ -729,7 +727,7 @@ void CSQC_UpdateView(float w, float h)
        {
                float contentalpha_temp, incontent, liquidalpha, contentfadetime;
                vector liquidcolor;
-               
+
                switch(pointcontents(view_origin))
                {
                        case CONTENT_WATER:
@@ -737,26 +735,26 @@ void CSQC_UpdateView(float w, float h)
                                liquidcolor = stov(autocvar_hud_contents_water_color);
                                incontent = 1;
                                break;
-                               
+
                        case CONTENT_LAVA:
                                liquidalpha = autocvar_hud_contents_lava_alpha;
                                liquidcolor = stov(autocvar_hud_contents_lava_color);
                                incontent = 1;
-                               break;  
-                                                       
+                               break;
+
                        case CONTENT_SLIME:
                                liquidalpha = autocvar_hud_contents_slime_alpha;
                                liquidcolor = stov(autocvar_hud_contents_slime_color);
                                incontent = 1;
                                break;
-                               
+
                        default:
                                liquidalpha = 0;
                                liquidcolor = '0 0 0';
                                incontent = 0;
                                break;
                }
-               
+
                if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
                { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
                        contentfadetime = autocvar_hud_contents_fadeintime;
@@ -765,15 +763,32 @@ void CSQC_UpdateView(float w, float h)
                }
                else
                        contentfadetime = autocvar_hud_contents_fadeouttime;
-                       
+
                contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
                contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
-               
+
                if(contentavgalpha)
                        drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
+
+               if(autocvar_hud_postprocessing)
+               {
+                       if(autocvar_hud_contents_blur && contentavgalpha)
+                       {
+                               content_blurpostprocess_x = 1;
+                               content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
+                               content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
+                       }
+                       else
+                       {
+                               content_blurpostprocess_x = 0;
+                               content_blurpostprocess_y = 0;
+                               content_blurpostprocess_z = 0;
+                       }
+               }
        }
        
-       if(autocvar_hud_damage)
+       if(autocvar_hud_damage && !autocvar_chase_active)
+
        {
                splash_size_x = max(vid_conwidth, vid_conheight);
                splash_size_y = max(vid_conwidth, vid_conheight);
@@ -837,16 +852,76 @@ void CSQC_UpdateView(float w, float h)
                }
                else
                        drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+
+               if(autocvar_hud_postprocessing)
+               {
+                       if(autocvar_hud_damage_blur && myhealth_flash_temp)
+                       {
+                               damage_blurpostprocess_x = 1;
+                               damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
+                               damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
+                       }
+                       else
+                       {
+                               damage_blurpostprocess_x = 0;
+                               damage_blurpostprocess_y = 0;
+                               damage_blurpostprocess_z = 0;
+                       }
+               }
+       }
+
+       if(autocvar_hud_postprocessing)
+       {
+               // all of this should be done in the engine eventually
+
+               // enable or disable rendering types if they are used or not
+               if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
+                       cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
+               if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
+                       cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
+
+               // lets apply the postprocess effects from the previous two functions if needed
+               if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
+               {
+                       float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
+                       float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
+                       if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
+                       {
+                               cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
+                               old_blurradius = blurradius;
+                               old_bluralpha = bluralpha;
+                       }
+               }
+               else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
+               {
+                       cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
+                       old_blurradius = 0;
+                       old_bluralpha = 0;
+               }
+
+               float sharpen_intensity;
+               if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
+                       sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
+               if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
+                       sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
+
+               if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
+               {
+                       sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
+
+                       if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
+                       {
+                               cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
+                               old_sharpen_intensity = sharpen_intensity;
+                       }
+               }
+               else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
+               {
+                       cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
+                       old_sharpen_intensity = 0;
+               }
        }
 
-       // Draw the mouse cursor
-       // NOTE: drawpic must happen after R_RenderScene for some reason
-       //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
-       //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
-       //self = edict_num(player_localnum);
-       //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
-       //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
-       // as long as the ctf part isn't in, this is useless
        if(menu_visible)
                menu_show();
 
@@ -868,25 +943,17 @@ void CSQC_UpdateView(float w, float h)
        hit_time = getstatf(STAT_HIT_TIME);
        if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
        {
-               sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
+               sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
                nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
        }
        typehit_time = getstatf(STAT_TYPEHIT_TIME);
        if(typehit_time > nextsound_typehit_time)
        {
-               sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+               sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
                nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
        }
 
-       float hud;
-       hud = getstati(STAT_HUD);
-       if(hud == HUD_SPIDERBOT)
-               CSQC_SPIDER_HUD();
-       else if(hud == HUD_WAKIZASHI)
-        CSQC_WAKIZASHI_HUD();
-    else if(hud == HUD_RAPTOR)
-        CSQC_RAPTOR_HUD();
-       else
+       //else
        {
                if(gametype == GAME_FREEZETAG)
                {
@@ -904,7 +971,7 @@ void CSQC_UpdateView(float w, float h)
                                CSQC_common_hud();
 
                // crosshair goes VERY LAST
-               if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
+               if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
                        string wcross_style;
                        float wcross_alpha, wcross_resolution;
                        wcross_style = autocvar_crosshair;
@@ -971,13 +1038,13 @@ void CSQC_UpdateView(float w, float h)
                        else if(autocvar_crosshair_color_by_health)
                        {
                                local float x = getstati(STAT_HEALTH);
-                               
+
                                //x = red
                                //y = green
                                //z = blue
-                               
+
                                wcross_color_z = 0;
-                               
+
                                if(x > 200)
                                {
                                        wcross_color_x = 0;
@@ -998,7 +1065,7 @@ void CSQC_UpdateView(float w, float h)
                                {
                                        wcross_color_x = 1;
                                        wcross_color_y = 1;
-                                       wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
+                                       wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
                                }
                                else if(x > 20)
                                {
@@ -1042,7 +1109,7 @@ void CSQC_UpdateView(float w, float h)
 
                                wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
                        }
-                       
+
                        vector hitindication_color;
                        if(autocvar_crosshair_hitindication)
                        {
@@ -1119,134 +1186,137 @@ void CSQC_UpdateView(float w, float h)
                        wcross_alpha *= 1 - autocvar__menu_alpha;
                        wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
 
-                       // crosshair rings for weapon stats
-                       if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+                       if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
                        {
-                               // declarations and stats
-                               float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
-                               string ring_image, ring_inner_image;
-                               vector ring_rgb, ring_inner_rgb;
-                               
-                               ring_scale = autocvar_crosshair_ring_size;
-
-                               float weapon_clipload, weapon_clipsize;
-                               weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
-                               weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
-
-                               float nex_charge, nex_chargepool;
-                               nex_charge = getstatf(STAT_NEX_CHARGE);
-                               nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
-
-                               if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
-                                       nex_charge_movingavg = nex_charge;
-                                       
-
-                               // handle the values
-                               if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+                               // crosshair rings for weapon stats
+                               if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
                                {
-                                       if (nex_chargepool || use_nex_chargepool) { 
-                                               use_nex_chargepool = 1; 
-                                               ring_inner_value = nex_chargepool;
-                                       } else { 
-                                               nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
-                                               ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
-                                       }
-                                               
-                                       ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
-                                       ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
-                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
-                                       
-                                       // draw the outer ring to show the current charge of the weapon
-                                       ring_value = nex_charge;
-                                       ring_alpha = autocvar_crosshair_ring_nex_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
-                               }
-                               else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
-                               {
-                                       ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
-                                       ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
-                               else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
-                               {
-                                       ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
-                                       ring_alpha = autocvar_crosshair_ring_hagar_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring.tga";
-                               }
+                                       // declarations and stats
+                                       float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
+                                       string ring_image, ring_inner_image;
+                                       vector ring_rgb, ring_inner_rgb;
 
-                               if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
-                               {
-                                       ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
-                                       ring_scale = autocvar_crosshair_ring_reload_size;
-                                       ring_alpha = autocvar_crosshair_ring_reload_alpha;
-                                       ring_rgb = wcross_color;
-                                       
-                                       // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
-                                       // if a new image for another weapon is added, add the code (and its respective file/value) here
-                                       if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
-                                               ring_image = "gfx/crosshair_ring_sniperrifle.tga";
-                                       else
+                                       ring_scale = autocvar_crosshair_ring_size;
+
+                                       float weapon_clipload, weapon_clipsize;
+                                       weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+                                       weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+
+                                       float nex_charge, nex_chargepool;
+                                       nex_charge = getstatf(STAT_NEX_CHARGE);
+                                       nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+
+                                       if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                                               nex_charge_movingavg = nex_charge;
+
+
+                                       // handle the values
+                                       if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+                                       {
+                                               if (nex_chargepool || use_nex_chargepool) { 
+                                                       use_nex_chargepool = 1; 
+                                                       ring_inner_value = nex_chargepool;
+                                               } else { 
+                                                       nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
+                                                       ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
+                                               }
+
+                                               ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
+                                               ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
+                                               ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+                                               // draw the outer ring to show the current charge of the weapon
+                                               ring_value = nex_charge;
+                                               ring_alpha = autocvar_crosshair_ring_nex_alpha;
+                                               ring_rgb = wcross_color;
+                                               ring_image = "gfx/crosshair_ring_nexgun.tga";
+                                       }
+                                       else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
+                                       {
+                                               ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+                                               ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
+                                               ring_rgb = wcross_color;
                                                ring_image = "gfx/crosshair_ring.tga";
-                               }
+                                       }
+                                       else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+                                       {
+                                               ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+                                               ring_alpha = autocvar_crosshair_ring_hagar_alpha;
+                                               ring_rgb = wcross_color;
+                                               ring_image = "gfx/crosshair_ring.tga";
+                                       }
+
+                                       if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
+                                       {
+                                               ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
+                                               ring_scale = autocvar_crosshair_ring_reload_size;
+                                               ring_alpha = autocvar_crosshair_ring_reload_alpha;
+                                               ring_rgb = wcross_color;
+
+                                               // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
+                                               // if a new image for another weapon is added, add the code (and its respective file/value) here
+                                               if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+                                                       ring_image = "gfx/crosshair_ring_rifle.tga";
+                                               else
+                                                       ring_image = "gfx/crosshair_ring.tga";
+                                       }
 
-                               if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
-                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
+                                       if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
+                                               DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
 
-                               if (ring_value)
-                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
-                       }
+                                       if (ring_value)
+                                               DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
+                               }
 
 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
-                       do \
-                       { \
-                               if(wcross_blur > 0) \
+                               do \
                                { \
-                                       for(i = -2; i <= 2; ++i) \
+                                       if(wcross_blur > 0) \
+                                       { \
+                                               for(i = -2; i <= 2; ++i) \
                                                for(j = -2; j <= 2; ++j) \
-                                                       M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+                                               M(i,j,sz,wcross_name,wcross_alpha*0.04); \
+                                       } \
+                                       else \
+                                       { \
+                                               M(0,0,sz,wcross_name,wcross_alpha); \
+                                       } \
                                } \
-                               else \
-                               { \
-                                       M(0,0,sz,wcross_name,wcross_alpha); \
-                               } \
-                       } \
-                       while(0)
+                               while(0)
 
 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
-                       drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
+                               drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
 
 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
-                       CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
+                               CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
 
-                       if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
-                       {
-                               f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
-                               wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
-                               CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
-                               f = 1 - f;
-                       }
-                       else
-                       {
-                               f = 1;
-                       }
+                               if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
+                               {
+                                       f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
+                                       wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
+                                       CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
+                                       f = 1 - f;
+                               }
+                               else
+                               {
+                                       f = 1;
+                               }
+                               wcross_name_alpha_goal_prev = f;
 
-                       wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
-                       CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
-
-                       if(autocvar_crosshair_dot)
-            {
-                vector wcross_color_old;
-                wcross_color_old = wcross_color;
-                if(autocvar_crosshair_dot_color != "0")
-                    wcross_color = stov(autocvar_crosshair_dot_color);
-                               CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
-                wcross_color = wcross_color_old;
-            }
-
-                       wcross_name_alpha_goal_prev = f;
+                               wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
+                               CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
+
+                               if(autocvar_crosshair_dot)
+                               {
+                                       vector wcross_color_old;
+                                       wcross_color_old = wcross_color;
+                                       if(autocvar_crosshair_dot_color != "0")
+                                               wcross_color = stov(autocvar_crosshair_dot_color);
+                                       CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
+                                       // FIXME why don't we use wcross_alpha here?
+                                       wcross_color = wcross_color_old;
+                               }
+                       }
                }
                else
                {
@@ -1305,343 +1375,59 @@ void CSQC_UpdateView(float w, float h)
 
        if(autocvar__hud_configure)
                HUD_Panel_Mouse();
-
+    
+    if(hud && !intermission)
+    {        
+        if(hud == HUD_SPIDERBOT)
+            CSQC_SPIDER_HUD();
+        else if(hud == HUD_WAKIZASHI)
+            CSQC_WAKIZASHI_HUD();
+        else if(hud == HUD_RAPTOR)
+            CSQC_RAPTOR_HUD();
+        else if(hud == HUD_BUMBLEBEE)
+            CSQC_BUMBLE_HUD();
+    }
        // let's reset the view back to normal for the end
        R_SetView(VF_MIN, '0 0 0');
        R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
 }
 
-#define spider_h "gfx/vehicles/hud_bg.tga"
-#define spider_b "gfx/vehicles/sbot.tga"
-#define spider_r "gfx/vehicles/sbot_rpods.tga"
-#define spider_g "gfx/vehicles/sbot_mguns.tga"
-#define spider_s "gfx/vehicles/shiled.tga"
-#define spider_a1 "gfx/hud/sb_rocket.tga"
-#define spider_a2 "gfx/sb_bullets.tga"
 
-void CSQC_SPIDER_HUD()
+void CSQC_common_hud(void)
 {
-       float rockets, reload, heat, hp, shield;
-       vector picsize, hudloc;
-
-    // Fetch health & ammo stats
-    hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
-       shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
-       heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
-       rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
-       reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
-
-    // Draw the crosshairs
-    picsize = drawgetimagesize(SPIDER_CROSS);
-    picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
-    picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
-    drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
-
-    hudloc_y =  4;
-    hudloc_x = 4;
-
-    picsize = drawgetimagesize(spider_h) * 0.5;
-    drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
-
-    picsize = drawgetimagesize(spider_a2) * 0.5;
-    drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
-
-    drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
-    drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
-    drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
-
-    picsize = drawgetimagesize(spider_a1) * 0.85;
-    if(rockets == 9)
-    {
-        drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
-        drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
-    }
-    else
+    // do some accuracy var caching
+    float i;
+    if(!(gametype == GAME_RACE || gametype == GAME_CTS))
     {
-        drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
-        drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
+        if(autocvar_accuracy_color_levels != acc_color_levels)
+        {
+            if(acc_color_levels)
+                strunzone(acc_color_levels);
+            acc_color_levels = strzone(autocvar_accuracy_color_levels);
+            acc_levels = tokenize(acc_color_levels);
+            if (acc_levels > MAX_ACCURACY_LEVELS)
+                acc_levels = MAX_ACCURACY_LEVELS;
+
+            for (i = 0; i < acc_levels; ++i)
+                acc_lev[i] = stof(argv(i)) / 100.0;
+        }
+        // let know that acc_col[] needs to be loaded
+        acc_col_x[0] = -1;
     }
 
-    picsize = drawgetimagesize(spider_b) * 0.5;
-    hudloc_y = 10.5;
-    hudloc_x = 10.5;
-
-    drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
-    drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
-    drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
-    drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
-
-
-       /*
-       // Draw health bar
-       p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
-       p = p + '0 1 0' * vid_conheight - '0 32 0';
-       //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
-       drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
-       p_y += 8;
-       drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
-       p_x += 256 * hp;
-       drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
-
-       // Draw minigun heat indicator
-       p = '0.5 0 0' * (vid_conwidth - 256);
-       p = p + '0 1 0' * vid_conheight - '0 34  0';
-       drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
-       p_x += 256 * (1-heat);
-       drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
-
-
-       // Draw rocket icons for loaded/empty tubes.
-       pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
-       pp += '0 1 0' * vid_conheight - '0 64 0';
-       for(i = 0; i < 8; ++i)
-       {
-               p = pp + '1 0 0' * (rkt_size * i);
-               if(rockets == 8)
-               {
-                       if(floor(reload * 8) == i)
-                       {
-                               drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
-                       }
-                       else if(i < reload * 8)
-                               drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
-                       else
-                               drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
-               }
-               else
-               {
-                       if(i < rockets)
-                               drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
-                       else
-                               drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
-               }
-       }
-       */
-
-       if (scoreboard_showscores)
-       {
-               HUD_DrawScoreboard();
-       }
-
-}
-
-#define raptor_h "gfx/vehicles/hud_bg.tga"
-#define raptor_b "gfx/vehicles/raptor.tga"
-#define raptor_g1 "gfx/vehicles/raptor_guns.tga"
-#define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
-#define raptor_s "gfx/vehicles/shiled.tga"
-
-void CSQC_RAPTOR_HUD()
-{
-       float reload, hp, shield, energy;
-       vector picsize, hudloc;
-
-    // Fetch health & ammo stats
-    hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
-       shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
-       reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
-       energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
-
-    // Draw the crosshairs
-    picsize = drawgetimagesize(SPIDER_CROSS);
-    picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
-    picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
-    drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
-
-    hudloc_y =  4;
-    hudloc_x = 4;
-
-    picsize = drawgetimagesize(raptor_h) * 0.5;
-    drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
-
-    picsize = drawgetimagesize(spider_a2) * 0.5;
-    drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
+    HUD_Main(); // always run these functions for alpha checks
+    HUD_DrawScoreboard();
 
-    drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
-    drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
-    drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
-
-
-    picsize = drawgetimagesize(spider_a1) * 0.85;
-    if(reload == 1)
-    {
-        drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
-        drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
-    }
-    else
-    {
-        drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
-        drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
-    }
-
-    picsize = drawgetimagesize(raptor_b) * 0.5;
-    hudloc_y = 10.5;
-    hudloc_x = 10.5;
-
-    drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
-    drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
-    drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
-    drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
-
-
-       if (scoreboard_showscores)
-       {
-               HUD_DrawScoreboard();
-       }
-
-}
-
-#define waki_h "gfx/vehicles/hud_bg.tga"
-#define waki_b "gfx/vehicles/waki.tga"
-#define waki_e "gfx/vehicles/waki_e.tga"
-#define waki_g "gfx/vehicles/waki_guns.tga"
-#define waki_r "gfx/vehicles/waki_rockets.tga"
-#define waki_s "gfx/vehicles/shiled.tga"
-
-#define waki_a1 "gfx/hud/sb_rocket.tga"
-#define waki_a2 "gfx/sb_cells.tga"
-
-void CSQC_WAKIZASHI_HUD()
-{
-       // 0--1 floats. 1 = 100%, 0.6 = 50%.
-       float health, shield, energy, rockets;
-       vector picsize, hudloc;
-
-    picsize = drawgetimagesize(SPIDER_CROSS);
-    picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
-    picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
-    drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
-
-/*
-const float STAT_VEHICLESTAT_HEALTH  = 60;
-const float STAT_VEHICLESTAT_SHIELD  = 61;
-const float STAT_VEHICLESTAT_ENERGY  = 62;
-const float STAT_VEHICLESTAT_AMMO1   = 63;
-const float STAT_VEHICLESTAT_RELAOD1 = 64;
-const float STAT_VEHICLESTAT_AMMO2   = 65;
-const float STAT_VEHICLESTAT_RELOAD2 = 66;
-*/
-    health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
-       shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
-       energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
-       rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
-
-    hudloc_y =  4;
-    hudloc_x = 4;
-
-    picsize = drawgetimagesize(waki_h) * 0.5;
-    drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
-
-    picsize = drawgetimagesize(waki_a2) * 0.7;
-    drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
-
-
-    drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
-    drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
-
-    drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
-
-    picsize = drawgetimagesize(waki_a1) * 0.75;
-    if(rockets == 1)
-    {
-        drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
-        drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
-    }
-    else
+    if (scoreboard_active) // scoreboard/accuracy
+        HUD_Reset();
+    else if (intermission == 2) // map voting screen
     {
-        drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
-        drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
-        drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
+        HUD_FinaleOverlay();
+        HUD_Reset();
     }
-
-    picsize = drawgetimagesize(waki_b) * 0.5;
-    hudloc_y = 10.5;
-    hudloc_x = 10.5;
-
-    drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
-    drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
-    drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
-    drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
-
-
-
        /*
-       p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
-       p = p + '0 1 0' * vid_conheight - '0 32 0';
-
-       // Draw health bar
-       p_y += 8;
-       drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
-       p_x += 256 * health;
-       drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
-
-       // Draw shiled bar
-       p_x -= 256 * health;
-       p_y += 4;
-       drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
-
-       // Draw energy
-       //p_x -= 256 * health;
-       p_y -= 8;
-       drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
-
-       // Draw rockets bar
-       p_y += 12;
-       drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
-       */
-
-
-
-
-       if (scoreboard_showscores)
-       {
-               HUD_DrawScoreboard();
-       }
-
-}
-
-void CSQC_common_hud(void)
-{
-       // HUD_SortFrags(); done in HUD_Draw
-       float hud;
-       hud = getstati(STAT_HUD);
-
-       //hud = 10;
        switch(hud)
        {
-               case HUD_NORMAL:
-                       // do some accuracy var caching
-                       float i;
-                       if(!(gametype == GAME_RACE || gametype == GAME_CTS))
-                       {
-                               if(autocvar_accuracy_color_levels != acc_color_levels)
-                               {
-                                       if(acc_color_levels)
-                                               strunzone(acc_color_levels);
-                                       acc_color_levels = strzone(autocvar_accuracy_color_levels);
-                                       acc_levels = tokenize(acc_color_levels);
-                                       if (acc_levels > MAX_ACCURACY_LEVELS)
-                                               acc_levels = MAX_ACCURACY_LEVELS;
-
-                                       for (i = 0; i < acc_levels; ++i)
-                                               acc_lev[i] = stof(argv(i)) / 100.0;
-                               }
-                               // let know that acc_col[] needs to be loaded
-                               acc_col_x[0] = -1;
-                       }
-
-                       HUD_Main(); // always run these functions for alpha checks
-                       HUD_DrawScoreboard();
-
-                       if (scoreboard_active) // scoreboard/accuracy
-                               HUD_Reset();
-                       else if (intermission == 2) // map voting screen
-                       {
-                               HUD_FinaleOverlay();
-                               HUD_Reset();
-                       }
-                       break;
-
                case HUD_SPIDERBOT:
                        CSQC_SPIDER_HUD();
                        break;
@@ -1649,7 +1435,12 @@ void CSQC_common_hud(void)
                case HUD_WAKIZASHI:
                        CSQC_WAKIZASHI_HUD();
                        break;
+
+        case HUD_BUMBLEBEE:
+            CSQC_BUMBLE_HUD();
+            break;
        }
+       */
 }