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Merge branch 'mirceakitsune/hud_postprocessing' of git://git.xonotic.org/xonotic...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
4 #define rkt_size 32
5 #define rld_size_x 256
6 #define rld_size_y 16
7
8 void CSQC_WAKIZASHI_HUD();
9
10 entity porto;
11 vector polyline[16];
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
19 void Porto_Draw()
20 {
21         vector p, dir, ang, q, nextdir;
22         float idx, portal_number, portal1_idx;
23
24         if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
25                 return;
26         if(intermission == 1)
27                 return;
28         if(intermission == 2)
29                 return;
30         if (getstati(STAT_HEALTH) <= 0)
31                 return;
32
33         dir = view_forward;
34
35         if(angles_held_status)
36         {
37                 makevectors(angles_held);
38                 dir = v_forward;
39         }
40
41         p = view_origin;
42
43         polyline[0] = p;
44         idx = 1;
45         portal_number = 0;
46         nextdir = dir;
47
48         for(;;)
49         {
50                 dir = nextdir;
51                 traceline(p, p + 65536 * dir, TRUE, porto);
52                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
53                         return;
54                 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
55                 p = trace_endpos;
56                 polyline[idx] = p;
57                 ++idx;
58                 if(idx >= 16)
59                         return;
60                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
61                         continue;
62                 ++portal_number;
63                 ang = vectoangles2(trace_plane_normal, dir);
64                 ang_x = -ang_x;
65                 makevectors(ang);
66                 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
67                         return;
68                 if(portal_number == 1)
69                         portal1_idx = idx;
70                 if(portal_number >= 2)
71                         break;
72         }
73
74         while(idx >= 2)
75         {
76                 p = polyline[idx-2];
77                 q = polyline[idx-1];
78                 if(idx == 2)
79                         p = p - view_up * 16;
80                 if(idx-1 >= portal1_idx)
81                 {
82                         Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
83                 }
84                 else
85                 {
86                         Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
87                 }
88                 --idx;
89         }
90 }
91
92 /**
93  * Checks whether the server initiated a map restart (stat_game_starttime changed)
94  *
95  * TODO: Use a better solution where a common shared entitiy is used that contains
96  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97  * and STAT_FRAGLIMIT to be auto-sent)
98  */
99 void CheckForGamestartChange() {
100         float startTime;
101         startTime = getstatf(STAT_GAMESTARTTIME);
102         if (previous_game_starttime != startTime) {
103                 if ((time + 5.0) < startTime) {
104                         //if connecting to server while restart was active don't always play prepareforbattle
105                         sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
106                 }
107                 if (time < startTime) {
108                         restartAnnouncer = spawn();
109                         restartAnnouncer.think = restartAnnouncer_Think;
110                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
111                 }
112         }
113         previous_game_starttime = startTime;
114 }
115
116 void Porto_Init()
117 {
118         porto = spawn();
119         porto.classname = "porto";
120         porto.draw = Porto_Draw;
121         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
122 }
123
124 float drawtime;
125 float avgspeed;
126 vector GetCurrentFov(float fov)
127 {
128         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
129
130         zoomsensitivity = autocvar_cl_zoomsensitivity;
131         zoomfactor = autocvar_cl_zoomfactor;
132         if(zoomfactor < 1 || zoomfactor > 16)
133                 zoomfactor = 2.5;
134         zoomspeed = autocvar_cl_zoomspeed;
135         if(zoomspeed >= 0)
136                 if(zoomspeed < 0.5 || zoomspeed > 16)
137                         zoomspeed = 3.5;
138
139         zoomdir = button_zoom;
140         if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141                 zoomdir += button_attack2;
142         if(spectatee_status > 0 || isdemo())
143         {
144                 if(spectatorbutton_zoom)
145                         zoomdir = 0 + !zoomdir;
146                 // do not even THINK about removing this 0
147                 // _I_ know what I am doing
148                 // fteqcc does not
149         }
150
151         if(zoomdir)
152                 zoomin_effect = 0;
153
154         if(zoomin_effect || camera_active)
155         {
156                 current_viewzoom = min(1, current_viewzoom + drawframetime);
157         }
158         else
159         {
160                 if(zoomspeed < 0) // instant zoom
161                 {
162                         if(zoomdir)
163                                 current_viewzoom = 1 / zoomfactor;
164                         else
165                                 current_viewzoom = 1;
166                 }
167                 else
168                 {
169                         if(zoomdir)
170                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
171                         else
172                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
173                 }
174         }
175
176         if(almost_equals(current_viewzoom, 1))
177                 current_zoomfraction = 0;
178         else if(almost_equals(current_viewzoom, 1/zoomfactor))
179                 current_zoomfraction = 1;
180         else
181                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
182
183         if(zoomsensitivity < 1)
184                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
185         else
186                 setsensitivityscale(1);
187
188         velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190         velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
191
192         //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
193
194         float frustumx, frustumy, fovx, fovy;
195         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197         fovx = atan2(frustumx, 1) / M_PI * 360.0;
198         fovy = atan2(frustumy, 1) / M_PI * 360.0;
199
200         return '1 0 0' * fovx + '0 1 0' * fovy;
201 }
202
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
205
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
212
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
217 entity trueaim;
218 entity trueaim_rifle;
219
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
224
225 void TrueAim_Init()
226 {
227         trueaim = spawn();
228         trueaim.classname = "trueaim";
229         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230         trueaim_rifle = spawn();
231         trueaim_rifle.classname = "trueaim_rifle";
232         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
233 }
234
235 float EnemyHitCheck()
236 {
237         float t;
238         wcross_origin = project_3d_to_2d(trace_endpos);
239         wcross_origin_z = 0;
240         if(trace_networkentity < 1)
241                 return SHOTTYPE_HITWORLD;
242         if(trace_networkentity > maxclients)
243                 return SHOTTYPE_HITWORLD;
244         t = GetPlayerColor(trace_networkentity - 1);
245         if(teamplay)
246                 if(t == myteam)
247                         return SHOTTYPE_HITTEAM;
248         if(t == COLOR_SPECTATOR)
249                 return SHOTTYPE_HITWORLD;
250         return SHOTTYPE_HITENEMY;
251 }
252
253 float TrueAimCheck()
254 {
255         float nudge = 1; // added to traceline target and subtracted from result
256         vector vecs, trueaimpoint, w_shotorg;
257         vector mi, ma, dv;
258         float shottype;
259         entity ta;
260         float mv;
261
262         mi = ma = '0 0 0';
263         ta = trueaim;
264         mv = MOVE_NOMONSTERS;
265
266         switch(activeweapon)
267         {
268                 case WEP_TUBA: // no aim
269                 case WEP_PORTO: // shoots from eye
270                 case WEP_HOOK: // no trueaim
271                 case WEP_GRENADE_LAUNCHER: // toss curve
272                         return SHOTTYPE_HITWORLD;
273                 case WEP_NEX:
274                 case WEP_MINSTANEX:
275                         mv = MOVE_NORMAL;
276                         break;
277                 case WEP_SNIPERRIFLE:
278                         ta = trueaim_rifle;
279                         mv = MOVE_NORMAL;
280                         if(zoomscript_caught)
281                         {
282                                 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283                                 return EnemyHitCheck();
284                         }
285                         break;
286                 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287                         mi = '-3 -3 -3';
288                         ma = '3 3 3';
289                         break;
290                 case WEP_FIREBALL: // projectile has a size!
291                         mi = '-16 -16 -16';
292                         ma = '16 16 16';
293                         break;
294                 case WEP_SEEKER: // projectile has a size!
295                         mi = '-2 -2 -2';
296                         ma = '2 2 2';
297                         break;
298                 case WEP_ELECTRO: // projectile has a size!
299                         mi = '0 0 -3';
300                         ma = '0 0 -3';
301                         break;
302         }
303
304         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
305
306         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307         trueaimpoint = trace_endpos;
308
309         if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310                 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
311
312         if(vecs_x > 0)
313                 vecs_y = -vecs_y;
314         else
315                 vecs = '0 0 0';
316
317         dv = view_right * vecs_y + view_up * vecs_z;
318         w_shotorg = view_origin + dv;
319
320         // now move the vecs forward as much as requested if possible
321         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
322         w_shotorg = trace_endpos - view_forward * nudge;
323
324         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325         shottype = EnemyHitCheck();
326         if(shottype != SHOTTYPE_HITWORLD)
327                 return shottype;
328
329 #if 0
330         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331         // or rather, I know why, but see no fix
332         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
334                 return SHOTTYPE_HITOBSTRUCTION;
335 #endif
336
337         return SHOTTYPE_HITWORLD;
338 }
339
340 void CSQC_common_hud(void);
341
342 void PostInit(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
345 float view_set;
346 float camera_mode;
347 float reticle_type;
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
351
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
354
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
360
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
363
364 float old_blurradius, old_bluralpha;
365 float old_sharpen_intensity;
366
367 vector myhealth_gentlergb;
368
369 float contentavgalpha, liquidalpha_prev;
370 vector liquidcolor_prev;
371
372 float eventchase_current_distance;
373
374 vector damage_blurpostprocess, content_blurpostprocess;
375
376 float checkfail[16];
377
378 void CSQC_UpdateView(float w, float h)
379 {
380         entity e;
381         float fov;
382         float f, i, j;
383         vector v, vo;
384         vector vf_size, vf_min;
385         float a;
386
387 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
388         CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
389         CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
390         CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
391         CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
392         CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
393         CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
394
395         vf_size = R_SetView3fv(VF_SIZE);
396         vf_min = R_SetView3fv(VF_MIN);
397         vid_width = vf_size_x;
398         vid_height = vf_size_y;
399
400         vector reticle_pos, reticle_size;
401         vector splash_pos, splash_size;
402
403         WaypointSprite_Load();
404
405         if(spectatee_status)
406                 myteam = GetPlayerColor(spectatee_status - 1);
407         else
408                 myteam = GetPlayerColor(player_localentnum - 1);
409
410         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
411         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
412
413         warpzone_fixview_origin = pmove_org + vo;
414         warpzone_fixview_cl_viewangles = input_angles;
415         warpzone_fixview_angles = view_angles;
416         WarpZone_FixView();
417         pmove_org = warpzone_fixview_origin - vo;
418         input_angles = warpzone_fixview_cl_viewangles;
419         view_angles = warpzone_fixview_angles;
420
421         if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
422         {
423                 pmove_org = freeze_pmove_org;
424                 input_angles = view_angles = freeze_input_angles;
425                 R_SetView(VF_ORIGIN, pmove_org + vo);
426                 R_SetView(VF_ANGLES, view_angles);
427                 //R_SetView(VF_CL_VIEWANGLES, input_angles);
428         }
429         freeze_pmove_org = pmove_org;
430         freeze_input_angles = input_angles;
431
432         // event chase camera
433         if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
434         {
435                 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
436                 {
437                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
438                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
439                         if(!autocvar_chase_active)
440                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
441
442                         // make the camera smooth back
443                         if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
444                                 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
445                         else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
446                                 eventchase_current_distance = autocvar_cl_eventchase_distance;
447
448                         vector eventchase_target_origin;
449                         makevectors(view_angles);
450                         // pass 1, used to check where the camera would go and obtain the trace_fraction
451                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
452
453                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
454                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
455                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
456                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
457
458                         R_SetView(VF_ORIGIN, eventchase_target_origin);
459                 }
460                 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
461                 {
462                         cvar_set("chase_active", "0");
463                         eventchase_current_distance = 0; // start from 0 next time
464                 }
465         }
466
467         // Render the Scene
468         if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission))
469         {
470                 view_origin = pmove_org + vo;
471                 view_angles = input_angles;
472                 makevectors(view_angles);
473                 view_forward = v_forward;
474                 view_right = v_right;
475                 view_up = v_up;
476                 view_set = 1;
477         }
478
479 #ifdef BLURTEST
480         if(time > blurtest_time0 && time < blurtest_time1)
481         {
482                 float r, t;
483
484                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
485                 r = t * blurtest_radius;
486                 f = 1 / pow(t, blurtest_power) - 1;
487
488                 cvar_set("r_glsl_postprocess", "1");
489                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
490         }
491         else
492         {
493                 cvar_set("r_glsl_postprocess", "0");
494                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
495         }
496 #endif
497
498         TargetMusic_Advance();
499         Fog_Force();
500
501         drawframetime = max(0.000001, time - drawtime);
502         drawtime = time;
503
504         // watch for gametype changes here...
505         // in ParseStuffCMD the cmd isn't executed yet :/
506         // might even be better to add the gametype to TE_CSQC_INIT...?
507         if(!postinit)
508                 PostInit();
509
510         if(intermission && !isdemo() && !(calledhooks & HOOK_END))
511                 if(calledhooks & HOOK_START)
512                 {
513                         localcmd("\ncl_hook_gameend\n");
514                         calledhooks |= HOOK_END;
515                 }
516
517         CheckForGamestartChange();
518         serverAnnouncer();
519         maptimeAnnouncer();
520         carrierAnnouncer();
521
522         fov = autocvar_fov;
523         if(button_zoom || fov <= 59.5)
524         {
525                 if(!zoomscript_caught)
526                 {
527                         localcmd("+button4\n");
528                         zoomscript_caught = 1;
529                         ignore_plus_zoom += 1;
530                 }
531         }
532         else
533         {
534                 if(zoomscript_caught)
535                 {
536                         localcmd("-button4\n");
537                         zoomscript_caught = 0;
538                         ignore_minus_zoom += 1;
539                 }
540         }
541
542         ColorTranslateMode = autocvar_cl_stripcolorcodes;
543         activeweapon = getstati(STAT_SWITCHWEAPON);
544         f = (serverflags & SERVERFLAG_TEAMPLAY);
545         if(f != teamplay)
546         {
547                 teamplay = f;
548                 HUD_InitScores();
549         }
550
551         if(last_weapon != activeweapon) {
552                 weapontime = time;
553                 last_weapon = activeweapon;
554
555                 e = get_weaponinfo(activeweapon);
556                 if(e.netname != "")
557                         localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
558                 else
559                         localcmd("\ncl_hook_activeweapon none\n");
560         }
561
562         // ALWAYS Clear Current Scene First
563         R_ClearScene();
564
565         // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
566         R_SetView(VF_SIZE, vf_size);
567         R_SetView(VF_MIN, vf_min);
568
569         // Assign Standard Viewflags
570         // Draw the World (and sky)
571         R_SetView(VF_DRAWWORLD, 1);
572
573         // Set the console size vars
574         vid_conwidth = autocvar_vid_conwidth;
575         vid_conheight = autocvar_vid_conheight;
576         vid_pixelheight = autocvar_vid_pixelheight;
577
578         R_SetView(VF_FOV, GetCurrentFov(fov));
579
580         // Camera for demo playback
581         if(camera_active)
582         {
583                 if(autocvar_camera_enable)
584                         CSQC_Demo_Camera();
585                 else
586                 {
587                         cvar_set("chase_active", ftos(chase_active_backup));
588                         cvar_set("cl_demo_mousegrab", "0");
589                         camera_active = FALSE;
590                 }
591         }
592 #ifdef CAMERATEST
593         else if(autocvar_camera_enable)
594 #else
595         else if(autocvar_camera_enable && isdemo())
596 #endif
597         {
598                 // Enable required Darkplaces cvars
599                 chase_active_backup = autocvar_chase_active;
600                 cvar_set("chase_active", "2");
601                 cvar_set("cl_demo_mousegrab", "1");
602                 camera_active = TRUE;
603                 camera_mode = FALSE;
604         }
605
606         // Draw the Crosshair
607         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
608
609         // Draw the Engine Status Bar (the default Quake HUD)
610         R_SetView(VF_DRAWENGINEHUD, 0);
611
612         // fetch this one only once per frame
613         hud_showbinds = autocvar_hud_showbinds;
614         hud_showbinds_limit = autocvar_hud_showbinds_limit;
615
616         // Update the mouse position
617         /*
618            mousepos_x = vid_conwidth;
619            mousepos_y = vid_conheight;
620            mousepos = mousepos*0.5 + getmousepos();
621          */
622
623         e = self;
624         for(self = world; (self = nextent(self)); )
625                 if(self.draw)
626                         self.draw();
627         self = e;
628
629         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
630         R_RenderScene();
631
632         // now switch to 2D drawing mode by calling a 2D drawing function
633         // then polygon drawing will draw as 2D stuff, and NOT get queued until the
634         // next R_RenderScene call
635         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
636
637         if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
638         if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
639         {
640                 // apply night vision effect
641                 vector rgb, tc_00, tc_01, tc_10, tc_11;
642
643                 if(!nightvision_noise)
644                 {
645                         nightvision_noise = spawn();
646                         nightvision_noise.classname = "nightvision_noise";
647                 }
648                 if(!nightvision_noise2)
649                 {
650                         nightvision_noise2 = spawn();
651                         nightvision_noise2.classname = "nightvision_noise2";
652                 }
653
654                 // color tint in yellow
655                 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
656
657                 // draw BG
658                 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
659                 rgb = '1 1 1';
660                 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
661                 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
662                 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
663                 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
664                 tc_11 = tc_01 + tc_10 - tc_00;
665                 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
666                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
667                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
668                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
669                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
670                 R_EndPolygon();
671
672                 // draw FG
673                 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
674                 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
675                 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
676                 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
677                 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
678                 tc_11 = tc_01 + tc_10 - tc_00;
679                 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
680                 R_PolygonVertex('0 0 0', tc_00, rgb, a);
681                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
682                 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
683                 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
684                 R_EndPolygon();
685         }
686
687         // Draw the aiming reticle for weapons that use it
688         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
689         // It must be a persisted float for fading out to work properly (you let go of the zoom button for
690         // the view to go back to normal, so reticle_type would become 0 as we fade out)
691         if(spectatee_status || getstati(STAT_HEALTH) <= 0)
692                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
693         else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
694                 reticle_type = 2; // nex zoom
695         else if(button_zoom || zoomscript_caught)
696                 reticle_type = 1; // normal zoom
697         else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
698                 reticle_type = 2; // nex zoom
699
700         if (reticle_type)
701         {
702                 if(autocvar_cl_reticle_stretch)
703                 {
704                         reticle_size_x = vid_conwidth;
705                         reticle_size_y = vid_conheight;
706                         reticle_pos_x = 0;
707                         reticle_pos_y = 0;
708                 }
709                 else
710                 {
711                         reticle_size_x = max(vid_conwidth, vid_conheight);
712                         reticle_size_y = max(vid_conwidth, vid_conheight);
713                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
714                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
715                 }
716
717                 f = current_zoomfraction;
718                 if(zoomscript_caught)
719                         f = 1;
720                 if(autocvar_cl_reticle_item_normal)
721                 {
722                         if(reticle_type == 1 && f)
723                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
724                 }
725                 if(autocvar_cl_reticle_item_nex)
726                 {
727                         if(reticle_type == 2 && f)
728                                 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
729                 }
730         }
731
732
733         // improved polyblend
734         vector rgb;
735         if(autocvar_hud_contents)
736         {
737                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
738                 vector liquidcolor;
739                 
740                 switch(pointcontents(view_origin))
741                 {
742                         case CONTENT_WATER:
743                                 liquidalpha = autocvar_hud_contents_water_alpha;
744                                 liquidcolor = stov(autocvar_hud_contents_water_color);
745                                 incontent = 1;
746                                 break;
747                                 
748                         case CONTENT_LAVA:
749                                 liquidalpha = autocvar_hud_contents_lava_alpha;
750                                 liquidcolor = stov(autocvar_hud_contents_lava_color);
751                                 incontent = 1;
752                                 break;  
753                                                         
754                         case CONTENT_SLIME:
755                                 liquidalpha = autocvar_hud_contents_slime_alpha;
756                                 liquidcolor = stov(autocvar_hud_contents_slime_color);
757                                 incontent = 1;
758                                 break;
759                                 
760                         default:
761                                 liquidalpha = 0;
762                                 liquidcolor = '0 0 0';
763                                 incontent = 0;
764                                 break;
765                 }
766                 
767                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
768                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
769                         contentfadetime = autocvar_hud_contents_fadeintime;
770                         liquidalpha_prev = liquidalpha;
771                         liquidcolor_prev = liquidcolor;
772                 }
773                 else
774                         contentfadetime = autocvar_hud_contents_fadeouttime;
775                         
776                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
777                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
778                 
779                 if(contentavgalpha)
780                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
781
782                 if(autocvar_hud_postprocessing)
783                 {
784                         if(autocvar_hud_contents_blur && contentavgalpha)
785                         {
786                                 content_blurpostprocess_x = 1;
787                                 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
788                                 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
789                         }
790                         else
791                         {
792                                 content_blurpostprocess_x = 0;
793                                 content_blurpostprocess_y = 0;
794                                 content_blurpostprocess_z = 0;
795                         }
796                 }
797         }
798         
799         if(autocvar_hud_damage)
800         {
801                 splash_size_x = max(vid_conwidth, vid_conheight);
802                 splash_size_y = max(vid_conwidth, vid_conheight);
803                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
804                 splash_pos_y = (vid_conheight - splash_size_y) / 2;
805
806                 float myhealth_flash_temp;
807                 myhealth = getstati(STAT_HEALTH);
808
809                 // fade out
810                 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
811                 // add new damage
812                 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
813
814                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
815                 pain_threshold = autocvar_hud_damage_pain_threshold;
816                 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
817                 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
818
819                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
820                 {
821                         pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
822                 }
823
824                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
825
826                 if(myhealth_prev < 1)
827                 {
828                         if(myhealth >= 1)
829                         {
830                                 myhealth_flash = 0; // just spawned, clear the flash immediately
831                                 myhealth_flash_temp = 0;
832                         }
833                         else
834                         {
835                                 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
836                         }
837                 }
838
839                 if(spectatee_status == -1 || intermission)
840                 {
841                         myhealth_flash = 0; // observing, or match ended
842                         myhealth_flash_temp = 0;
843                 }
844
845                 myhealth_prev = myhealth;
846
847                 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
848                 {
849                         if(autocvar_cl_gentle_damage == 2)
850                         {
851                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
852                                 {
853                                         myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
854                                 }
855                         }
856                         else
857                                 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
858
859                         drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
860                 }
861                 else
862                         drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
863
864                 if(autocvar_hud_postprocessing)
865                 {
866                         if(autocvar_hud_damage_blur && myhealth_flash_temp)
867                         {
868                                 damage_blurpostprocess_x = 1;
869                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
870                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
871                         }
872                         else
873                         {
874                                 damage_blurpostprocess_x = 0;
875                                 damage_blurpostprocess_y = 0;
876                                 damage_blurpostprocess_z = 0;
877                         }
878                 }
879         }
880
881         if(autocvar_hud_postprocessing)
882         {
883                 // all of this should be done in the engine eventually
884
885                 // enable or disable rendering types if they are used or not
886                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
887                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
888                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
889                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
890
891                 // lets apply the postprocess effects from the previous two functions if needed
892                 if(damage_blurpostprocess_x || content_blurpostprocess_x)
893                 {
894                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
895                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
896                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
897                         {
898                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
899                                 old_blurradius = blurradius;
900                                 old_bluralpha = bluralpha;
901                         }
902                 }
903                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
904                 {
905                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
906                         old_blurradius = 0;
907                         old_bluralpha = 0;
908                 }
909
910                 float sharpen_intensity;
911                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
912                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
913                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
914                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
915
916                 if(autocvar_hud_powerup && sharpen_intensity > 0)
917                 {
918                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
919
920                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
921                         {
922                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
923                                 old_sharpen_intensity = sharpen_intensity;
924                         }
925                 }
926                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
927                 {
928                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
929                         old_sharpen_intensity = 0;
930                 }
931         }
932
933         // Draw the mouse cursor
934         // NOTE: drawpic must happen after R_RenderScene for some reason
935         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
936         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
937         //self = edict_num(player_localnum);
938         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
939         //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);
940         // as long as the ctf part isn't in, this is useless
941         if(menu_visible)
942                 menu_show();
943
944         /*if(gametype == GAME_CTF)
945           {
946           ctf_view();
947           } else */
948
949         // draw 2D entities
950         e = self;
951         for(self = world; (self = nextent(self)); )
952                 if(self.draw2d)
953                         self.draw2d();
954         self = e;
955
956         scoreboard_active = HUD_WouldDrawScoreboard();
957
958         hit_time = getstatf(STAT_HIT_TIME);
959         if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
960         {
961                 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
962                 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
963         }
964         typehit_time = getstatf(STAT_TYPEHIT_TIME);
965         if(typehit_time > nextsound_typehit_time)
966         {
967                 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
968                 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
969         }
970
971         float hud;
972         hud = getstati(STAT_HUD);
973         if(hud == HUD_SPIDERBOT)
974                 CSQC_SPIDER_HUD();
975         else if(hud == HUD_WAKIZASHI)
976         CSQC_WAKIZASHI_HUD();
977     else if(hud == HUD_RAPTOR)
978         CSQC_RAPTOR_HUD();
979         else
980         {
981                 if(gametype == GAME_FREEZETAG)
982                 {
983                         if(getstati(STAT_FROZEN))
984                                 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
985                         if(getstatf(STAT_REVIVE_PROGRESS))
986                         {
987                                 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
988                                 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
989                         }
990                 }
991
992                 if(autocvar_r_letterbox == 0)
993                         if(autocvar_viewsize < 120)
994                                 CSQC_common_hud();
995
996                 // crosshair goes VERY LAST
997                 if(!scoreboard_active && !camera_active && intermission != 2) {
998                         string wcross_style;
999                         float wcross_alpha, wcross_resolution;
1000                         wcross_style = autocvar_crosshair;
1001                         if (wcross_style == "0")
1002                                 return;
1003                         wcross_resolution = autocvar_crosshair_size;
1004                         if (wcross_resolution == 0)
1005                                 return;
1006                         wcross_alpha = autocvar_crosshair_alpha;
1007                         if (wcross_alpha == 0)
1008                                 return;
1009
1010                         // TrueAim check
1011                         float shottype;
1012
1013                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1014                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1015                         wcross_origin_z = 0;
1016                         if(autocvar_crosshair_hittest)
1017                         {
1018                                 vector wcross_oldorigin;
1019                                 wcross_oldorigin = wcross_origin;
1020                                 shottype = TrueAimCheck();
1021                                 if(shottype == SHOTTYPE_HITWORLD)
1022                                 {
1023                                         v = wcross_origin - wcross_oldorigin;
1024                                         v_x /= vid_conwidth;
1025                                         v_y /= vid_conheight;
1026                                         if(vlen(v) > 0.01)
1027                                                 shottype = SHOTTYPE_HITOBSTRUCTION;
1028                                 }
1029                                 if(!autocvar_crosshair_hittest_showimpact)
1030                                         wcross_origin = wcross_oldorigin;
1031                         }
1032                         else
1033                                 shottype = SHOTTYPE_HITWORLD;
1034
1035                         vector wcross_color, wcross_size;
1036                         string wcross_wep, wcross_name;
1037                         float wcross_scale, wcross_blur;
1038
1039                         if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1040                                 e = get_weaponinfo(activeweapon);
1041                                 if (e && e.netname != "")
1042                                 {
1043                                         wcross_wep = e.netname;
1044                                         if(autocvar_crosshair_per_weapon)
1045                                         {
1046                                                 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1047                                                 if (wcross_resolution == 0)
1048                                                         return;
1049                                                 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1050                                                 if (wcross_alpha == 0)
1051                                                         return;
1052
1053                                                 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1054                                                 if(wcross_style == "" || wcross_style == "0")
1055                                                         wcross_style = wcross_wep;
1056                                         }
1057                                 }
1058                         }
1059                         if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1060                                 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1061                         else if(autocvar_crosshair_color_by_health)
1062                         {
1063                                 local float x = getstati(STAT_HEALTH);
1064                                 
1065                                 //x = red
1066                                 //y = green
1067                                 //z = blue
1068                                 
1069                                 wcross_color_z = 0;
1070                                 
1071                                 if(x > 200)
1072                                 {
1073                                         wcross_color_x = 0;
1074                                         wcross_color_y = 1;
1075                                 }
1076                                 else if(x > 150)
1077                                 {
1078                                         wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1079                                         wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1080                                 }
1081                                 else if(x > 100)
1082                                 {
1083                                         wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1084                                         wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1085                                         wcross_color_z = 1 - (x-100)*0.02;
1086                                 }
1087                                 else if(x > 50)
1088                                 {
1089                                         wcross_color_x = 1;
1090                                         wcross_color_y = 1;
1091                                         wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
1092                                 }
1093                                 else if(x > 20)
1094                                 {
1095                                         wcross_color_x = 1;
1096                                         wcross_color_y = (x-20)*90/27/100;
1097                                         wcross_color_z = (x-20)*90/27/100 * 0.2;
1098                                 }
1099                                 else
1100                                 {
1101                                         wcross_color_x = 1;
1102                                         wcross_color_y = 0;
1103                                 }
1104                         }
1105                         else
1106                                 wcross_color = stov(autocvar_crosshair_color);
1107
1108                         wcross_name = strcat("gfx/crosshair", wcross_style);
1109
1110                         if(autocvar_crosshair_effect_scalefade)
1111                         {
1112                                 wcross_scale = wcross_resolution;
1113                                 wcross_resolution = 1;
1114                         }
1115                         else
1116                         {
1117                                 wcross_scale = 1;
1118                         }
1119
1120                         if(autocvar_crosshair_pickup)
1121                         {
1122                                 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1123                                 {
1124                                         pickup_crosshair_size = 1;
1125                                         pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1126                                 }
1127
1128                                 if(pickup_crosshair_size > 0)
1129                                         pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1130                                 else
1131                                         pickup_crosshair_size = 0;
1132
1133                                 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1134                         }
1135                         
1136                         vector hitindication_color;
1137                         if(autocvar_crosshair_hitindication)
1138                         {
1139                                 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1140                                 if(hitindication_crosshair_time < hit_time)
1141                                 {
1142                                         hitindication_crosshair_size = 1;
1143                                         hitindication_crosshair_time = hit_time;
1144                                 }
1145
1146                                 if(hitindication_crosshair_size > 0)
1147                                         hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1148                                 else
1149                                         hitindication_crosshair_size = 0;
1150
1151                                 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1152                                 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1153                                 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1154                                 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1155                         }
1156
1157                         if(shottype == SHOTTYPE_HITENEMY)
1158                                 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1159                         if(shottype == SHOTTYPE_HITTEAM)
1160                                 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1161
1162                         f = autocvar_crosshair_effect_speed;
1163                         if(f < 0)
1164                                 f *= -2 * g_weaponswitchdelay;
1165                         if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1166                         {
1167                                 wcross_changedonetime = time + f;
1168                         }
1169                         if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1170                         {
1171                                 wcross_name_changestarttime = time;
1172                                 wcross_name_changedonetime = time + f;
1173                                 if(wcross_name_goal_prev_prev)
1174                                         strunzone(wcross_name_goal_prev_prev);
1175                                 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1176                                 wcross_name_goal_prev = strzone(wcross_name);
1177                                 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1178                                 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1179                                 wcross_resolution_goal_prev = wcross_resolution;
1180                         }
1181
1182                         wcross_scale_goal_prev = wcross_scale;
1183                         wcross_alpha_goal_prev = wcross_alpha;
1184                         wcross_color_goal_prev = wcross_color;
1185
1186                         if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1187                         {
1188                                 wcross_blur = 1;
1189                                 wcross_alpha *= 0.75;
1190                         }
1191                         else
1192                                 wcross_blur = 0;
1193                         // *_prev is at time-frametime
1194                         // * is at wcross_changedonetime+f
1195                         // what do we have at time?
1196                         if(time < wcross_changedonetime)
1197                         {
1198                                 f = frametime / (wcross_changedonetime - time + frametime);
1199                                 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1200                                 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1201                                 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1202                         }
1203
1204                         wcross_scale_prev = wcross_scale;
1205                         wcross_alpha_prev = wcross_alpha;
1206                         wcross_color_prev = wcross_color;
1207
1208                         wcross_scale *= 1 - autocvar__menu_alpha;
1209                         wcross_alpha *= 1 - autocvar__menu_alpha;
1210                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1211
1212                         // crosshair rings for weapon stats
1213                         if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1214                         {
1215                                 // declarations and stats
1216                                 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1217                                 string ring_image, ring_inner_image;
1218                                 vector ring_rgb, ring_inner_rgb;
1219                                 
1220                                 ring_scale = autocvar_crosshair_ring_size;
1221
1222                                 float weapon_clipload, weapon_clipsize;
1223                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1224                                 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1225
1226                                 float nex_charge, nex_chargepool;
1227                                 nex_charge = getstatf(STAT_NEX_CHARGE);
1228                                 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1229
1230                                 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1231                                         nex_charge_movingavg = nex_charge;
1232                                         
1233
1234                                 // handle the values
1235                                 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1236                                 {
1237                                         if (nex_chargepool || use_nex_chargepool) { 
1238                                                 use_nex_chargepool = 1; 
1239                                                 ring_inner_value = nex_chargepool;
1240                                         } else { 
1241                                                 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1242                                                 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
1243                                         }
1244                                                 
1245                                         ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1246                                         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;
1247                                         ring_inner_image = "gfx/crosshair_ring_inner.tga";
1248                                         
1249                                         // draw the outer ring to show the current charge of the weapon
1250                                         ring_value = nex_charge;
1251                                         ring_alpha = autocvar_crosshair_ring_nex_alpha;
1252                                         ring_rgb = wcross_color;
1253                                         ring_image = "gfx/crosshair_ring_nexgun.tga";
1254                                 }
1255                                 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
1256                                 {
1257                                         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.
1258                                         ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1259                                         ring_rgb = wcross_color;
1260                                         ring_image = "gfx/crosshair_ring.tga";
1261                                 }
1262
1263                                 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
1264                                 {
1265                                         ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1266                                         ring_scale = autocvar_crosshair_ring_reload_size;
1267                                         ring_alpha = autocvar_crosshair_ring_reload_alpha;
1268                                         ring_rgb = wcross_color;
1269                                         
1270                                         // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1271                                         // if a new image for another weapon is added, add the code (and its respective file/value) here
1272                                         if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1273                                                 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1274                                         else
1275                                                 ring_image = "gfx/crosshair_ring.tga";
1276                                 }
1277
1278                                 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1279                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1280
1281                                 if (ring_value)
1282                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1283                         }
1284
1285 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1286                         do \
1287                         { \
1288                                 if(wcross_blur > 0) \
1289                                 { \
1290                                         for(i = -2; i <= 2; ++i) \
1291                                                 for(j = -2; j <= 2; ++j) \
1292                                                         M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1293                                 } \
1294                                 else \
1295                                 { \
1296                                         M(0,0,sz,wcross_name,wcross_alpha); \
1297                                 } \
1298                         } \
1299                         while(0)
1300
1301 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1302                         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)
1303
1304 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1305                         CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1306
1307                         if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1308                         {
1309                                 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1310                                 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1311                                 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1312                                 f = 1 - f;
1313                         }
1314                         else
1315                         {
1316                                 f = 1;
1317                         }
1318
1319                         wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1320                         CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1321
1322                         if(autocvar_crosshair_dot)
1323             {
1324                 vector wcross_color_old;
1325                 wcross_color_old = wcross_color;
1326                 if(autocvar_crosshair_dot_color != "0")
1327                     wcross_color = stov(autocvar_crosshair_dot_color);
1328                                 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1329                 wcross_color = wcross_color_old;
1330             }
1331
1332                         wcross_name_alpha_goal_prev = f;
1333                 }
1334                 else
1335                 {
1336                         wcross_scale_prev = 0;
1337                         wcross_alpha_prev = 0;
1338                         wcross_scale_goal_prev = 0;
1339                         wcross_alpha_goal_prev = 0;
1340                         wcross_changedonetime = 0;
1341                         if(wcross_name_goal_prev)
1342                                 strunzone(wcross_name_goal_prev);
1343                         wcross_name_goal_prev = string_null;
1344                         if(wcross_name_goal_prev_prev)
1345                                 strunzone(wcross_name_goal_prev_prev);
1346                         wcross_name_goal_prev_prev = string_null;
1347                         wcross_name_changestarttime = 0;
1348                         wcross_name_changedonetime = 0;
1349                         wcross_name_alpha_goal_prev = 0;
1350                         wcross_name_alpha_goal_prev_prev = 0;
1351                         wcross_resolution_goal_prev = 0;
1352                         wcross_resolution_goal_prev_prev = 0;
1353                 }
1354         }
1355
1356         if(NextFrameCommand)
1357         {
1358                 localcmd("\n", NextFrameCommand, "\n");
1359                 NextFrameCommand = string_null;
1360         }
1361
1362         // we must do this check AFTER a frame was rendered, or it won't work
1363         if(cs_project_is_b0rked == 0)
1364         {
1365                 string w0, h0;
1366                 w0 = ftos(autocvar_vid_conwidth);
1367                 h0 = ftos(autocvar_vid_conheight);
1368                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1369                 //R_SetView(VF_FOV, '90 90 0');
1370                 R_SetView(VF_ORIGIN, '0 0 0');
1371                 R_SetView(VF_ANGLES, '0 0 0');
1372                 R_SetView(VF_PERSPECTIVE, 1);
1373                 makevectors('0 0 0');
1374                 vector v1, v2;
1375                 cvar_set("vid_conwidth", "800");
1376                 cvar_set("vid_conheight", "600");
1377                 v1 = cs_project(v_forward);
1378                 cvar_set("vid_conwidth", "640");
1379                 cvar_set("vid_conheight", "480");
1380                 v2 = cs_project(v_forward);
1381                 if(v1 == v2)
1382                         cs_project_is_b0rked = 1;
1383                 else
1384                         cs_project_is_b0rked = -1;
1385                 cvar_set("vid_conwidth", w0);
1386                 cvar_set("vid_conheight", h0);
1387         }
1388
1389         if(autocvar__hud_configure)
1390                 HUD_Panel_Mouse();
1391
1392         // let's reset the view back to normal for the end
1393         R_SetView(VF_MIN, '0 0 0');
1394         R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1395 }
1396
1397 #define spider_h "gfx/vehicles/hud_bg.tga"
1398 #define spider_b "gfx/vehicles/sbot.tga"
1399 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1400 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1401 #define spider_s "gfx/vehicles/shiled.tga"
1402 #define spider_a1 "gfx/hud/sb_rocket.tga"
1403 #define spider_a2 "gfx/sb_bullets.tga"
1404
1405 void CSQC_SPIDER_HUD()
1406 {
1407         float rockets, reload, heat, hp, shield;
1408         vector picsize, hudloc;
1409
1410     // Fetch health & ammo stats
1411     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1412         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1413         heat    = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1414         rockets =     getstati(STAT_VEHICLESTAT_AMMO2);
1415         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1416
1417     // Draw the crosshairs
1418     picsize = drawgetimagesize(SPIDER_CROSS);
1419     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1420     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1421     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);
1422
1423     hudloc_y =  4;
1424     hudloc_x = 4;
1425
1426     picsize = drawgetimagesize(spider_h) * 0.5;
1427     drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1428
1429     picsize = drawgetimagesize(spider_a2) * 0.5;
1430     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1431
1432     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1433     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1434     drawstring(hudloc + '136 102  0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1435
1436     picsize = drawgetimagesize(spider_a1) * 0.85;
1437     if(rockets == 9)
1438     {
1439         drawpic(hudloc + '132 54  0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1440         drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1441     }
1442     else
1443     {
1444         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1445         drawstring(hudloc + '179 69  0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1446     }
1447
1448     picsize = drawgetimagesize(spider_b) * 0.5;
1449     hudloc_y = 10.5;
1450     hudloc_x = 10.5;
1451
1452     drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1453     drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1454     drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1455     drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' *  heat, 1, DRAWFLAG_NORMAL);
1456
1457
1458         /*
1459         // Draw health bar
1460         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1461         p = p + '0 1 0' * vid_conheight - '0 32 0';
1462         //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1463         drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1464         p_y += 8;
1465         drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1466         p_x += 256 * hp;
1467         drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1468
1469         // Draw minigun heat indicator
1470         p = '0.5 0 0' * (vid_conwidth - 256);
1471         p = p + '0 1 0' * vid_conheight - '0 34  0';
1472         drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1473         p_x += 256 * (1-heat);
1474         drawfill(p, '256 0 0' * heat  + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1475
1476
1477         // Draw rocket icons for loaded/empty tubes.
1478         pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1479         pp += '0 1 0' * vid_conheight - '0 64 0';
1480         for(i = 0; i < 8; ++i)
1481         {
1482                 p = pp + '1 0 0' * (rkt_size * i);
1483                 if(rockets == 8)
1484                 {
1485                         if(floor(reload * 8) == i)
1486                         {
1487                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1488                         }
1489                         else if(i < reload * 8)
1490                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1491                         else
1492                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1493                 }
1494                 else
1495                 {
1496                         if(i < rockets)
1497                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1498                         else
1499                                 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1500                 }
1501         }
1502         */
1503
1504         if (scoreboard_showscores)
1505         {
1506                 HUD_DrawScoreboard();
1507                 HUD_DrawCenterPrint();
1508         }
1509
1510 }
1511
1512 #define raptor_h "gfx/vehicles/hud_bg.tga"
1513 #define raptor_b "gfx/vehicles/raptor.tga"
1514 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1515 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1516 #define raptor_s "gfx/vehicles/shiled.tga"
1517
1518 void CSQC_RAPTOR_HUD()
1519 {
1520         float reload, hp, shield, energy;
1521         vector picsize, hudloc;
1522
1523     // Fetch health & ammo stats
1524     hp      = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1525         shield  = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1526         reload  = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1527         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1528
1529     // Draw the crosshairs
1530     picsize = drawgetimagesize(SPIDER_CROSS);
1531     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1532     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1533     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);
1534
1535     hudloc_y =  4;
1536     hudloc_x = 4;
1537
1538     picsize = drawgetimagesize(raptor_h) * 0.5;
1539     drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1540
1541     picsize = drawgetimagesize(spider_a2) * 0.5;
1542     drawpic(hudloc + '120 96  0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1543
1544     drawstring(hudloc + '145 19  0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1545     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1546     drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1547
1548
1549     picsize = drawgetimagesize(spider_a1) * 0.85;
1550     if(reload == 1)
1551     {
1552         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1553         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1554     }
1555     else
1556     {
1557         drawpic(hudloc + '132 54  0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1558         drawstring(hudloc + '179 69  0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1559     }
1560
1561     picsize = drawgetimagesize(raptor_b) * 0.5;
1562     hudloc_y = 10.5;
1563     hudloc_x = 10.5;
1564
1565     drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1566     drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1567     drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1568     drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' *  (1 - reload), 1, DRAWFLAG_NORMAL);
1569
1570
1571         if (scoreboard_showscores)
1572         {
1573                 HUD_DrawScoreboard();
1574                 HUD_DrawCenterPrint();
1575         }
1576
1577 }
1578
1579 #define waki_h "gfx/vehicles/hud_bg.tga"
1580 #define waki_b "gfx/vehicles/waki.tga"
1581 #define waki_e "gfx/vehicles/waki_e.tga"
1582 #define waki_g "gfx/vehicles/waki_guns.tga"
1583 #define waki_r "gfx/vehicles/waki_rockets.tga"
1584 #define waki_s "gfx/vehicles/shiled.tga"
1585
1586 #define waki_a1 "gfx/hud/sb_rocket.tga"
1587 #define waki_a2 "gfx/sb_cells.tga"
1588
1589 void CSQC_WAKIZASHI_HUD()
1590 {
1591         // 0--1 floats. 1 = 100%, 0.6 = 50%.
1592         float health, shield, energy, rockets;
1593         vector picsize, hudloc;
1594
1595     picsize = drawgetimagesize(SPIDER_CROSS);
1596     picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1597     picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1598     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);
1599
1600 /*
1601 const float STAT_VEHICLESTAT_HEALTH  = 60;
1602 const float STAT_VEHICLESTAT_SHIELD  = 61;
1603 const float STAT_VEHICLESTAT_ENERGY  = 62;
1604 const float STAT_VEHICLESTAT_AMMO1   = 63;
1605 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1606 const float STAT_VEHICLESTAT_AMMO2   = 65;
1607 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1608 */
1609     health  = min(getstatf(STAT_VEHICLESTAT_HEALTH),  1);
1610         shield  = min(getstatf(STAT_VEHICLESTAT_SHIELD),  1);
1611         energy  = min(getstatf(STAT_VEHICLESTAT_ENERGY),  1);
1612         rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1613
1614     hudloc_y =  4;
1615     hudloc_x = 4;
1616
1617     picsize = drawgetimagesize(waki_h) * 0.5;
1618     drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1619
1620     picsize = drawgetimagesize(waki_a2) * 0.7;
1621     drawpic(hudloc + '116 92  0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1622
1623
1624     drawstring(hudloc + '145 19  0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1625     drawstring(hudloc + '175 34  0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1626
1627     drawstring(hudloc + '136 102  0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1628
1629     picsize = drawgetimagesize(waki_a1) * 0.75;
1630     if(rockets == 1)
1631     {
1632         drawpic(hudloc + '140 55  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1633         drawpic(hudloc + '144 59  0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1634     }
1635     else
1636     {
1637         drawpic(hudloc + '140 55  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1638         drawpic(hudloc + '144 59  0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1639         drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1640     }
1641
1642     picsize = drawgetimagesize(waki_b) * 0.5;
1643     hudloc_y = 10.5;
1644     hudloc_x = 10.5;
1645
1646     drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1647     drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1648     drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1649     drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' *  (1 - energy), 1, DRAWFLAG_NORMAL);
1650
1651
1652
1653         /*
1654         p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1655         p = p + '0 1 0' * vid_conheight - '0 32 0';
1656
1657         // Draw health bar
1658         p_y += 8;
1659         drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1660         p_x += 256 * health;
1661         drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1662
1663         // Draw shiled bar
1664         p_x -= 256 * health;
1665         p_y += 4;
1666         drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1667
1668         // Draw energy
1669         //p_x -= 256 * health;
1670         p_y -= 8;
1671         drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1672
1673         // Draw rockets bar
1674         p_y += 12;
1675         drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1676         */
1677
1678
1679
1680
1681         if (scoreboard_showscores)
1682         {
1683                 HUD_DrawScoreboard();
1684                 HUD_DrawCenterPrint();
1685         }
1686
1687 }
1688
1689
1690 void CSQC_common_hud(void)
1691 {
1692         // HUD_SortFrags(); done in HUD_Draw
1693         float hud;
1694         hud = getstati(STAT_HUD);
1695
1696         //hud = 10;
1697         switch(hud)
1698         {
1699                 case HUD_NORMAL:
1700                         // do some accuracy var caching
1701                         float i;
1702                         if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1703                         {
1704                                 if(autocvar_accuracy_color_levels != acc_color_levels)
1705                                 {
1706                                         if(acc_color_levels)
1707                                                 strunzone(acc_color_levels);
1708                                         acc_color_levels = strzone(autocvar_accuracy_color_levels);
1709                                         acc_levels = tokenize(acc_color_levels);
1710                                         if (acc_levels > MAX_ACCURACY_LEVELS)
1711                                                 acc_levels = MAX_ACCURACY_LEVELS;
1712
1713                                         for (i = 0; i < acc_levels; ++i)
1714                                                 acc_lev[i] = stof(argv(i)) / 100.0;
1715                                 }
1716                                 // let know that acc_col[] needs to be loaded
1717                                 acc_col_x[0] = -1;
1718                         }
1719
1720                         HUD_Main(); // always run these functions for alpha checks
1721                         HUD_DrawScoreboard();
1722
1723                         if (scoreboard_active) // scoreboard/accuracy
1724                         {       
1725                                 HUD_Reset();
1726                                 // HUD_DrawScoreboard takes care of centerprint_start
1727                         }
1728                         else if (intermission == 2) // map voting screen
1729                         {
1730                                 HUD_FinaleOverlay();
1731                                 HUD_Reset();
1732
1733                                 centerprint_start_x = 0;
1734                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1735                         }
1736                         else // hud
1737                         {
1738                                 centerprint_start_x = 0;
1739                                 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1740                         }
1741
1742                         HUD_DrawCenterPrint();
1743                         break;
1744
1745                 case HUD_SPIDERBOT:
1746                         CSQC_SPIDER_HUD();
1747                         break;
1748
1749                 case HUD_WAKIZASHI:
1750                         CSQC_WAKIZASHI_HUD();
1751                         break;
1752         }
1753 }
1754
1755
1756 // following vectors must be global to allow seamless switching between camera modes
1757 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1758 void CSQC_Demo_Camera()
1759 {
1760         float speed, attenuation, dimensions;
1761         vector tmp, delta;
1762
1763         if( autocvar_camera_reset || !camera_mode )
1764         {
1765                 camera_offset = '0 0 0';
1766                 current_angles = '0 0 0';
1767                 camera_direction = '0 0 0';
1768                 camera_offset_z += 30;
1769                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1770                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1771                 current_origin = view_origin;
1772                 current_camera_offset  = camera_offset;
1773                 cvar_set("camera_reset", "0");
1774                 camera_mode = CAMERA_CHASE;
1775         }
1776
1777         // Camera angles
1778         if( camera_roll )
1779                 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1780
1781         if(autocvar_camera_look_player)
1782         {
1783                 local vector dir;
1784                 local float n;
1785
1786                 dir = normalize(view_origin - current_position);
1787                 n = mouse_angles_z;
1788                 mouse_angles = vectoangles(dir);
1789                 mouse_angles_x = mouse_angles_x * -1;
1790                 mouse_angles_z = n;
1791         }
1792         else
1793         {
1794                 tmp = getmousepos() * 0.1;
1795                 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1796                 {
1797                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1798                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1799                 }
1800         }
1801
1802         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1803         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1804         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1805         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1806
1807         // Fix difference when angles don't have the same sign
1808         delta = '0 0 0';
1809         if(mouse_angles_y < -60 && current_angles_y > 60)
1810                 delta = '0 360 0';
1811         if(mouse_angles_y > 60 && current_angles_y < -60)
1812                 delta = '0 -360 0';
1813
1814         if(autocvar_camera_look_player)
1815                 attenuation = autocvar_camera_look_attenuation;
1816         else
1817                 attenuation = autocvar_camera_speed_attenuation;
1818
1819         attenuation = 1 / max(1, attenuation);
1820         current_angles += (mouse_angles - current_angles + delta) * attenuation;
1821
1822         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1823         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1824         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1825         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1826
1827         // Camera position
1828         tmp = '0 0 0';
1829         dimensions = 0;
1830
1831         if( camera_direction_x )
1832         {
1833                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1834                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1835                 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1836                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1837                 ++dimensions;
1838         }
1839
1840         if( camera_direction_y )
1841         {
1842                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1843                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1844                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1845                 ++dimensions;
1846         }
1847
1848         if( camera_direction_z )
1849         {
1850                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1851                 ++dimensions;
1852         }
1853
1854         if(autocvar_camera_free)
1855                 speed = autocvar_camera_speed_free;
1856         else
1857                 speed = autocvar_camera_speed_chase;
1858
1859         if(dimensions)
1860         {
1861                 speed = speed * sqrt(1 / dimensions);
1862                 camera_offset += tmp * speed;
1863         }
1864
1865         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1866
1867         // Camera modes
1868         if( autocvar_camera_free )
1869         {
1870                 if ( camera_mode == CAMERA_CHASE )
1871                 {
1872                         current_camera_offset = current_origin + current_camera_offset;
1873                         camera_offset = current_origin + camera_offset;
1874                 }
1875
1876                 camera_mode = CAMERA_FREE;
1877                 current_position = current_camera_offset;
1878         }
1879         else
1880         {
1881                 if ( camera_mode == CAMERA_FREE )
1882                 {
1883                         current_origin = view_origin;
1884                         camera_offset = camera_offset - current_origin;
1885                         current_camera_offset = current_camera_offset - current_origin;
1886                 }
1887
1888                 camera_mode = CAMERA_CHASE;
1889
1890                 if(autocvar_camera_chase_smoothly)
1891                         current_origin += (view_origin - current_origin) * attenuation;
1892                 else
1893                         current_origin = view_origin;
1894
1895                 current_position = current_origin + current_camera_offset;
1896         }
1897
1898         R_SetView(VF_ANGLES, current_angles);
1899         R_SetView(VF_ORIGIN, current_position);
1900 }