]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/hud/panel/strafehud.qc
Merge branch 'master' into Juhu/strafehud-fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / strafehud.qc
index 46e8b7631b4eb7d3529f622c491cf9222ae00e86..075dfb3711bed22b957f3723c44e65ae06865f56 100644 (file)
 #include "strafehud.qh"
 
 #include <client/draw.qh>
-#include <client/hud/panel/racetimer.qh>
-#include <client/view.qh>
-#include <common/animdecide.qh>
-#include <common/ent_cs.qh>
-#include <common/mapinfo.qh>
-#include <common/physics/movetypes/movetypes.qh>
-#include <common/physics/player.qh>
-#include <common/resources/cl_resources.qh>
 #include <lib/csqcmodel/cl_player.qh>
+#include <common/physics/player.qh>
+#include <common/physics/movetypes/movetypes.qh>
+
+// non-essential
+#include <client/view.qh> // for v_flipped state
+
+// non-local players
+#include <common/animdecide.qh> // anim_implicit_state
+#include <common/ent_cs.qh> // CSQCModel_server2csqc()
+
+// start speed
+#include <client/hud/panel/racetimer.qh> // checkpoint information (race_*)
+
+// jump height
+#include <lib/csqcmodel/common.qh> // for IS_PLAYER() macro
+#include <common/resources/cl_resources.qh> // IS_DEAD() macro
 
 // StrafeHUD (#25)
 
 void HUD_StrafeHUD_Export(int fh)
 {
-    // allow saving cvars that aesthetically change the panel into hud skin files
+       // allow saving cvars that aesthetically change the panel into hud skin files
 }
 
-float hidden_width;
-int direction;
-float demo_angle = -37;
-float demo_direction = 1;
-float demo_time = 0;
-bool state_onground = false;
-float state_onground_time = 0;
-bool state_strafekeys = false;
-float state_strafekeys_time = 0;
-bool turn = false;
-float turnangle;
-bool fwd = true;
-bool state_fwd = true;
-bool state_fwd_prev = true;
-float state_fwd_time = 0;
-float starttime = 0;
-float startspeed = -1;
-
-// provide basic panel cvars to old clients
-// TODO remove them after a future release (0.8.2+)
-noref string autocvar_hud_panel_strafehud_pos = "0.320000 0.570000";
-noref string autocvar_hud_panel_strafehud_size = "0.360000 0.020000";
-noref string autocvar_hud_panel_strafehud_bg = "0";
-noref string autocvar_hud_panel_strafehud_bg_color = "";
-noref string autocvar_hud_panel_strafehud_bg_color_team = "";
-noref string autocvar_hud_panel_strafehud_bg_alpha = "0.7";
-noref string autocvar_hud_panel_strafehud_bg_border = "";
-noref string autocvar_hud_panel_strafehud_bg_padding = "";
+float GeomLerp(float a, float _lerp, float b); // declare GeomLerp here since there's no header file for it
 
 void HUD_StrafeHUD()
 {
-    entity strafeplayer;
-    bool islocal;
-
-    // generic hud routines
-    if(!autocvar__hud_configure)
-    {
-        if(!autocvar_hud_panel_strafehud ||
-           (spectatee_status == -1 && (autocvar_hud_panel_strafehud == 1 || autocvar_hud_panel_strafehud == 3)) ||
-           (autocvar_hud_panel_strafehud == 3 && !MUTATOR_CALLHOOK(HUD_StrafeHUD_showoptional))) return;
-    }
-
-    HUD_Panel_LoadCvars();
-
-    if(autocvar_hud_panel_strafehud_dynamichud)
-    {
-        HUD_Scale_Enable();
-    }
-    else
-    {
-        HUD_Scale_Disable();
-    }
-
-    HUD_Panel_DrawBg();
-
-    if(panel_bg_padding)
-    {
-        panel_pos  += '1 1 0' * panel_bg_padding;
-        panel_size -= '2 2 0' * panel_bg_padding;
-    }
-
-    // find out whether the local csqcmodel entity is valid
-    if(spectatee_status > 0 || isdemo())
-    {
-        islocal = false;
-        strafeplayer = CSQCModel_server2csqc(player_localentnum - 1);
-    }
-    else
-    {
-        islocal = true;
-        strafeplayer = csqcplayer;
-    }
-
-    // draw strafehud
-    if(csqcplayer && strafeplayer)
-    {
-        // physics
-        bool   onground                      = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
-        bool   strafekeys;
-        bool   swimming                      = strafeplayer.waterlevel >= WATERLEVEL_SWIMMING;
-        bool   spectating                    = entcs_GetSpecState(strafeplayer.sv_entnum) == ENTCS_SPEC_PURE;
-        float  speed                         = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337; // use local csqcmodel entity for this even when spectating, flickers too much otherwise
-        float  maxspeed_crouch_mod           = IS_DUCKED(strafeplayer) && !swimming ? .5 : 1;
-        float  maxspeed_water_mod            = swimming ? .7 : 1; // very simplified water physics, the hud will not work well (and is not supposed to) while swimming
-        float  maxspeed_phys                 = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
-        float  maxspeed                      = !autocvar__hud_configure ? maxspeed_phys * maxspeed_crouch_mod * maxspeed_water_mod : 320;
-        float  vel_angle                     = vectoangles(strafeplayer.velocity).y;
-        float  view_angle                    = PHYS_INPUT_ANGLES(strafeplayer).y + 180;
-        float  angle;
-        vector movement                      = PHYS_INPUT_MOVEVALUES(strafeplayer);
-        int    keys                          = STAT(PRESSED_KEYS);
-        int    keys_fwd;
-        float  wishangle                     = 0;
-
-        // HUD
-        int    mode                          = autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1 ? autocvar_hud_panel_strafehud_mode : 0;
-        float  speed_conversion_factor       = GetSpeedUnitFactor(autocvar_hud_speed_unit);
-        float  length_conversion_factor      = GetLengthUnitFactor(autocvar_hud_speed_unit);
-        int    length_decimals               = autocvar_hud_speed_unit >= 3 && autocvar_hud_speed_unit <= 5 ? 6 : 2; // use more decimals when displaying km or miles
-        float  antiflicker_angle             = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180);
-        float  antiflicker_speed             = max(0, autocvar_hud_panel_strafehud_antiflicker_speed);
-        float  minspeed;
-        float  shift_offset                  = 0;
-        bool   straight_overturn             = false;
-        bool   immobile                      = speed <= (swimming ? antiflicker_speed : 0);
-        float  hudangle;
-        float  neutral_offset;
-        float  neutral_width;
-        vector currentangle_color            = autocvar_hud_panel_strafehud_angle_neutral_color;
-        float  currentangle_offset;
-        vector currentangle_size             = '0 0 0';
-        float  bestangle;
-        float  odd_bestangle;
-        bool   bestangle_anywhere            = false;
-        float  bestangle_offset;
-        float  switch_bestangle_offset;
-        bool   odd_angles                    = false;
-        float  odd_bestangle_offset          = 0;
-        float  switch_odd_bestangle_offset   = 0;
-        float  bestangle_width;
-        float  accelzone_left_offset;
-        float  accelzone_right_offset;
-        float  accelzone_width;
-        float  overturn_offset;
-        float  overturn_width;
-        float  slickdetector_height;
-        vector direction_size_vertical       = '0 0 0';
-        vector direction_size_horizontal     = '0 0 0';
-        float  range_minangle;
-
-        // determine whether the player is pressing forwards or backwards keys
-        if(islocal) // if entity is local player
-        {
-            if(movement.x > 0)
-            {
-                keys_fwd = 1;
-            }
-            else if(movement.x < 0)
-            {
-                keys_fwd = -1;
-            }
-            else
-            {
-                keys_fwd = 0;
-            }
-        }
-        else // alternatively determine direction by querying pressed keys
-        {
-            if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD))
-            {
-                keys_fwd = 1;
-            }
-            else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD))
-            {
-                keys_fwd = -1;
-            }
-            else
-            {
-                keys_fwd = 0;
-            }
-        }
-
-        // determine player wishdir
-        if(islocal) // if entity is local player
-        {
-            if(movement.x == 0)
-            {
-                if(movement.y < 0)
-                {
-                    wishangle = -90;
-                }
-                else if(movement.y > 0)
-                {
-                    wishangle = 90;
-                }
-                else
-                {
-                    wishangle = 0;
-                }
-            }
-            else
-            {
-                if(movement.y == 0)
-                {
-                    wishangle = 0;
-                }
-                else
-                {
-                    wishangle = RAD2DEG * atan2(movement.y, movement.x);
-                    // wrap the wish angle if it exceeds ±90°
-                    if(fabs(wishangle) > 90)
-                    {
-                        if(wishangle < 0) wishangle += 180;
-                        else wishangle -= 180;
-                        wishangle = -wishangle;
-                    }
-                }
-            }
-        }
-        else // alternatively calculate wishdir by querying pressed keys
-        {
-            if(keys & KEY_FORWARD || keys & KEY_BACKWARD)
-            {
-                wishangle = 45;
-            }
-            else
-            {
-                wishangle = 90;
-            }
-            if(keys & KEY_LEFT)
-            {
-                wishangle *= -1;
-            }
-            else if(!(keys & KEY_RIGHT))
-            {
-                wishangle = 0; // wraps at 180°
-            }
-        }
-
-        strafekeys = fabs(wishangle) == 90;
-
-        // determine minimum required angle to display full strafe range
-        range_minangle = fabs(wishangle) % 90; // maximum range is 90 degree
-        if(range_minangle > 45) // minimum angle range is 45
-        {
-            range_minangle = 45 - fabs(wishangle) % 45;
-        }
-        range_minangle = 90 - range_minangle; // calculate value which is never >90 or <45
-        range_minangle *= 2; // multiply to accommodate for both sides of the hud
-
-        if(autocvar_hud_panel_strafehud_range == 0)
-        {
-            if(autocvar__hud_configure)
-            {
-                hudangle = 90;
-            }
-            else
-            {
-                hudangle = range_minangle; // use minimum angle required if dynamically setting hud angle
-            }
-        }
-        else
-        {
-            hudangle = bound(0, fabs(autocvar_hud_panel_strafehud_range), 360); // limit HUD range to 360 degrees, higher values don't make sense
-        }
-
-        // detect air strafe turning
-        if(onground != state_onground)
-        {
-            state_onground_time = time;
-        }
-        state_onground = onground;
-
-        if(strafekeys != state_strafekeys)
-        {
-            state_strafekeys_time = time;
-        }
-        state_strafekeys = strafekeys;
-
-        if((keys & KEY_FORWARD) || (keys & KEY_BACKWARD) || swimming || autocvar__hud_configure)
-        {
-            turn = false;
-        }
-        else if(onground)
-        {
-            if((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_ground) // timeout for strafe jumping in general
-            {
-                turn = false;
-            }
-        }
-        else // air strafe only
-        {
-            if(strafekeys)
-            {
-                if(((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_air) || (keys & KEY_JUMP)) // timeout for slick ramps
-                {
-                    turn = true; // CPMA turning
-                    turnangle = wishangle;
-                }
-            }
-            else if((time - state_strafekeys_time) >= autocvar_hud_panel_strafehud_timeout_turn) // timeout for jumping with strafe keys only
-            {
-                turn = false;
-            }
-        }
-        if(turn)
-        {
-            maxspeed = PHYS_MAXAIRSTRAFESPEED(strafeplayer); // no modifiers here because they don't affect air strafing
-            wishangle = turnangle;
-        }
-
-        minspeed = autocvar_hud_panel_strafehud_switch_minspeed < 0 ? maxspeed + antiflicker_speed : autocvar_hud_panel_strafehud_switch_minspeed;
-
-        // get current strafing angle ranging from -180° to +180°
-        if(!autocvar__hud_configure)
-        {
-            if(speed > 0)
-            {
-                // calculate view angle relative to the players current velocity direction
-                angle = vel_angle - view_angle;
-
-                // if the angle goes above 180° or below -180° wrap it to the opposite side
-                if (angle > 180) angle -= 360;
-                else if(angle < -180) angle += 360;
-
-                // shift the strafe angle by 180° for hud calculations
-                if(angle < 0) angle += 180;
-                else angle -= 180;
-
-                // determine whether the player is strafing forwards or backwards
-                // if the player isn't strafe turning use forwards/backwards keys to determine direction
-                if(!strafekeys)
-                {
-                    if(keys_fwd > 0)
-                    {
-                        state_fwd = true;
-                    }
-                    else if(keys_fwd < 0)
-                    {
-                        state_fwd = false;
-                    }
-                    else
-                    {
-                        state_fwd = fabs(angle) <= 90;
-                    }
-                }
-                // otherwise determine by examining the strafe angle
-                else
-                {
-                    if(wishangle < 0) // detect direction using wishangle since the direction is not yet set
-                    {
-                        state_fwd = angle <= -wishangle;
-                    }
-                    else
-                    {
-                        state_fwd = angle >= -wishangle;
-                    }
-                }
-
-                if(state_fwd_prev != state_fwd)
-                {
-                    state_fwd_time = time;
-                }
-                state_fwd_prev = state_fwd;
-
-                if((time - state_fwd_time) >= autocvar_hud_panel_strafehud_timeout_direction || speed < maxspeed || (strafekeys && mode == 0)) // timeout when changing between forwards and backwards movement
-                {
-                    fwd = state_fwd;
-                }
-
-                // shift the strafe angle by 180° when strafing backwards
-                if(!fwd)
-                {
-                    if(angle < 0) angle += 180;
-                    else angle -= 180;
-                }
-
-                // don't make the angle indicator switch side too much at ±180° if anti flicker is turned on
-                if(angle > (180 - antiflicker_angle) || angle < (-180 + antiflicker_angle))
-                {
-                    straight_overturn = true;
-                }
-            }
-            else
-            {
-                angle = 0;
-            }
-        }
-        else // simulate turning for HUD setup
-        {
-            fwd = true;
-            if(autocvar__hud_panel_strafehud_demo && ((time - demo_time) >= .025))
-            {
-                demo_time = time;
-                demo_angle += demo_direction;
-                if(fabs(demo_angle) >= 55)
-                {
-                    demo_direction = -demo_direction;
-                }
-            }
-            angle = demo_angle;
-            wishangle = 45 * (demo_angle > 0 ? 1 : -1);
-        }
-
-        // invert the wish angle when strafing backwards
-        if(!fwd)
-        {
-            wishangle = -wishangle;
-        }
-
-        // flip angles if v_flipped is enabled
-        if(autocvar_v_flipped)
-        {
-            angle = -angle;
-            wishangle = -wishangle;
-        }
-
-        // determine whether the player is strafing left or right
-        if(wishangle != 0)
-        {
-            direction = wishangle > 0 ? 1 : -1;
-        }
-        else
-        {
-            direction = (angle > antiflicker_angle && angle < (180 - antiflicker_angle)) ? 1 : (angle < -antiflicker_angle && angle > (-180 + antiflicker_angle)) ? -1 : 0;
-        }
-
-        // best angle to strafe at
-        bestangle = (speed > maxspeed ? acos(maxspeed / speed) : 0) * RAD2DEG * (direction < 0 ? -1 : 1);
-        odd_bestangle = -bestangle - wishangle;
-        bestangle -= wishangle;
-
-        // various offsets and size calculations of hud indicator elements
-        // how much is hidden by the current hud angle
-        hidden_width = (360 - hudangle) / hudangle * panel_size.x;
-        // current angle
-        currentangle_size.x = max(panel_size.x * autocvar_hud_panel_strafehud_angle_width, 1);
-        if(mode == 0)
-        {
-            currentangle_offset = angle/hudangle * panel_size.x;
-        }
-        else
-        {
-            currentangle_offset = bound(-hudangle/2, angle, hudangle/2)/hudangle * panel_size.x + panel_size.x/2;
-        }
-        currentangle_size.y = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_height, 2), 1);
-        // best strafe acceleration angle
-        bestangle_offset        =  bestangle/hudangle * panel_size.x + panel_size.x/2;
-        switch_bestangle_offset = -bestangle/hudangle * panel_size.x + panel_size.x/2;
-        bestangle_width = max(panel_size.x * autocvar_hud_panel_strafehud_switch_width, 1);
-
-        if(((angle > -wishangle && direction < 0) || (angle < -wishangle && direction > 0)) && (direction != 0))
-        {
-            odd_angles = true;
-            odd_bestangle_offset = odd_bestangle/hudangle * panel_size.x + panel_size.x/2;
-            switch_odd_bestangle_offset = (odd_bestangle+bestangle*2)/hudangle * panel_size.x + panel_size.x/2;
-        }
-        // direction indicator
-        direction_size_vertical.x = max(panel_size.y * min(autocvar_hud_panel_strafehud_direction_width, .5), 1);
-        direction_size_vertical.y = panel_size.y;
-        direction_size_horizontal.x = max(panel_size.x * min(autocvar_hud_panel_strafehud_direction_length, .5), direction_size_vertical.x);
-        direction_size_horizontal.y = direction_size_vertical.x;
-        // overturn
-        overturn_width = 180/hudangle * panel_size.x;
-
-        // the neutral zone fills the whole strafe bar
-        if(immobile)
-        {
-            // draw neutral zone
-            if(panel_size.x > 0 && panel_size.y > 0 && autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha > 0)
-            {
-                switch(autocvar_hud_panel_strafehud_style)
-                {
-                    default:
-                    case 0:
-                        drawfill(panel_pos, panel_size, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-                        break;
-
-                    case 1:
-                        HUD_Panel_DrawProgressBar(panel_pos, panel_size, "progressbar", 1, 0, 0, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-                }
-            }
-        }
-        else
-        {
-            // calculate various zones of the strafe-o-meter
-            accelzone_width = overturn_offset = (90 - fabs(bestangle + wishangle))/hudangle * panel_size.x;
-            accelzone_right_offset = 0;
-            accelzone_left_offset = overturn_offset + overturn_width;
-            neutral_width = 360/hudangle * panel_size.x - accelzone_width*2 - overturn_width;
-            neutral_offset = direction < 0 ? accelzone_left_offset + accelzone_width : -neutral_width;
-
-            // remove switch indicator width from offset
-            if(direction < 0)
-            {
-                bestangle_offset -= bestangle_width;
-                switch_odd_bestangle_offset -= bestangle_width;
-            }
-            else
-            {
-                switch_bestangle_offset -= bestangle_width;
-                odd_bestangle_offset -= bestangle_width;
-            }
-
-            // shift hud if operating in view angle centered mode
-            if(mode == 0)
-            {
-                shift_offset = -currentangle_offset;
-                bestangle_offset += shift_offset;
-                switch_bestangle_offset += shift_offset;
-                odd_bestangle_offset += shift_offset;
-                switch_odd_bestangle_offset += shift_offset;
-            }
-            if(direction < 0) shift_offset += -360/hudangle * panel_size.x;
-            // calculate how far off-center the strafe zones currently are
-            shift_offset += (panel_size.x + neutral_width)/2 - wishangle/hudangle * panel_size.x;
-            // shift strafe zones into correct place
-            neutral_offset += shift_offset;
-            accelzone_left_offset += shift_offset;
-            accelzone_right_offset += shift_offset;
-            overturn_offset += shift_offset;
-
-            // draw left acceleration zone
-            HUD_Panel_DrawStrafeHUD(accelzone_left_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 1);
-
-            // draw right acceleration zone
-            HUD_Panel_DrawStrafeHUD(accelzone_right_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 2);
-
-            // draw overturn zone
-            HUD_Panel_DrawStrafeHUD(overturn_offset, overturn_width, autocvar_hud_panel_strafehud_bar_overturn_color, autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 3);
-
-            // draw neutral zone
-            HUD_Panel_DrawStrafeHUD(neutral_offset, neutral_width, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 0);
-
-            if(direction != 0 && direction_size_vertical.x > 0 && autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha > 0)
-            {
-                bool indicator_direction = direction < 0;
-                // invert left/right when strafing backwards or when strafing towards the opposite side indicated by the direction variable
-                // if both conditions are true then it's inverted twice hence not inverted at all
-                if(!fwd != odd_angles)
-                {
-                    indicator_direction = !indicator_direction;
-                }
-                // draw the direction indicator caps at the sides of the hud
-                // vertical line
-                if(direction_size_vertical.y > 0) drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x), direction_size_vertical, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-                // top horizontal line
-                drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) - eY * direction_size_horizontal.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-                // bottom horizontal line
-                drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) + eY * panel_size.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-            }
-
-            if(speed >= minspeed) // only draw indicators if minspeed is reached
-            {
-                // draw best angles for acceleration
-                float offset = !odd_angles ? bestangle_offset : odd_bestangle_offset;
-                float switch_offset = !odd_angles ? switch_bestangle_offset : switch_odd_bestangle_offset;
-                // both indicators are inactive if no direction can be determined
-                vector switch_color = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_color : autocvar_hud_panel_strafehud_switch_inactive_color;
-                float switch_alpha = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_alpha : autocvar_hud_panel_strafehud_switch_inactive_alpha;
-                // draw the switch indicators
-                HUD_Panel_DrawStrafeHUD(switch_offset, bestangle_width, autocvar_hud_panel_strafehud_switch_inactive_color, autocvar_hud_panel_strafehud_switch_inactive_alpha * panel_fg_alpha, 0, 0);
-                HUD_Panel_DrawStrafeHUD(offset, bestangle_width, switch_color, switch_alpha * panel_fg_alpha, 0, 0);
-            }
-        }
-
-        // experimental: slick detector
-        slickdetector_height = panel_size.y * bound(0, autocvar_hud_panel_strafehud_slickdetector_height, 0.5);
-        if(autocvar_hud_panel_strafehud_slickdetector_range > 0 && autocvar_hud_panel_strafehud_slickdetector_alpha > 0 && slickdetector_height > 0 && panel_size.x > 0) // dunno if slick detection works in spectate
-        {
-            float slicksteps = 90 / pow(2, bound(0, autocvar_hud_panel_strafehud_slickdetector_granularity, 4));
-            bool slickdetected = false;
-
-            slickdetected = IS_ONSLICK(strafeplayer); // don't need to traceline if already touching slick
-
-            // traceline into every direction
-            trace_dphitq3surfaceflags = 0;
-            for(float i = 0; i < 360 && !slickdetected; i += slicksteps)
-            {
-                vector slickoffset;
-                float slickrotate;
-                slickoffset.z = -cos(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
-                slickrotate = sin(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
-                if(i != 0 && i != 180)
-                {
-                    for(float j = 0; j < 180 && !slickdetected; j += slicksteps)
-                    {
-                        slickoffset.x = sin(j * DEG2RAD) * slickrotate;
-                        slickoffset.y = cos(j * DEG2RAD) * slickrotate;
-
-                        traceline(strafeplayer.origin, strafeplayer.origin + slickoffset, MOVE_WORLDONLY, NULL);
-                        if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) slickdetected = true;
-                    }
-                }
-                else
-                {
-                    slickoffset.x = slickoffset.y = 0;
-                    traceline(strafeplayer.origin, strafeplayer.origin + slickoffset, MOVE_WORLDONLY, NULL);
-                    if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) slickdetected = true;
-                }
-            }
-
-            // if a traceline hit a slick surface
-            if(slickdetected)
-            {
-                vector slickdetector_size = panel_size;
-                slickdetector_size.y = slickdetector_height;
-                // top horizontal line
-                drawfill(panel_pos - eY * slickdetector_size.y, slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color, autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-                // bottom horizontal line
-                drawfill(panel_pos + eY * panel_size.y, slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color, autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-            }
-        }
-
-        draw_beginBoldFont();
-        // show speed when crossing the start trigger
-        if(autocvar_hud_panel_strafehud_startspeed_fade > 0)
-        {
-            float text_alpha = 0;
-            if(race_checkpoint == 254) // checkpoint 254 is the start trigger
-            {
-                if(starttime != race_checkpointtime)
-                {
-                    starttime = race_checkpointtime;
-                    startspeed = speed;
-                }
-            }
-            if(startspeed >= 0)
-            {
-                text_alpha = cos(((time - starttime) / autocvar_hud_panel_strafehud_startspeed_fade) * 90 * DEG2RAD); // fade non-linear like the physics panel does
-                if((time - starttime) > autocvar_hud_panel_strafehud_startspeed_fade)
-                {
-                    startspeed = -1;
-                }
-            }
-            if(startspeed >= 0 && text_alpha > 0 && autocvar_hud_panel_strafehud_startspeed_size > 0)
-            {
-                vector startspeed_size = panel_size;
-                startspeed_size.y = panel_size.y * min(autocvar_hud_panel_strafehud_startspeed_size, 5);
-                string speed_unit = GetSpeedUnit(autocvar_hud_speed_unit);
-                drawstring_aspect(panel_pos + eY * panel_size.y, strcat(ftos_decimals(startspeed * speed_conversion_factor, 2), autocvar_hud_panel_strafehud_unit_show ? speed_unit : ""), startspeed_size, autocvar_hud_panel_strafehud_startspeed_color, text_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-            }
-        }
-        else
-        {
-            starttime = 0;
-            startspeed = -1;
-        }
-
-        // show height achieved by a single jump
-        if(autocvar_hud_panel_strafehud_jumpheight_fade > 0 && autocvar_hud_panel_strafehud_jumpheight_size > 0)
-        {
-            static float height_min = 0, height_max = 0; // ground and peak of jump z coordinates
-            static float jumpheight = 0, jumptime = 0;   // displayed value and timestamp for fade out
-
-            // tries to catch kill and spectate but those are not reliable, should just hook to kill/spectate/teleport and reset jump height there
-            if((strafeplayer.velocity.z <= 0 && height_max >= strafeplayer.origin.z) || IS_ONGROUND(strafeplayer) || swimming || IS_DEAD(strafeplayer) || spectating)
-            {
-                height_min = height_max = strafeplayer.origin.z;
-            }
-            else if(strafeplayer.origin.z > height_max)
-            {
-                height_max = strafeplayer.origin.z;
-                jumpheight = (height_max - height_min) * length_conversion_factor;
-
-                if(jumpheight > max(autocvar_hud_panel_strafehud_jumpheight_min, 0))
-                    jumptime = time;
-            }
-
-            if((time - jumptime) <= autocvar_hud_panel_strafehud_jumpheight_fade)
-            {
-                float text_alpha = cos(((time - jumptime) / autocvar_hud_panel_strafehud_jumpheight_fade) * 90 * DEG2RAD); // fade non-linear like the physics panel does
-                vector jumpheight_size = panel_size;
-                jumpheight_size.y = panel_size.y * min(autocvar_hud_panel_strafehud_jumpheight_size, 5);
-                string length_unit = GetLengthUnit(autocvar_hud_speed_unit);
-                drawstring_aspect(panel_pos - eY * jumpheight_size.y, strcat(ftos_decimals(jumpheight, length_decimals), autocvar_hud_panel_strafehud_unit_show ? length_unit : ""), jumpheight_size, autocvar_hud_panel_strafehud_jumpheight_color, text_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-            }
-        }
-        draw_endBoldFont();
-
-        if(speed < (maxspeed + antiflicker_speed) && !immobile)
-        {
-            bestangle_anywhere = true; // moving forward should suffice to gain speed
-        }
-
-        // draw the actual strafe angle
-        if(!bestangle_anywhere && !immobile) // player gains speed with strafing
-        {
-            if((direction > 0 && (angle >= bestangle || angle <= -(bestangle + wishangle*2))) ||
-               (direction < 0 && (angle <= bestangle || angle >= -(bestangle + wishangle*2))))
-            currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
-        }
-
-        if(fabs(angle + wishangle) > 90) // player is overturning
-        {
-            currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color;
-        }
-        else if(bestangle_anywhere) // player gains speed without strafing
-        {
-            currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
-        }
-
-        if(mode == 0 || straight_overturn)
-        {
-            currentangle_offset = panel_size.x/2;
-        }
-
-        if(autocvar_hud_panel_strafehud_style == 2 && !immobile)
-        {
-            float moveangle = angle + wishangle;
-            float strafeangle = (bestangle + wishangle) * (direction < 0 ? -1 : 1);
-            float strafe_ratio = 0;
-            if(fabs(moveangle) > 90)
-            {
-                strafe_ratio = -((fabs(moveangle) - 90) / 90);
-                if(strafe_ratio < -1) strafe_ratio = -2 - strafe_ratio;
-            }
-            else
-            {
-                if(moveangle >= strafeangle)
-                {
-                    strafe_ratio = 1 - (moveangle - strafeangle) / (90 - strafeangle);
-                }
-                else if(moveangle <= -strafeangle)
-                {
-                    strafe_ratio = 1 - (moveangle + strafeangle) / (-90 + strafeangle);
-                }
-            }
-            if(strafe_ratio < 0)
-            {
-                currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_overturn_color, -strafe_ratio);
-            }
-            else
-            {
-                currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_accel_color, strafe_ratio);
-            }
-        }
-
-        if(currentangle_size.x > 0 && currentangle_size.y > 0 && autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha > 0)
-        {
-            drawfill(panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (currentangle_offset - currentangle_size.x/2), currentangle_size, currentangle_color, autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
-        }
-    }
+       static float hud_lasttime = 0;
+       entity strafeplayer;
+       bool islocal;
+
+       // generic hud routines
+       if(!autocvar__hud_configure)
+       {
+               if(!autocvar_hud_panel_strafehud ||
+                  (spectatee_status == -1 && (autocvar_hud_panel_strafehud == 1 || autocvar_hud_panel_strafehud == 3)) ||
+                  (autocvar_hud_panel_strafehud == 3 && !MUTATOR_CALLHOOK(HUD_StrafeHUD_showoptional))) { hud_lasttime = time; return; }
+       }
+
+       HUD_Panel_LoadCvars();
+
+       if(autocvar_hud_panel_strafehud_dynamichud)
+               HUD_Scale_Enable();
+       else
+               HUD_Scale_Disable();
+
+       HUD_Panel_DrawBg();
+
+       if(panel_bg_padding)
+       {
+               panel_pos  += '1 1 0' * panel_bg_padding;
+               panel_size -= '2 2 0' * panel_bg_padding;
+       }
+
+       // find out whether the local csqcmodel entity is valid
+       if(spectatee_status > 0 || isdemo())
+       {
+               islocal = false;
+               strafeplayer = CSQCModel_server2csqc(player_localentnum - 1);
+       }
+       else
+       {
+               islocal = true;
+               strafeplayer = csqcplayer;
+       }
+
+       // draw strafehud
+       if(csqcplayer && strafeplayer)
+       {
+               float strafe_waterlevel;
+
+               // check the player waterlevel without affecting the player entity, this way we can fetch waterlevel even if client prediction is disabled
+               {
+                       // store old values
+                       void old_contentstransition(int, int) = strafeplayer.contentstransition;
+                       float old_watertype = strafeplayer.watertype;
+                       float old_waterlevel = strafeplayer.waterlevel;
+
+                       strafeplayer.contentstransition = func_null; // unset the contentstransition function if present
+                       _Movetype_CheckWater(strafeplayer);
+                       strafe_waterlevel = strafeplayer.waterlevel; // store the player waterlevel
+
+                       // restore old values
+                       strafeplayer.contentstransition = old_contentstransition;
+                       strafeplayer.watertype = old_watertype;
+                       strafeplayer.waterlevel = old_waterlevel;
+               }
+
+               int keys = STAT(PRESSED_KEYS);
+               // try to ignore if track_canjump is enabled, doesn't work in spectator mode if spectated player uses +jetpack or cl_movement_track_canjump
+               bool jumpheld = false;
+               if(islocal)
+               {
+                       if((PHYS_INPUT_BUTTON_JUMP(strafeplayer) || PHYS_INPUT_BUTTON_JETPACK(strafeplayer)) && !PHYS_CL_TRACK_CANJUMP(strafeplayer))
+                               jumpheld = true;
+               }
+               else
+               {
+                       if((keys & KEY_JUMP) && !PHYS_TRACK_CANJUMP(strafeplayer))
+                               jumpheld = true;
+               }
+
+               // persistent
+               static float onground_lasttime       = 0;
+               static bool  onslick_last            = false;
+               static float turn_lasttime           = 0;
+               static bool  turn                    = false;
+               static float turnangle;
+               static float dt_update               = 0;
+               static int   dt_time                 = 0;
+               static float dt_sum                  = 0;
+               static float dt                      = 0;
+
+               // physics
+               // doesn't get changed by ground timeout and isn't affected by jump input
+               bool   real_onground                 = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
+               // doesn't get changed by ground timeout
+               bool   real_onslick                  = false;
+               // if jump is held assume we are in air, avoids flickering of the hud when hitting the ground
+               bool   onground                      = real_onground && !jumpheld;
+               bool   onslick                       = real_onslick;
+               bool   onground_expired;
+               bool   strafekeys;
+               // the hud will not work well while swimming
+               bool   swimming                      = strafe_waterlevel >= WATERLEVEL_SWIMMING;
+               // use local csqcmodel entity for this even when spectating, flickers too much otherwise
+               float  speed                         = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337;
+               // only the local csqcplayer entity contains this information even when spectating
+               float  maxspeed_mod                  = IS_DUCKED(csqcplayer) ? .5 : 1;
+               float  maxspeed_phys                 = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
+               float  maxspeed                      = !autocvar__hud_configure ? maxspeed_phys * maxspeed_mod : 320;
+               float  movespeed;
+               float  bestspeed;
+               float  maxaccel_phys                 = onground ? PHYS_ACCELERATE(strafeplayer) : PHYS_AIRACCELERATE(strafeplayer);
+               float  maxaccel                      = !autocvar__hud_configure ? maxaccel_phys : 1;
+               // change the range from 0° - 360° to -180° - 180° to match how view_angle represents angles
+               float  vel_angle                     = vectoangles(strafeplayer.velocity).y - (vectoangles(strafeplayer.velocity).y > 180 ? 360 : 0);
+               float  view_angle                    = PHYS_INPUT_ANGLES(strafeplayer).y;
+               float  angle;
+               vector movement                      = PHYS_INPUT_MOVEVALUES(strafeplayer);
+               bool   fwd;
+               int    keys_fwd;
+               float  wishangle;
+               int    direction;
+
+               // HUD
+               int    mode;
+               float  speed_conversion_factor       = GetSpeedUnitFactor(autocvar_hud_speed_unit);
+               float  length_conversion_factor      = GetLengthUnitFactor(autocvar_hud_speed_unit);
+               // use more decimals when displaying km or miles
+               int    length_decimals               = autocvar_hud_speed_unit >= 3 && autocvar_hud_speed_unit <= 5 ? 6 : 2;
+               float  antiflicker_angle             = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180);
+               float  minspeed;
+               float  shift_offset                  = 0;
+               bool   straight_overturn             = false;
+               bool   immobile                      = speed <= 0;
+               float  hudangle;
+               float  hidden_width;
+               float  neutral_offset;
+               float  neutral_width;
+               vector currentangle_color            = autocvar_hud_panel_strafehud_angle_neutral_color;
+               float  currentangle_offset;
+               vector currentangle_size;
+               float  bestangle;
+               float  prebestangle;
+               float  odd_bestangle;
+               float  bestangle_offset;
+               float  switch_bestangle_offset;
+               bool   odd_angles                    = false;
+               float  odd_bestangle_offset          = 0;
+               float  switch_odd_bestangle_offset   = 0;
+               float  bestangle_width;
+               float  accelzone_left_offset;
+               float  accelzone_right_offset;
+               float  accelzone_width;
+               float  preaccelzone_left_offset;
+               float  preaccelzone_right_offset;
+               float  preaccelzone_width;
+               float  overturn_offset;
+               float  overturn_width;
+               float  slickdetector_height;
+               vector direction_size_vertical;
+               vector direction_size_horizontal;
+               float  range_minangle;
+               float  text_offset_top               = 0;
+               float  text_offset_bottom            = 0;
+
+               // real_* variables which are always positive with no wishangle offset
+               float real_bestangle;
+               float real_prebestangle;
+
+               if(autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1)
+                       mode = autocvar_hud_panel_strafehud_mode;
+               else
+                       mode = STRAFEHUD_MODE_VIEW_CENTERED;
+
+               // there's only one size cvar for the arrows, they will always have a 45° angle to ensure proper rendering without antialiasing
+               float arrow_size = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_arrow_size, 10), 0);
+
+               if(onground)
+               {
+                       if(PHYS_FRICTION(strafeplayer) == 0)
+                       {
+                               onslick = true;
+                       }
+                       else // don't use IS_ONSLICK(), it only works for the local player and only if client prediction is enabled
+                       {
+                               trace_dphitq3surfaceflags = 0;
+                               tracebox(strafeplayer.origin, strafeplayer.mins, strafeplayer.maxs, strafeplayer.origin - '0 0 1', MOVE_NOMONSTERS, strafeplayer);
+                               onslick = trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK;
+                       }
+                       real_onslick = onslick;
+
+                       onground_lasttime = time;
+                       onslick_last = onslick;
+               }
+               else if(jumpheld || swimming)
+               {
+                       onground_lasttime = 0;
+               }
+
+               if(onground_lasttime == 0)
+                       onground_expired = true;
+               else
+                       onground_expired = (time - onground_lasttime) >= autocvar_hud_panel_strafehud_timeout_ground; // timeout for slick ramps
+
+               if(!onground && !onground_expired) // if ground timeout hasn't expired yet use ground physics
+               {
+                       onground = true;
+                       onslick = onslick_last;
+
+                       if(!autocvar__hud_configure)
+                       {
+                               maxspeed = PHYS_MAXSPEED(strafeplayer) * maxspeed_mod;
+                               maxaccel = PHYS_ACCELERATE(strafeplayer);
+                       }
+               }
+
+               movespeed = vlen(vec2(movement));
+               if(movespeed == 0)
+                       movespeed = maxspeed;
+               else
+                       movespeed = min(movespeed, maxspeed);
+
+               if(!autocvar_hud_panel_strafehud_uncapped)
+                       arrow_size = max(arrow_size, 1);
+
+               // determine frametime
+               if((csqcplayer_status == CSQCPLAYERSTATUS_PREDICTED) && (input_timelength > 0))
+               {
+                       float dt_client = input_timelength;
+
+                       if(dt_client > .05) // server splits frames longer than 50 ms into two moves
+                               dt_client /= 2; // doesn't ensure frames are smaller than 50 ms, just splits large frames in half, matches server behaviour
+
+                       // calculate average frametime
+                       dt_sum += dt_client * dt_client;
+                       dt_time += dt_client;
+
+                       if(((time - dt_update) > autocvar_hud_panel_strafehud_fps_update) || (dt_update == 0))
+                       {
+                               dt = dt_sum / dt_time;
+                               dt_update = time;
+                               dt_time = dt_sum = 0;
+                       }
+               }
+               else // when spectating other players server ticrate will be used, this may not be accurate but there is no way to find other player's frametime
+               {
+                       dt = ticrate;
+                       dt_update = dt_time = dt_sum = 0;
+               }
+
+               // determine whether the player is pressing forwards or backwards keys
+               if(islocal) // if entity is local player
+               {
+                       if(movement.x > 0)
+                               keys_fwd = STRAFEHUD_KEYS_FORWARD;
+                       else if(movement.x < 0)
+                               keys_fwd = STRAFEHUD_KEYS_BACKWARD;
+                       else
+                               keys_fwd = STRAFEHUD_KEYS_NONE;
+               }
+               else // alternatively determine direction by querying pressed keys
+               {
+                       if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD))
+                               keys_fwd = STRAFEHUD_KEYS_FORWARD;
+                       else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD))
+                               keys_fwd = STRAFEHUD_KEYS_BACKWARD;
+                       else
+                               keys_fwd = STRAFEHUD_KEYS_NONE;
+               }
+
+               // determine player wishdir
+               if(islocal) // if entity is local player
+               {
+                       if(movement.x == 0)
+                       {
+                               if(movement.y < 0)
+                                       wishangle = -90;
+                               else if(movement.y > 0)
+                                       wishangle = 90;
+                               else
+                                       wishangle = 0;
+                       }
+                       else
+                       {
+                               if(movement.y == 0)
+                               {
+                                       wishangle = 0;
+                               }
+                               else
+                               {
+                                       wishangle = RAD2DEG * atan2(movement.y, movement.x);
+                                       // wrap the wish angle if it exceeds ±90°
+                                       if(fabs(wishangle) > 90)
+                                       {
+                                               if(wishangle < 0)
+                                                       wishangle += 180;
+                                               else
+                                                       wishangle -= 180;
+
+                                               wishangle *= -1;
+                                       }
+                               }
+                       }
+               }
+               else // alternatively calculate wishdir by querying pressed keys
+               {
+                       if(keys & KEY_FORWARD || keys & KEY_BACKWARD)
+                               wishangle = 45;
+                       else
+                               wishangle = 90;
+                       if(keys & KEY_LEFT)
+                               wishangle *= -1;
+                       else if(!(keys & KEY_RIGHT))
+                               wishangle = 0; // wraps at 180°
+               }
+
+               strafekeys = fabs(wishangle) > 45;
+
+               // determine minimum required angle to display full strafe range
+               range_minangle = fabs(wishangle) % 90; // maximum range is 90 degree
+               if(range_minangle > 45) range_minangle = 45 - fabs(wishangle) % 45; // minimum angle range is 45
+               range_minangle = 90 - range_minangle; // calculate value which is never >90 or <45
+               range_minangle *= 2; // multiply to accommodate for both sides of the hud
+
+               if(autocvar_hud_panel_strafehud_range == 0)
+               {
+                       if(autocvar__hud_configure)
+                               hudangle = 90;
+                       else
+                               hudangle = range_minangle; // use minimum angle required if dynamically setting hud angle
+               }
+               else
+               {
+                       hudangle = bound(0, fabs(autocvar_hud_panel_strafehud_range), 360); // limit HUD range to 360 degrees, higher values don't make sense
+               }
+
+               // detect air strafe turning
+               if((!strafekeys && vlen(vec2(movement)) > 0) || onground || autocvar__hud_configure)
+               {
+                       turn = false;
+               }
+               else // air strafe only
+               {
+                       bool turn_expired = (time - turn_lasttime) >= autocvar_hud_panel_strafehud_timeout_turn; // timeout for jumping with strafe keys only
+
+                       if(strafekeys)
+                               turn = true;
+                       else if(turn_expired)
+                               turn = false;
+
+                       if(turn) // CPMA turning
+                       {
+                               if(strafekeys)
+                               {
+                                       turn_lasttime = time;
+                                       turnangle = wishangle;
+                               }
+                               else // retain last state until strafe turning times out
+                               {
+                                       wishangle = turnangle;
+                               }
+
+                               // calculate the maximum air strafe speed and acceleration
+                               float strafity = 1 - (90 - fabs(wishangle)) / 45;
+
+                               if(PHYS_MAXAIRSTRAFESPEED(strafeplayer) != 0)
+                                       maxspeed = min(maxspeed, GeomLerp(PHYS_MAXAIRSPEED(strafeplayer), strafity, PHYS_MAXAIRSTRAFESPEED(strafeplayer)));
+
+                               movespeed = min(movespeed, maxspeed);
+
+                               if(PHYS_AIRSTRAFEACCELERATE(strafeplayer) != 0)
+                                       maxaccel = GeomLerp(PHYS_AIRACCELERATE(strafeplayer), strafity, PHYS_AIRSTRAFEACCELERATE(strafeplayer));
+                       }
+               }
+
+               maxaccel *= dt * movespeed;
+               bestspeed = max(movespeed - maxaccel, 0); // target speed to gain maximum acceleration
+
+               float frictionspeed; // speed lost from friction
+               float strafespeed; // speed minus friction
+
+               if((speed > 0) && onground)
+               {
+                       float strafefriction = onslick ? PHYS_FRICTION_SLICK(strafeplayer) : PHYS_FRICTION(strafeplayer);
+
+                       frictionspeed = speed * dt * strafefriction * max(PHYS_STOPSPEED(strafeplayer) / speed, 1);
+                       strafespeed = max(speed - frictionspeed, 0);
+               }
+               else
+               {
+                       frictionspeed = 0;
+                       strafespeed = speed;
+               }
+
+               minspeed = autocvar_hud_panel_strafehud_switch_minspeed;
+               if(minspeed < 0)
+                       minspeed = bestspeed + frictionspeed;
+
+               // get current strafing angle ranging from -180° to +180°
+               if(!autocvar__hud_configure)
+               {
+                       if(speed > 0)
+                       {
+                               // calculate view angle relative to the players current velocity direction
+                               angle = vel_angle - view_angle;
+
+                               // if the angle goes above 180° or below -180° wrap it to the opposite side since we want the interior angle
+                               if(angle > 180)
+                                       angle -= 360;
+                               else if(angle < -180)
+                                       angle += 360;
+
+                               // determine whether the player is strafing forwards or backwards
+                               // if the player isn't strafe turning use forwards/backwards keys to determine direction
+                               if(fabs(wishangle) != 90)
+                               {
+                                       if(keys_fwd == STRAFEHUD_KEYS_FORWARD)
+                                               fwd = true;
+                                       else if(keys_fwd == STRAFEHUD_KEYS_BACKWARD)
+                                               fwd = false;
+                                       else
+                                               fwd = fabs(angle) <= 90;
+                               }
+                               // otherwise determine by examining the strafe angle
+                               else
+                               {
+                                       if(wishangle < 0) // detect direction using wishangle since the direction is not yet set
+                                               fwd = angle <= -wishangle;
+                                       else
+                                               fwd = angle >= -wishangle;
+                               }
+
+                               // shift the strafe angle by 180° when strafing backwards
+                               if(!fwd)
+                               {
+                                       if(angle < 0)
+                                               angle += 180;
+                                       else
+                                               angle -= 180;
+                               }
+
+                               // don't make the angle indicator switch side too much at ±180° if anti flicker is turned on
+                               if(angle > (180 - antiflicker_angle) || angle < (-180 + antiflicker_angle))
+                                       straight_overturn = true;
+                       }
+                       else
+                       {
+                               angle = 0;
+                               fwd = true;
+                       }
+               }
+               else // simulate turning for HUD setup
+               {
+                       const float demo_maxangle = 55; // maximum angle before changing direction
+                       const float demo_turnspeed = 40; // turning speed in degrees per second
+
+                       static float demo_position = -37 / demo_maxangle; // current positioning value between -1 and +1
+
+                       if(autocvar__hud_panel_strafehud_demo)
+                       {
+                               float demo_dt = time - hud_lasttime;
+                               float demo_step = (demo_turnspeed / demo_maxangle) * demo_dt;
+                               demo_position = ((demo_position + demo_step) % 4 + 4) % 4;
+                       }
+
+                       // triangle wave function
+                       if(demo_position > 3)
+                               angle = -1 + (demo_position - 3);
+                       else if(demo_position > 1)
+                               angle = +1 - (demo_position - 1);
+                       else
+                               angle = demo_position;
+                       angle *= demo_maxangle;
+
+                       fwd = true;
+                       wishangle = 45;
+                       if(angle < 0)
+                               wishangle *= -1;
+               }
+
+               // invert the wish angle when strafing backwards
+               if(!fwd)
+                       wishangle *= -1;
+
+               // flip angles if v_flipped is enabled
+               if(autocvar_v_flipped)
+               {
+                       angle *= -1;
+                       wishangle *= -1;
+               }
+
+               // determine whether the player is strafing left or right
+               if(wishangle > 0)
+               {
+                       direction = STRAFEHUD_DIRECTION_RIGHT;
+               }
+               else if(wishangle < 0)
+               {
+                       direction = STRAFEHUD_DIRECTION_LEFT;
+               }
+               else
+               {
+                       if(angle > antiflicker_angle && angle < (180 - antiflicker_angle))
+                               direction = STRAFEHUD_DIRECTION_RIGHT;
+                       else if(angle < -antiflicker_angle && angle > (-180 + antiflicker_angle))
+                               direction = STRAFEHUD_DIRECTION_LEFT;
+                       else
+                               direction = STRAFEHUD_DIRECTION_NONE;
+               }
+
+               // best angle to strafe at
+               // in case of ground friction we may decelerate if the acceleration is smaller than the speed loss from friction
+               real_bestangle = bestangle = (strafespeed > bestspeed ? acos(bestspeed / strafespeed) * RAD2DEG : 0);
+               real_prebestangle = prebestangle = (strafespeed > movespeed ? acos(movespeed / strafespeed) * RAD2DEG : 0);
+               if(direction == STRAFEHUD_DIRECTION_LEFT) // the angle becomes negative in case we strafe left
+               {
+                       bestangle *= -1;
+                       prebestangle *= -1;
+               }
+               odd_bestangle = -bestangle - wishangle;
+               bestangle -= wishangle;
+               prebestangle -= wishangle;
+
+               // various offsets and size calculations of hud indicator elements
+               // how much is hidden by the current hud angle
+               hidden_width = (360 - hudangle) / hudangle * panel_size.x;
+
+               // current angle
+               currentangle_size.x = autocvar_hud_panel_strafehud_angle_width;
+               currentangle_size.y = autocvar_hud_panel_strafehud_angle_height;
+               currentangle_size.z = 0;
+               if(!autocvar_hud_panel_strafehud_uncapped)
+               {
+                       currentangle_size.x = min(currentangle_size.x, 10);
+                       currentangle_size.y = min(currentangle_size.y, 10);
+               }
+               currentangle_size.x *= panel_size.x;
+               currentangle_size.y *= panel_size.y;
+               if(!autocvar_hud_panel_strafehud_uncapped)
+               {
+                       currentangle_size.x = max(currentangle_size.x, 1);
+                       currentangle_size.y = max(currentangle_size.y, 1);
+               }
+               else
+               {
+                       currentangle_size.y = max(currentangle_size.y, 0);
+               }
+               if(mode == STRAFEHUD_MODE_VIEW_CENTERED)
+                       currentangle_offset = angle / hudangle * panel_size.x;
+               else
+
+                       currentangle_offset = bound(-hudangle / 2, angle, hudangle / 2) / hudangle * panel_size.x + panel_size.x / 2;
+
+               // best strafe acceleration angle
+               bestangle_offset        =  bestangle / hudangle * panel_size.x + panel_size.x / 2;
+               switch_bestangle_offset = -bestangle / hudangle * panel_size.x + panel_size.x / 2;
+               bestangle_width = panel_size.x * autocvar_hud_panel_strafehud_switch_width;
+               if(!autocvar_hud_panel_strafehud_uncapped)
+                       bestangle_width = max(bestangle_width, 1);
+
+               if((angle > -wishangle && direction == STRAFEHUD_DIRECTION_LEFT) || (angle < -wishangle && direction == STRAFEHUD_DIRECTION_RIGHT))
+               {
+                       odd_angles = true;
+                       odd_bestangle_offset = odd_bestangle / hudangle * panel_size.x + panel_size.x / 2;
+                       switch_odd_bestangle_offset = (odd_bestangle + bestangle * 2) / hudangle * panel_size.x + panel_size.x / 2;
+               }
+               // direction indicator
+               direction_size_vertical.x = autocvar_hud_panel_strafehud_direction_width;
+               if(!autocvar_hud_panel_strafehud_uncapped)
+                       direction_size_vertical.x = min(direction_size_vertical.x, 1);
+               direction_size_vertical.x *= panel_size.y;
+               if(!autocvar_hud_panel_strafehud_uncapped)
+                       direction_size_vertical.x = max(direction_size_vertical.x, 1);
+               direction_size_vertical.y = panel_size.y + direction_size_vertical.x * 2;
+               direction_size_vertical.z = 0;
+               direction_size_horizontal.x = panel_size.x * min(autocvar_hud_panel_strafehud_direction_length, .5);
+               direction_size_horizontal.y = direction_size_vertical.x;
+               direction_size_horizontal.z = 0;
+
+               // the neutral zone fills the whole strafe bar
+               if(immobile)
+               {
+                       // draw neutral zone
+                       if(panel_size.x > 0 && panel_size.y > 0 && autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha > 0)
+                       {
+                               switch(autocvar_hud_panel_strafehud_style)
+                               {
+                                       default:
+                                       case STRAFEHUD_STYLE_DRAWFILL:
+                                               drawfill(
+                                                       panel_pos, panel_size,
+                                                       autocvar_hud_panel_strafehud_bar_neutral_color,
+                                                       autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha,
+                                                       DRAWFLAG_NORMAL);
+                                               break;
+
+                                       case STRAFEHUD_STYLE_PROGRESSBAR:
+                                               HUD_Panel_DrawProgressBar(
+                                                       panel_pos, panel_size, "progressbar", 1, 0, 0,
+                                                       autocvar_hud_panel_strafehud_bar_neutral_color,
+                                                       autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha,
+                                                       DRAWFLAG_NORMAL);
+                               }
+                       }
+               }
+               else
+               {
+                       // calculate various zones of the strafe-o-meter
+                       if(autocvar_hud_panel_strafehud_bar_preaccel)
+                               preaccelzone_width = (fabs(bestangle - prebestangle)) / hudangle * panel_size.x;
+                       else
+                               preaccelzone_width = 0;
+                       accelzone_width = (90 - fabs(bestangle + wishangle)) / hudangle * panel_size.x;
+                       overturn_width = 180 / hudangle * panel_size.x;
+                       neutral_width = 360 / hudangle * panel_size.x - accelzone_width * 2 - preaccelzone_width * 2 - overturn_width;
+
+                       {
+                               float current_offset = 0;
+                               preaccelzone_right_offset = current_offset;
+                               current_offset += preaccelzone_width;
+
+                               accelzone_right_offset = current_offset;
+                               current_offset += accelzone_width;
+
+                               overturn_offset = current_offset;
+                               current_offset += overturn_width;
+
+                               accelzone_left_offset = current_offset;
+                               current_offset += accelzone_width;
+
+                               preaccelzone_left_offset = current_offset;
+                               current_offset += preaccelzone_width;
+
+                               // the wrapping code may struggle if we always append it on the right side
+                               neutral_offset = direction == STRAFEHUD_DIRECTION_LEFT ? current_offset : -neutral_width;
+                       }
+
+                       // shift hud if operating in view angle centered mode
+                       if(mode == STRAFEHUD_MODE_VIEW_CENTERED)
+                       {
+                               shift_offset = -currentangle_offset;
+                               bestangle_offset += shift_offset;
+                               switch_bestangle_offset += shift_offset;
+                               odd_bestangle_offset += shift_offset;
+                               switch_odd_bestangle_offset += shift_offset;
+                       }
+                       if(direction == STRAFEHUD_DIRECTION_LEFT)
+                               shift_offset += -360 / hudangle * panel_size.x;
+
+                       // calculate how far off-center the strafe zones currently are
+                       shift_offset += (panel_size.x + neutral_width) / 2 - wishangle / hudangle * panel_size.x;
+
+                       // shift strafe zones into correct place
+                       neutral_offset += shift_offset;
+                       accelzone_left_offset += shift_offset;
+                       accelzone_right_offset += shift_offset;
+                       preaccelzone_left_offset += shift_offset;
+                       preaccelzone_right_offset += shift_offset;
+                       overturn_offset += shift_offset;
+
+                       // draw left acceleration zone
+                       HUD_Panel_DrawStrafeHUD(
+                               accelzone_left_offset, accelzone_width, hidden_width,
+                               autocvar_hud_panel_strafehud_bar_accel_color,
+                               autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha,
+                               autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_LEFT);
+
+                       if(autocvar_hud_panel_strafehud_bar_preaccel)
+                               HUD_Panel_DrawStrafeHUD(
+                                       preaccelzone_left_offset, preaccelzone_width, hidden_width,
+                                       autocvar_hud_panel_strafehud_bar_accel_color,
+                                       autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha,
+                                       autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_RIGHT);
+
+                       // draw right acceleration zone
+                       HUD_Panel_DrawStrafeHUD(
+                               accelzone_right_offset, accelzone_width, hidden_width,
+                               autocvar_hud_panel_strafehud_bar_accel_color,
+                               autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha,
+                               autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_RIGHT);
+
+                       if(autocvar_hud_panel_strafehud_bar_preaccel)
+                               HUD_Panel_DrawStrafeHUD(
+                                       preaccelzone_right_offset, preaccelzone_width, hidden_width,
+                                       autocvar_hud_panel_strafehud_bar_accel_color,
+                                       autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha,
+                                       autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_LEFT);
+
+                       // draw overturn zone
+                       //   this is technically incorrect
+                       //   acceleration decreases at 90 degrees but speed loss happens a little bit after 90 degrees,
+                       //   however due to sv_airstopaccelerate that's hard to calculate
+                       HUD_Panel_DrawStrafeHUD(
+                               overturn_offset, overturn_width, hidden_width,
+                               autocvar_hud_panel_strafehud_bar_overturn_color,
+                               autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha,
+                               autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_BOTH);
+
+                       // draw neutral zone
+                       HUD_Panel_DrawStrafeHUD(
+                               neutral_offset, neutral_width, hidden_width,
+                               autocvar_hud_panel_strafehud_bar_neutral_color,
+                               autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha,
+                               autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_NONE);
+
+                       // only draw indicators if minspeed is reached
+                       if(autocvar_hud_panel_strafehud_switch && speed >= minspeed && bestangle_width > 0 && autocvar_hud_panel_strafehud_switch_alpha > 0)
+                       {
+                               // draw the switch indicator(s)
+                               float offset = !odd_angles ? bestangle_offset : odd_bestangle_offset;
+                               float switch_offset = !odd_angles ? switch_bestangle_offset : switch_odd_bestangle_offset;
+
+                               // remove switch indicator width from offset
+                               if(direction == STRAFEHUD_DIRECTION_LEFT)
+                               {
+                                       if(!odd_angles)
+                                               offset -= bestangle_width;
+                                       else
+                                               switch_offset -= bestangle_width;
+                               }
+                               else
+                               {
+                                       if(!odd_angles)
+                                               switch_offset -= bestangle_width;
+                                       else
+                                               offset -= bestangle_width;
+                               }
+
+                               HUD_Panel_DrawStrafeHUD(
+                                       switch_offset, bestangle_width, hidden_width,
+                                       autocvar_hud_panel_strafehud_switch_color,
+                                       autocvar_hud_panel_strafehud_switch_alpha * panel_fg_alpha,
+                                       STRAFEHUD_STYLE_DRAWFILL, STRAFEHUD_GRADIENT_NONE);
+
+                               if(direction == STRAFEHUD_DIRECTION_NONE)
+                                       HUD_Panel_DrawStrafeHUD(
+                                               offset, bestangle_width, hidden_width,
+                                               autocvar_hud_panel_strafehud_switch_color,
+                                               autocvar_hud_panel_strafehud_switch_alpha * panel_fg_alpha,
+                                               STRAFEHUD_STYLE_DRAWFILL, STRAFEHUD_GRADIENT_NONE);
+                       }
+               }
+
+               // slick detector
+               slickdetector_height = max(autocvar_hud_panel_strafehud_slickdetector_height, 0);
+               if(!autocvar_hud_panel_strafehud_uncapped)
+                       slickdetector_height = min(slickdetector_height, 1);
+               slickdetector_height *= panel_size.y;
+               if(autocvar_hud_panel_strafehud_slickdetector &&
+                  autocvar_hud_panel_strafehud_slickdetector_range > 0 &&
+                  autocvar_hud_panel_strafehud_slickdetector_alpha > 0 &&
+                  slickdetector_height > 0 &&
+                  panel_size.x > 0)
+               {
+                       float slicksteps = max(autocvar_hud_panel_strafehud_slickdetector_granularity, 0);
+                       bool slickdetected = false;
+
+                       if(!autocvar_hud_panel_strafehud_uncapped)
+                               slicksteps = min(slicksteps, 4);
+                       slicksteps = 90 / 2 ** slicksteps;
+
+                       slickdetected = real_onslick; // don't need to traceline if already touching slick
+
+                       // traceline into every direction
+                       trace_dphitq3surfaceflags = 0;
+                       vector traceorigin = strafeplayer.origin + eZ * strafeplayer.mins.z;
+                       for(float i = 0; i < 90 && !slickdetected; i += slicksteps)
+                       {
+                               vector slickoffset;
+                               float slickrotate;
+                               slickoffset.z = -cos(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
+                               slickrotate = sin(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
+
+                               for(float j = 0; j < 360 && !slickdetected; j += slicksteps)
+                               {
+                                       slickoffset.x = sin(j * DEG2RAD) * slickrotate;
+                                       slickoffset.y = cos(j * DEG2RAD) * slickrotate;
+
+                                       traceline(traceorigin, traceorigin + slickoffset, MOVE_NOMONSTERS, strafeplayer);
+                                       if((PHYS_FRICTION(strafeplayer) == 0 && trace_fraction < 1) || trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
+                                               slickdetected = true;
+                                       if(i == 0)
+                                               break;
+                               }
+                       }
+
+                       // if a traceline hit a slick surface
+                       if(slickdetected)
+                       {
+                               vector slickdetector_size = panel_size;
+                               slickdetector_size.y = slickdetector_height;
+
+                               // top horizontal line
+                               drawfill(
+                                       panel_pos - eY * slickdetector_size.y, slickdetector_size,
+                                       autocvar_hud_panel_strafehud_slickdetector_color,
+                                       autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha,
+                                       DRAWFLAG_NORMAL);
+
+                               // bottom horizontal line
+                               drawfill(
+                                       panel_pos + eY * panel_size.y,
+                                       slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color,
+                                       autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha,
+                                       DRAWFLAG_NORMAL);
+                       }
+
+                       text_offset_top = text_offset_bottom = slickdetector_height;
+               }
+
+               if(autocvar_hud_panel_strafehud_direction &&
+                  direction != STRAFEHUD_DIRECTION_NONE &&
+                  direction_size_vertical.x > 0 &&
+                  autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha > 0)
+               {
+                       bool indicator_direction = direction == STRAFEHUD_DIRECTION_LEFT;
+                       // invert left/right when strafing backwards or when strafing towards the opposite side indicated by the direction variable
+                       // if both conditions are true then it's inverted twice hence not inverted at all
+                       if(!fwd != odd_angles)
+                               indicator_direction = !indicator_direction;
+
+                       // draw the direction indicator caps at the sides of the hud
+                       // vertical line
+                       if(direction_size_vertical.y > 0)
+                               drawfill(
+                                       panel_pos - eY * direction_size_horizontal.y + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x),
+                                       direction_size_vertical, autocvar_hud_panel_strafehud_direction_color,
+                                       autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha,
+                                       DRAWFLAG_NORMAL);
+
+                       // top horizontal line
+                       drawfill(
+                               panel_pos + eX * (indicator_direction ? 0 : panel_size.x - direction_size_horizontal.x) - eY * direction_size_horizontal.y,
+                               direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color,
+                               autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha,
+                               DRAWFLAG_NORMAL);
+
+                       // bottom horizontal line
+                       drawfill(
+                               panel_pos + eX * (indicator_direction ? 0 : panel_size.x - direction_size_horizontal.x) + eY * panel_size.y,
+                               direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color,
+                               autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha,
+                               DRAWFLAG_NORMAL);
+               }
+
+               // draw the actual strafe angle
+               if(!immobile)
+               {
+                       float moveangle = fabs(angle + wishangle);
+                       float strafe_ratio = 0;
+
+                       // player is overturning
+                       if(moveangle >= 90)
+                       {
+                               currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color;
+                               strafe_ratio = (moveangle - 90) / 90;
+                               if(strafe_ratio > 1) strafe_ratio = 2 - strafe_ratio;
+                               strafe_ratio *= -1;
+                       }
+                       // player gains speed by strafing
+                       else if(moveangle >= real_bestangle)
+                       {
+                               currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
+                               strafe_ratio = (90 - moveangle) / (90 - real_bestangle);
+                       }
+                       else if(moveangle >= real_prebestangle)
+                       {
+                               if(autocvar_hud_panel_strafehud_bar_preaccel)
+                                       currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
+                               strafe_ratio = (moveangle - real_prebestangle) / (real_bestangle - real_prebestangle);
+                       }
+
+                       if(autocvar_hud_panel_strafehud_style == STRAFEHUD_STYLE_GRADIENT)
+                               currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, currentangle_color, fabs(strafe_ratio));
+               }
+
+               if(mode == STRAFEHUD_MODE_VIEW_CENTERED || straight_overturn)
+                       currentangle_offset = panel_size.x / 2;
+
+               float angleheight_offset = currentangle_size.y;
+               float ghost_offset = 0;
+               if(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
+                       ghost_offset = bound(0, (odd_angles ? odd_bestangle_offset : bestangle_offset), panel_size.x);
+
+               switch(autocvar_hud_panel_strafehud_angle_style)
+               {
+                       case STRAFEHUD_INDICATOR_SOLID:
+                               if(currentangle_size.x > 0 && currentangle_size.y > 0)
+                               {
+                                       if(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
+                                               drawfill(
+                                                       panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (ghost_offset - currentangle_size.x / 2),
+                                                       currentangle_size, autocvar_hud_panel_strafehud_bestangle_color,
+                                                       autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha,
+                                                       DRAWFLAG_NORMAL);
+                                       drawfill(
+                                               panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (currentangle_offset - currentangle_size.x / 2),
+                                               currentangle_size, currentangle_color,
+                                               autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha,
+                                               DRAWFLAG_NORMAL);
+                               }
+                               break;
+                       case STRAFEHUD_INDICATOR_DASHED:
+                               if(currentangle_size.x > 0 && currentangle_size.y > 0)
+                               {
+                                       vector line_size = currentangle_size;
+                                       line_size.y = currentangle_size.y / (bound(2, autocvar_hud_panel_strafehud_angle_dashes, currentangle_size.y) * 2 - 1);
+                                       for(float i = 0; i < currentangle_size.y; i += line_size.y * 2)
+                                       {
+                                               if(i + line_size.y * 2 >= currentangle_size.y)
+                                                       line_size.y = currentangle_size.y - i;
+                                               if(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
+                                                       drawfill(
+                                                               panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2 - i) + eX * (ghost_offset - line_size.x / 2),
+                                                               line_size, autocvar_hud_panel_strafehud_bestangle_color,
+                                                               autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+                                               drawfill(
+                                                       panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2 - i) + eX * (currentangle_offset - line_size.x / 2),
+                                                       line_size, currentangle_color,
+                                                       autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+                                       }
+                               }
+                               break;
+                       case STRAFEHUD_INDICATOR_NONE:
+                       default:
+                               // don't offset text and arrows if the angle indicator line isn't drawn
+                               angleheight_offset = panel_size.y;
+                               currentangle_size = '0 0 0';
+               }
+
+               float angle_offset_top = 0, angle_offset_bottom = 0;
+
+               // offset text if any angle indicator is drawn
+               if((autocvar_hud_panel_strafehud_angle_alpha > 0) ||
+                  (autocvar_hud_panel_strafehud_bestangle && autocvar_hud_panel_strafehud_bestangle_alpha > 0))
+               {
+                       // offset text by amount the angle indicator extrudes from the strafehud bar
+                       angle_offset_top = angle_offset_bottom = (angleheight_offset - panel_size.y) / 2;
+               }
+
+               if(autocvar_hud_panel_strafehud_angle_arrow > 0)
+               {
+                       if(arrow_size > 0)
+                       {
+                               if(autocvar_hud_panel_strafehud_angle_arrow == 1 || autocvar_hud_panel_strafehud_angle_arrow >= 3)
+                               {
+                                       if(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
+                                               StrafeHUD_drawStrafeArrow(
+                                                       panel_pos + eY * ((panel_size.y - angleheight_offset) / 2) + eX * ghost_offset,
+                                                       arrow_size, autocvar_hud_panel_strafehud_bestangle_color,
+                                                       autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha, true, currentangle_size.x);
+                                       StrafeHUD_drawStrafeArrow(
+                                               panel_pos + eY * ((panel_size.y - angleheight_offset) / 2) + eX * currentangle_offset,
+                                               arrow_size, currentangle_color,
+                                               autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, true, currentangle_size.x);
+
+                                       angle_offset_top += arrow_size; // further offset the top text offset if the top arrow is drawn
+                               }
+                               if(autocvar_hud_panel_strafehud_angle_arrow >= 2)
+                               {
+                                       if(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
+                                               StrafeHUD_drawStrafeArrow(
+                                                       panel_pos + eY * ((panel_size.y - angleheight_offset) / 2 + angleheight_offset) + eX * ghost_offset,
+                                                       arrow_size, autocvar_hud_panel_strafehud_bestangle_color,
+                                                       autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha, false, currentangle_size.x);
+                                       StrafeHUD_drawStrafeArrow(
+                                               panel_pos + eY * ((panel_size.y - angleheight_offset) / 2 + angleheight_offset) + eX * currentangle_offset,
+                                               arrow_size, currentangle_color,
+                                               autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, false, currentangle_size.x);
+
+                                       angle_offset_bottom += arrow_size; // further offset the bottom text offset if the bottom arrow is drawn
+                               }
+                       }
+               }
+
+               // make sure text doesn't draw inside the strafehud bar
+               text_offset_top = max(angle_offset_top, text_offset_top);
+               text_offset_bottom = max(angle_offset_bottom, text_offset_bottom);
+
+               draw_beginBoldFont();
+
+               // show speed when crossing the start trigger
+               {
+                       static float startspeed = 0, starttime = 0; // displayed value and timestamp for fade out
+
+                       // check if the start trigger was hit (will also trigger if the finish trigger was hit if those have the same ID)
+                       if((race_nextcheckpoint == 1) || (race_checkpoint == 254 && race_nextcheckpoint == 255))
+                       {
+                               if((race_checkpointtime > 0) && (starttime != race_checkpointtime))
+                               {
+                                       starttime = race_checkpointtime;
+                                       startspeed = speed;
+                               }
+                       }
+
+                       if(autocvar_hud_panel_strafehud_startspeed)
+                       {
+                               float startspeed_height = autocvar_hud_panel_strafehud_startspeed_size * panel_size.y;
+                               string startspeed_text = ftos_decimals(startspeed * speed_conversion_factor, 2);
+                               if(autocvar_hud_panel_strafehud_unit_show)
+                                       startspeed_text = strcat(startspeed_text, GetSpeedUnit(autocvar_hud_speed_unit));
+
+                               bool was_drawn = StrafeHUD_drawTextIndicator(
+                                       startspeed_text, startspeed_height,
+                                       autocvar_hud_panel_strafehud_startspeed_color,
+                                       autocvar_hud_panel_strafehud_startspeed_fade,
+                                       starttime, text_offset_bottom, STRAFEHUD_TEXT_BOTTOM);
+
+                               if(was_drawn)
+                                       text_offset_bottom += startspeed_height;
+                       }
+               }
+
+               // show height achieved by a single jump
+               // FIXME: checking z position differences is unreliable (warpzones, teleporter, kill, etc) but using velocity to calculate jump height would be
+               //        inaccurate in hud code (possibly different tick rate than physics, doesn't run when hud isn't drawn, rounding errors)
+               {
+                       static float height_min = 0, height_max = 0; // ground and peak of jump z coordinates
+                       static float jumpheight = 0, jumptime = 0;   // displayed value and timestamp for fade out
+
+                       // tries to catch kill and spectate but those are not reliable
+                       if((strafeplayer.velocity.z <= 0) || real_onground || swimming || IS_DEAD(strafeplayer) || !IS_PLAYER(strafeplayer))
+                       {
+                               height_min = height_max = strafeplayer.origin.z;
+                       }
+                       else if(strafeplayer.origin.z > height_max)
+                       {
+                               height_max = strafeplayer.origin.z;
+                               float jumpheight_new = height_max - height_min;
+
+                               if((jumpheight_new * length_conversion_factor) > max(autocvar_hud_panel_strafehud_jumpheight_min, 0))
+                               {
+                                       jumpheight = jumpheight_new;
+                                       jumptime = time;
+                               }
+                       }
+
+                       if(autocvar_hud_panel_strafehud_jumpheight)
+                       {
+                               float jumpheight_height = autocvar_hud_panel_strafehud_jumpheight_size * panel_size.y;
+                               string jumpheight_text = ftos_decimals(jumpheight * length_conversion_factor, length_decimals);
+                               if(autocvar_hud_panel_strafehud_unit_show)
+                                       jumpheight_text = strcat(jumpheight_text, GetLengthUnit(autocvar_hud_speed_unit));
+
+                               bool was_drawn = StrafeHUD_drawTextIndicator(
+                                       jumpheight_text, jumpheight_height,
+                                       autocvar_hud_panel_strafehud_jumpheight_color,
+                                       autocvar_hud_panel_strafehud_jumpheight_fade,
+                                       jumptime, text_offset_top, STRAFEHUD_TEXT_TOP);
+
+                               if(was_drawn)
+                                       text_offset_top += jumpheight_height;
+                       }
+               }
+
+               draw_endBoldFont();
+       }
+       hud_lasttime = time;
 }
 
 // functions to make hud elements align perfectly in the hud area
-void HUD_Panel_DrawStrafeHUD(float offset, float width, vector color, float alpha, int type, int gradientType)
+void HUD_Panel_DrawStrafeHUD(float offset, float width, float hidden_width, vector color, float alpha, int type, int gradientType)
 {
-    float mirror_offset, mirror_width;
-    vector size = panel_size;
-    vector mirror_size = panel_size;
-
-    float original_width = width;
-    float hiddencolor_width;
-
-    if(alpha <= 0 && type != 2 || width <= 0) return;
-
-    if(type == 2 && gradientType == 0) type = 0;
-
-    if(offset < 0)
-    {
-        mirror_width = min(fabs(offset), width);
-        mirror_offset = panel_size.x + hidden_width - fabs(offset);
-        width += offset;
-        offset = 0;
-    }
-    else
-    {
-        mirror_width = min(offset + width - panel_size.x - hidden_width, width);
-        mirror_offset = max(offset - panel_size.x - hidden_width, 0);
-    }
-    if((offset + width) > panel_size.x)
-    {
-        width = panel_size.x - offset;
-    }
-    if(mirror_offset < 0)
-    {
-        mirror_width += mirror_offset;
-        mirror_offset = 0;
-    }
-    if((mirror_offset + mirror_width) > panel_size.x)
-    {
-        mirror_width = panel_size.x - mirror_offset;
-    }
-
-    if(width < 0) width = 0;
-    if(mirror_width < 0) mirror_width = 0;
-    hiddencolor_width = original_width - width - mirror_width;
-
-    if(direction < 0) // swap mirror and non-mirror values if direction points left
-    {
-        offset += mirror_offset;
-        mirror_offset = offset - mirror_offset;
-        offset -= mirror_offset;
-
-        width += mirror_width;
-        mirror_width = width - mirror_width;
-        width -= mirror_width;
-    }
-
-    size.x = width;
-    mirror_size.x = mirror_width;
-
-    switch(type)
-    {
-        default:
-        case 0: // no styling (drawfill)
-            if(mirror_size.x > 0 && mirror_size.y > 0) drawfill(panel_pos + eX * mirror_offset, mirror_size, color, alpha, DRAWFLAG_NORMAL);
-            if(size.x > 0 && size.y > 0) drawfill(panel_pos + eX * offset, size, color, alpha, DRAWFLAG_NORMAL);
-            break;
-
-        case 1: // progress bar style
-            if(mirror_size.x > 0 && mirror_size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * mirror_offset, mirror_size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
-            if(size.x > 0 && size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * offset, size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
-            break;
-
-        case 2: // gradient style (types: 1 = left, 2 = right, 3 = both)
-            StrafeHUD_drawGradient(color, autocvar_hud_panel_strafehud_bar_neutral_color, mirror_size, original_width, mirror_offset, alpha, width + (mirror_offset == 0 ? hiddencolor_width : 0), gradientType);
-            StrafeHUD_drawGradient(color, autocvar_hud_panel_strafehud_bar_neutral_color, size, original_width, offset, alpha, (offset == 0 ? hiddencolor_width : 0), gradientType);
-    }
+       float mirror_offset, mirror_width;
+       vector size = panel_size;
+       vector mirror_size = panel_size;
+       float overflow_width = 0, overflow_mirror_width = 0;
+       float original_width = width; // required for gradient
+
+       if(type == STRAFEHUD_STYLE_GRADIENT && gradientType == STRAFEHUD_GRADIENT_NONE)
+               type = STRAFEHUD_STYLE_DRAWFILL;
+
+       if(alpha <= 0 && type != STRAFEHUD_STYLE_GRADIENT || width <= 0)
+               return;
+
+       if(offset < 0)
+       {
+               mirror_width = min(fabs(offset), width);
+               mirror_offset = panel_size.x + hidden_width - fabs(offset);
+               width += offset;
+               offset = 0;
+       }
+       else
+       {
+               mirror_width = min(offset + width - panel_size.x - hidden_width, width);
+               mirror_offset = max(offset - panel_size.x - hidden_width, 0);
+       }
+
+       width = max(width, 0);
+       if((offset + width) > panel_size.x)
+       {
+               overflow_width = (offset + width) - panel_size.x;
+               width = panel_size.x - offset;
+       }
+       size.x = width;
+
+       if(mirror_offset < 0)
+       {
+               mirror_width += mirror_offset;
+               mirror_offset = 0;
+       }
+
+       mirror_width = max(mirror_width, 0);
+       if((mirror_offset + mirror_width) > panel_size.x)
+       {
+               overflow_mirror_width = (mirror_offset + mirror_width) - panel_size.x;
+               mirror_width = panel_size.x - mirror_offset;
+       }
+       mirror_size.x = mirror_width;
+
+       switch(type)
+       {
+               default:
+               case STRAFEHUD_STYLE_DRAWFILL: // no styling (drawfill)
+                       if(mirror_size.x > 0 && mirror_size.y > 0)
+                               drawfill(panel_pos + eX * mirror_offset, mirror_size, color, alpha, DRAWFLAG_NORMAL);
+                       if(size.x > 0 && size.y > 0)
+                               drawfill(panel_pos + eX * offset, size, color, alpha, DRAWFLAG_NORMAL);
+                       break;
+
+               case STRAFEHUD_STYLE_PROGRESSBAR: // progress bar style
+                       if(mirror_size.x > 0 && mirror_size.y > 0)
+                               HUD_Panel_DrawProgressBar(
+                                       panel_pos + eX * mirror_offset,
+                                       mirror_size, "progressbar",
+                                       1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
+                       if(size.x > 0 && size.y > 0)
+                               HUD_Panel_DrawProgressBar(
+                                       panel_pos + eX * offset,
+                                       size, "progressbar",
+                                       1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
+                       break;
+
+               case STRAFEHUD_STYLE_GRADIENT: // gradient style (types: 1 = left, 2 = right, 3 = both)
+                       // determine whether the gradient starts in the mirrored or the non-mirrored area
+                       int gradient_start;
+                       float gradient_offset, gradient_mirror_offset;
+
+                       if(offset == 0 && mirror_offset == 0)
+                               gradient_start = width > mirror_width ? 2 : 1;
+                       else if(offset == 0)
+                               gradient_start = 2;
+                       else if(mirror_offset == 0)
+                               gradient_start = 1;
+                       else
+                               gradient_start = 0;
+
+                       switch(gradient_start)
+                       {
+                               default:
+                               case 0: // no offset required
+                                       gradient_offset = gradient_mirror_offset = 0;
+                                       break;
+                               case 1: // offset starts in non-mirrored area, mirrored area requires offset
+                                       gradient_offset = 0;
+                                       gradient_mirror_offset = original_width - (mirror_width + overflow_mirror_width);
+                                       break;
+                               case 2: // offset starts in mirrored area, non-mirrored area requires offset
+                                       gradient_offset = original_width - (width + overflow_width);
+                                       gradient_mirror_offset = 0;
+                       }
+
+                       StrafeHUD_drawGradient(
+                               color, autocvar_hud_panel_strafehud_bar_neutral_color,
+                               mirror_size, original_width, mirror_offset,
+                               alpha, gradient_mirror_offset, gradientType);
+
+                       StrafeHUD_drawGradient(
+                               color, autocvar_hud_panel_strafehud_bar_neutral_color,
+                               size, original_width, offset,
+                               alpha, gradient_offset, gradientType);
+       }
 }
 
 vector StrafeHUD_mixColors(vector color1, vector color2, float ratio)
 {
-    vector mixedColor;
-    if(ratio <= 0) return color1;
-    if(ratio >= 1) return color2;
-    mixedColor.x = color1.x + (color2.x - color1.x) * ratio;
-    mixedColor.y = color1.y + (color2.y - color1.y) * ratio;
-    mixedColor.z = color1.z + (color2.z - color1.z) * ratio;
-    return mixedColor;
+       vector mixedColor;
+       if(ratio <= 0) return color1;
+       if(ratio >= 1) return color2;
+       mixedColor.x = color1.x + (color2.x - color1.x) * ratio;
+       mixedColor.y = color1.y + (color2.y - color1.y) * ratio;
+       mixedColor.z = color1.z + (color2.z - color1.z) * ratio;
+       return mixedColor;
 }
 
 void StrafeHUD_drawGradient(vector color1, vector color2, vector size, float original_width, float offset, float alpha, float gradientOffset, int gradientType)
 {
-    float color_ratio, alpha1, alpha2;
-    vector gradient_size = size;
-    alpha1 = bound(0, alpha, 1);
-    alpha2 = bound(0, autocvar_hud_panel_strafehud_bar_neutral_alpha, 1);
-    if((alpha1+alpha2) == 0) return;
-    color_ratio = alpha1/(alpha1+alpha2);
-    for(int i = 0; i < size.x; ++i)
-    {
-        float ratio, alpha_ratio, combine_ratio1, combine_ratio2;
-        gradient_size.x = size.x - i < 1 ? size.x - i : 1;
-        ratio = (i + gradientOffset) / original_width * (gradientType == 3 ? 2 : 1);
-        if(ratio > 1) ratio = 2 - ratio;
-        if(gradientType != 2) ratio = 1 - ratio;
-        alpha_ratio = alpha1 - (alpha1 - alpha2) * ratio;
-        combine_ratio1 = ratio*(1-color_ratio);
-        combine_ratio2 = (1-ratio)*color_ratio;
-        ratio = (combine_ratio1 + combine_ratio2) == 0 ? 1 : combine_ratio1/(combine_ratio1 + combine_ratio2);
-        if(alpha_ratio > 0) drawfill(panel_pos + eX * (offset + i), gradient_size, StrafeHUD_mixColors(color1, color2, ratio), alpha_ratio, DRAWFLAG_NORMAL);
-    }
+       float color_ratio, alpha1, alpha2;
+       vector segment_size = size;
+       alpha1 = bound(0, alpha, 1);
+       alpha2 = bound(0, autocvar_hud_panel_strafehud_bar_neutral_alpha, 1);
+       if((alpha1 + alpha2) == 0) return;
+       color_ratio = alpha1 / (alpha1 + alpha2);
+       for(int i = 0; i < size.x; ++i)
+       {
+               float ratio, alpha_ratio, combine_ratio1, combine_ratio2;
+               segment_size.x = min(size.x - i, 1); // each gradient segment is 1 unit wide except if there is less than 1 unit of gradient remaining
+               ratio = (i + segment_size.x / 2 + gradientOffset) / original_width * (gradientType == STRAFEHUD_GRADIENT_BOTH ? 2 : 1);
+               if(ratio > 1) ratio = 2 - ratio;
+               if(gradientType != STRAFEHUD_GRADIENT_RIGHT) ratio = 1 - ratio;
+               alpha_ratio = alpha1 - (alpha1 - alpha2) * ratio;
+               combine_ratio1 = ratio * (1 - color_ratio);
+               combine_ratio2 = (1 - ratio) * color_ratio;
+               ratio = (combine_ratio1 + combine_ratio2) == 0 ? 1 : combine_ratio1 / (combine_ratio1 + combine_ratio2);
+
+               if(alpha_ratio > 0)
+                       drawfill(
+                               panel_pos + eX * (offset + i),
+                               segment_size,
+                               StrafeHUD_mixColors(color1, color2, ratio),
+                               alpha_ratio,
+                               DRAWFLAG_NORMAL);
+       }
+}
+
+// draw the strafe arrows (inspired by drawspritearrow() in common/mutators/mutator/waypoints/waypointsprites.qc)
+void StrafeHUD_drawStrafeArrow(vector origin, float size, vector color, float alpha, bool flipped, float connection_width)
+{
+       origin = HUD_Shift(origin);
+       float width = HUD_ScaleX(size * 2 + connection_width);
+       float height = HUD_ScaleY(size);
+       if(flipped) origin -= size * eY;
+       R_BeginPolygon("", DRAWFLAG_NORMAL, true);
+       if(connection_width > 0)
+       {
+               R_PolygonVertex(origin + (connection_width / 2 * eX) + (flipped ? height * eY : '0 0 0'), '0 0 0', color, alpha);
+               R_PolygonVertex(origin - (connection_width / 2 * eX) + (flipped ? height * eY : '0 0 0'), '0 0 0', color, alpha);
+       }
+       else
+       {
+               R_PolygonVertex(origin + (flipped ? height * eY : '0 0 0'), '0 0 0', color, alpha);
+       }
+       R_PolygonVertex(origin + (flipped ? '0 0 0' : height * eY) - (width / 2) * eX, '0 0 0', color, alpha);
+       R_PolygonVertex(origin + (flipped ? '0 0 0' : height * eY) + (width / 2) * eX, '0 0 0', color, alpha);
+       R_EndPolygon();
+}
+
+// draw a fading text indicator above or below the strafe meter, return true if something was displayed
+bool StrafeHUD_drawTextIndicator(string text, float height, vector color, float fadetime, float lasttime, float offset, int position)
+{
+       if((height <= 0) || (lasttime <= 0) || (fadetime <= 0) || ((time - lasttime) >= fadetime))
+               return false;
+
+       float alpha = cos(((time - lasttime) / fadetime) * 90 * DEG2RAD); // fade non-linear like the physics panel does
+       vector size = panel_size;
+       size.y = height;
+
+       switch(position)
+       {
+               case STRAFEHUD_TEXT_TOP:
+                       offset += size.y;
+                       offset *= -1;
+                       break;
+               case STRAFEHUD_TEXT_BOTTOM:
+                       offset += panel_size.y;
+                       break;
+       }
+
+       drawstring_aspect(panel_pos + eY * offset, text, size, color, alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+       return true;
 }
 
 // length unit conversion (km and miles are only included to match the GetSpeedUnit* functions)