5 float team_count; // real teams
7 const int INITPRIO_FIRST = 0;
8 const int INITPRIO_GAMETYPE = 0;
9 const int INITPRIO_GAMETYPE_FALLBACK = 1;
10 const int INITPRIO_FINDTARGET = 10;
11 const int INITPRIO_DROPTOFLOOR = 20;
12 const int INITPRIO_SETLOCATION = 90;
13 const int INITPRIO_LINKDOORS = 91;
14 const int INITPRIO_LAST = 99;
18 float RegisterPlayer(entity player);
20 void RemovePlayer(entity player);
22 void MoveToLast(entity e);
24 float RegisterTeam(entity Team);
26 void RemoveTeam(entity Team);
28 entity GetTeam(int Team, bool add);
30 vector HUD_GetFontsize(string cvarname);
32 float PreviewExists(string name);
34 vector rotate(vector v, float a);
37 #define IS_DEAD(s) (((s).classname == "csqcmodel") ? (s).csqcmodel_isdead : ((s).health <= 0))
40 // decolorizes and team colors the player name when needed
41 string playername(string thename, float teamid);
43 float cvar_or(string cv, float v);
45 vector project_3d_to_2d(vector vec);
48 #define draw_beginBoldFont() MACRO_BEGIN { drawfont = FONT_USER + 2; } MACRO_END
49 #define draw_endBoldFont() MACRO_BEGIN { drawfont = FONT_USER + 1; } MACRO_END
51 float expandingbox_sizefactor_from_fadelerp(float fadelerp);
53 vector expandingbox_resize_centered_box_offset(float sz, vector boxsize, float boxxsizefactor);
55 void drawborderlines(float thickness, vector pos, vector dim, vector color, float theAlpha, float drawflag);
57 void drawpic_tiled(vector pos, string pic, vector sz, vector area, vector color, float theAlpha, float drawflag);
59 void HUD_Scale_Disable();
60 void HUD_Scale_Enable();
62 #define HUD_ScaleX(f) (f * hud_scale.x)
63 #define HUD_ScaleY(f) (f * hud_scale.y)
64 #define HUD_ShiftX(f) (f + hud_shift.x + hud_shift.z * (f - hud_scale_center.x))
65 #define HUD_ShiftY(f) (f + hud_shift.y + hud_shift.z * (f - hud_scale_center.y))
66 vector HUD_Scale(vector v);
67 vector HUD_Shift(vector v);
69 // The following functions / macros must be called from within
70 // the panel HUD / scoreboard code so that pos and size are scaled
71 // when the hud_dynamic code is running.
72 // Make use of stringwidth_builtin and draw*_builtin everywhere else.
74 float stringwidth(string text, float handleColors, vector sz);
76 #define drawpic(position, pic, size, rgb, alpha, flag) \
77 drawpic_builtin(HUD_Shift(position), pic, HUD_Scale(size), rgb, alpha, flag)
79 #define drawcharacter(position, character, scale, rgb, alpha, flag) \
80 drawcharacter_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag)
82 #define drawstring(position, text, scale, rgb, alpha, flag) \
83 drawstring_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag)
85 #define drawcolorcodedstring(position, text, scale, alpha, flag) \
86 drawcolorcodedstring_builtin(HUD_Shift(position), text, scale, alpha, flag)
88 #define drawcolorcodedstring2(position, text, scale, rgb, alpha, flag) \
89 drawcolorcodedstring2_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag)
91 #define drawfill(position, size, rgb, alpha, flag) \
92 drawfill_builtin(HUD_Shift(position), HUD_Scale(size), rgb, alpha, flag)
94 #define drawsetcliparea(xposition, yposition, w, h) \
95 drawsetcliparea_builtin(HUD_ShiftX(xposition), HUD_ShiftY(yposition), HUD_ScaleX(w), HUD_ScaleY(h))
97 // Since drawsubpic usually gets called multiple times from within an
98 // utility function, instead of scaling pos and size in every call
99 // we scale them once for all in the beginning of that utility function.
100 // That's why drawsubpic isn't remapped.
102 #define drawsubpic(position, size, pic, srcPosition, srcSize, rgb, alpha, flag) \
103 drawsubpic_builtin(HUD_Shift(position), HUD_Scale(size), pic, HUD_Shift(srcPosition), HUD_Scale(srcSize), rgb, alpha, flag)
106 // drawpic wrapper to draw an image as large as possible with preserved aspect ratio into a box
107 float _drawpic_imgaspect;
108 vector _drawpic_imgsize;
110 float _drawpic_oldsz;
111 string _drawpic_picpath;
112 #define drawpic_aspect(pos,pic,mySize,color,theAlpha,drawflag)\
114 _drawpic_imgsize = draw_getimagesize(pic);\
115 if(_drawpic_imgsize != '0 0 0') {\
116 _drawpic_imgaspect = _drawpic_imgsize.x/_drawpic_imgsize.y;\
117 _drawpic_sz = mySize;\
118 if(_drawpic_sz.x/_drawpic_sz.y > _drawpic_imgaspect) {\
119 _drawpic_oldsz = _drawpic_sz.x;\
120 _drawpic_sz.x = _drawpic_sz.y * _drawpic_imgaspect;\
122 drawpic(pos + eX * (_drawpic_oldsz - _drawpic_sz.x) * 0.5, pic, _drawpic_sz, color, theAlpha, drawflag);\
124 _drawpic_oldsz = _drawpic_sz.y;\
125 _drawpic_sz.y = _drawpic_sz.x / _drawpic_imgaspect;\
127 drawpic(pos + eY * (_drawpic_oldsz - _drawpic_sz.y) * 0.5, pic, _drawpic_sz, color, theAlpha, drawflag);\
132 // draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga
133 #define drawpic_aspect_skin(pos,pic,sz,color,theAlpha,drawflag)\
135 _drawpic_picpath = strcat(hud_skin_path, "/", pic);\
136 if(precache_pic(_drawpic_picpath) == "") {\
137 _drawpic_picpath = strcat("gfx/hud/default/", pic);\
139 drawpic_aspect(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\
140 _drawpic_picpath = string_null;\
143 // draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga
144 #define drawpic_skin(pos,pic,sz,color,theAlpha,drawflag)\
146 _drawpic_picpath = strcat(hud_skin_path, "/", pic);\
147 if(precache_pic(_drawpic_picpath) == "") {\
148 _drawpic_picpath = strcat("gfx/hud/default/", pic);\
150 drawpic(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\
151 _drawpic_picpath = string_null;\
154 void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
156 void drawpic_aspect_skin_expanding_two(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
158 #define SET_POS_AND_SZ_Y_ASPECT(allow_colors) MACRO_BEGIN { \
159 float textaspect, oldsz; \
160 vector dfs = drawfontscale; \
161 drawfontscale = '1 1 0'; \
162 textaspect = stringwidth(text, allow_colors, '1 1 1' * sz.y) / sz.y; \
163 drawfontscale = dfs; \
164 if(sz.x/sz.y > textaspect) { \
166 sz.x = sz.y * textaspect; \
167 pos.x += (oldsz - sz.x) * 0.5; \
170 sz.y = sz.x / textaspect; \
171 pos.y += (oldsz - sz.y) * 0.5; \
175 // drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box
176 void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag);
178 // drawstring wrapper to draw a colorcodedstring as large as possible with preserved aspect ratio into a box
179 void drawcolorcodedstring_aspect(vector pos, string text, vector sz, float theAlpha, float drawflag);
181 void drawstring_expanding(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
183 // drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box
184 void drawstring_aspect_expanding(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag, float fadelerp);
186 void drawcolorcodedstring_expanding(vector position, string text, vector theScale, float theAlpha, float flag, float fadelerp);
188 void drawcolorcodedstring_aspect_expanding(vector pos, string text, vector sz, float theAlpha, float drawflag, float fadelerp);
190 void update_mousepos();
192 // this draws the triangles of a model DIRECTLY. Don't expect high performance, really...
193 float PolyDrawModelSurface(entity e, float i_s);
194 void PolyDrawModel(entity e);
196 void DrawCircleClippedPic(vector centre, float radi, string pic, float f, vector rgb, float a, float drawflag);
198 const int MAX_ACCURACY_LEVELS = 10;
199 float acc_lev[MAX_ACCURACY_LEVELS];
200 vector acc_col[MAX_ACCURACY_LEVELS];
201 float acc_col_loadtime;
203 string acc_color_levels;
204 void Accuracy_LoadLevels();
206 void Accuracy_LoadColors();
208 vector Accuracy_GetColor(float accuracy);