1 #ifndef CLIENT_MISCFUNCTIONS_H
2 #define CLIENT_MISCFUNCTIONS_H
6 float team_count; // real teams
8 const int INITPRIO_FIRST = 0;
9 const int INITPRIO_GAMETYPE = 0;
10 const int INITPRIO_GAMETYPE_FALLBACK = 1;
11 const int INITPRIO_FINDTARGET = 10;
12 const int INITPRIO_DROPTOFLOOR = 20;
13 const int INITPRIO_SETLOCATION = 90;
14 const int INITPRIO_LINKDOORS = 91;
15 const int INITPRIO_LAST = 99;
19 float RegisterPlayer(entity player);
21 void RemovePlayer(entity player);
23 void MoveToLast(entity e);
25 float RegisterTeam(entity Team);
27 void RemoveTeam(entity Team);
29 entity GetTeam(int Team, bool add);
31 vector HUD_GetFontsize(string cvarname);
33 float PreviewExists(string name);
35 vector rotate(vector v, float a);
38 string ColorTranslateRGB(string s);
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);
47 #define draw_beginBoldFont() do { drawfont = FONT_USER + 2; } while (0)
48 #define draw_endBoldFont() do { drawfont = FONT_USER + 1; } while (0)
50 float expandingbox_sizefactor_from_fadelerp(float fadelerp);
52 vector expandingbox_resize_centered_box_offset(float sz, vector boxsize, float boxxsizefactor);
54 void drawborderlines(float thickness, vector pos, vector dim, vector color, float theAlpha, float drawflag);
56 void drawpic_tiled(vector pos, string pic, vector sz, vector area, vector color, float theAlpha, float drawflag);
58 // drawpic wrapper to draw an image as large as possible with preserved aspect ratio into a box
59 float _drawpic_imgaspect;
60 vector _drawpic_imgsize;
63 string _drawpic_picpath;
64 #define drawpic_aspect(pos,pic,mySize,color,theAlpha,drawflag)\
66 _drawpic_imgsize = draw_getimagesize(pic);\
67 if(_drawpic_imgsize != '0 0 0') {\
68 _drawpic_imgaspect = _drawpic_imgsize.x/_drawpic_imgsize.y;\
69 _drawpic_sz = mySize;\
70 if(_drawpic_sz.x/_drawpic_sz.y > _drawpic_imgaspect) {\
71 _drawpic_oldsz = _drawpic_sz.x;\
72 _drawpic_sz.x = _drawpic_sz.y * _drawpic_imgaspect;\
74 drawpic(pos + eX * (_drawpic_oldsz - _drawpic_sz.x) * 0.5, pic, _drawpic_sz, color, theAlpha, drawflag);\
76 _drawpic_oldsz = _drawpic_sz.y;\
77 _drawpic_sz.y = _drawpic_sz.x / _drawpic_imgaspect;\
79 drawpic(pos + eY * (_drawpic_oldsz - _drawpic_sz.y) * 0.5, pic, _drawpic_sz, color, theAlpha, drawflag);\
84 // draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga
85 #define drawpic_aspect_skin(pos,pic,sz,color,theAlpha,drawflag)\
87 _drawpic_picpath = strcat(hud_skin_path, "/", pic);\
88 if(precache_pic(_drawpic_picpath) == "") {\
89 _drawpic_picpath = strcat("gfx/hud/default/", pic);\
91 drawpic_aspect(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\
92 _drawpic_picpath = string_null;\
95 // draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga
96 #define drawpic_skin(pos,pic,sz,color,theAlpha,drawflag)\
98 _drawpic_picpath = strcat(hud_skin_path, "/", pic);\
99 if(precache_pic(_drawpic_picpath) == "") {\
100 _drawpic_picpath = strcat("gfx/hud/default/", pic);\
102 drawpic(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\
103 _drawpic_picpath = string_null;\
106 void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
108 void drawpic_aspect_skin_expanding_two(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
110 #define SET_POS_AND_SZ_Y_ASPECT(allow_colors) do { \
111 float textaspect, oldsz; \
112 textaspect = stringwidth(text, allow_colors, '1 1 1' * sz.y) / sz.y; \
113 if(sz.x/sz.y > textaspect) { \
115 sz.x = sz.y * textaspect; \
116 pos.x += (oldsz - sz.x) * 0.5; \
119 sz.y = sz.x / textaspect; \
120 pos.y += (oldsz - sz.y) * 0.5; \
124 // drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box
125 void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag);
127 // drawstring wrapper to draw a colorcodedstring as large as possible with preserved aspect ratio into a box
128 void drawcolorcodedstring_aspect(vector pos, string text, vector sz, float theAlpha, float drawflag);
130 vector drawfontscale;
131 void drawstring_expanding(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp);
133 // drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box
134 void drawstring_aspect_expanding(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag, float fadelerp);
136 void drawcolorcodedstring_expanding(vector position, string text, vector theScale, float theAlpha, float flag, float fadelerp);
138 void drawcolorcodedstring_aspect_expanding(vector pos, string text, vector sz, float theAlpha, float drawflag, float fadelerp);
140 // this draws the triangles of a model DIRECTLY. Don't expect high performance, really...
141 float PolyDrawModelSurface(entity e, float i_s);
142 void PolyDrawModel(entity e);
144 void DrawCircleClippedPic(vector centre, float radi, string pic, float f, vector rgb, float a, float drawflag);
146 const vector GETPLAYERORIGIN_ERROR = '1123581321 2357111317 3141592653'; // way out of bounds for anything on the map
147 vector getplayerorigin(int pl);
149 float getplayeralpha(float pl);
151 vector getcsqcplayercolor(float pl);
153 float getplayerisdead(float pl);
155 const int MAX_ACCURACY_LEVELS = 10;
156 float acc_lev[MAX_ACCURACY_LEVELS];
157 vector acc_col[MAX_ACCURACY_LEVELS];
158 float acc_col_loadtime;
160 string acc_color_levels;
161 void Accuracy_LoadLevels();
163 void Accuracy_LoadColors();
165 vector Accuracy_GetColor(float accuracy);