+ // determine which weapons are going to be shown
+ if (autocvar_hud_panel_weapons_onlyowned)
+ {
+ if(autocvar__hud_configure)
+ {
+ if (weapons_stat == 0) // create some fake weapons anyway
+ for(i = 0; i <= WEP_LAST-WEP_FIRST; i += floor((WEP_LAST-WEP_FIRST)/5))
+ weapons_stat |= power2of(i);
+
+ if(menu_enabled != 2)
+ HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
+ }
+
+ // do we own this weapon?
+ for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
+ if(weapons_stat & weaponorder[i].weapons)
+ ++weapon_count;
+
+ // add it anyway if weaponcomplain is shown
+ if((!autocvar__hud_configure)
+ && (autocvar_hud_panel_weapons_complainbubble
+ && time - complain_weapon_time < when + fadetime))
+ ++weapon_count;
+
+ // might as well commit suicide now, no reason to live ;)
+ if (weapon_count == 0) { return; }
+
+ // reduce size of the panel
+ if (panel_size_y > panel_size_x)
+ {
+ old_panel_size_y = panel_size_y;
+ panel_size_y *= weapon_count / WEP_COUNT;
+ panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
+ }
+ else
+ {
+ old_panel_size_x = panel_size_x;
+ panel_size_x *= weapon_count / WEP_COUNT;
+ panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
+ }
+ }
+ else
+ weapon_count = WEP_COUNT;
+
+ // animation for fading in/out the panel respectively when not in use
+ if(!autocvar__hud_configure)
+ {
+ if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
+ {
+ f = (time - (weapontime + timeout)) / timeout_effect_length;
+ if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
+ {
+ panel_bg_alpha *= (1 - f);
+ panel_fg_alpha *= (1 - f);
+ }
+ if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
+ {
+ f *= f; // for a cooler movement
+ center_x = panel_pos_x + panel_size_x/2;
+ center_y = panel_pos_y + panel_size_y/2;
+ screen_ar = vid_conwidth/vid_conheight;
+ if (center_x/center_y < screen_ar) //bottom left
+ {
+ if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
+ panel_pos_y += f * (vid_conheight - panel_pos_y);
+ else //left
+ panel_pos_x -= f * (panel_pos_x + panel_size_x);
+ }
+ else //top right
+ {
+ if ((vid_conwidth - center_x)/center_y < screen_ar) //right
+ panel_pos_x += f * (vid_conwidth - panel_pos_x);
+ else //top
+ panel_pos_y -= f * (panel_pos_y + panel_size_y);
+ }
+ }
+ weaponprevtime = time - (1 - f) * timein_effect_length;
+ }
+ else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
+ {
+ f = (time - weaponprevtime) / timein_effect_length;
+ if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
+ {
+ panel_bg_alpha *= (f);
+ panel_fg_alpha *= (f);
+ }
+ if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
+ {
+ f *= f; // for a cooler movement
+ f = 1 - f;
+ center_x = panel_pos_x + panel_size_x/2;
+ center_y = panel_pos_y + panel_size_y/2;
+ screen_ar = vid_conwidth/vid_conheight;
+ if (center_x/center_y < screen_ar) //bottom left
+ {
+ if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
+ panel_pos_y += f * (vid_conheight - panel_pos_y);
+ else //left
+ panel_pos_x -= f * (panel_pos_x + panel_size_x);
+ }
+ else //top right
+ {
+ if ((vid_conwidth - center_x)/center_y < screen_ar) //right
+ panel_pos_x += f * (vid_conwidth - panel_pos_x);
+ else //top
+ panel_pos_y -= f * (panel_pos_y + panel_size_y);
+ }
+ }
+ }
+ }
+
+ // draw the background, then change the virtual size of it to better fit other items inside