#include "weapons.qh"
-#include "scoreboard.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+#include <client/view.qh>
+#include <common/wepent.qh>
// Weapons (#0)
int nHidden = 0; \
FOREACH(Weapons, it != WEP_Null, { \
if (weapons_stat & WepSet_FromWeapon(it)) continue; \
- if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
+ if (it.spawnflags & WEP_FLAG_HIDDEN || it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
}); \
vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
columns = table_size.x; \
}
// update generic hud functions
- if(1 - scoreboard_fade_alpha <= 0)
- return;
- HUD_Panel_UpdateCvars(1 - scoreboard_fade_alpha);
+ HUD_Panel_LoadCvars();
// figure out weapon order (how the weapons are sorted) // TODO make this configurable
if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
- if(switchweapon == WEP_Null)
+ entity wepent = viewmodels[0]; // TODO: unhardcode
+
+ if(wepent.switchweapon == WEP_Null)
panel_switchweapon = NULL;
else if(!panel_switchweapon)
- panel_switchweapon = switchweapon;
+ panel_switchweapon = wepent.switchweapon;
// draw background behind currently selected weapon
// do it earlier to make sure bg is drawn behind every weapon icons while it's moving
}
// figure out the drawing position of weapon
- weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
+ weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
// update position of the currently selected weapon
if(it == panel_switchweapon)