7 // a border picture is a texture containing nine parts:
8 // 1/4 width: left part
9 // 1/2 width: middle part (stretched)
10 // 1/4 width: right part
12 // 1/4 height: top part
13 // 1/2 height: middle part (stretched)
14 // 1/4 height: bottom part
15 void draw_BorderPicture(vector theOrigin, string pic, vector theSize, vector theColor, float theAlpha, vector theBorderSize)
17 if (theBorderSize_x < 0 && theBorderSize_y < 0) // draw whole image as it is
19 drawpic(theOrigin, pic, theSize, theColor, theAlpha, 0);
22 if (theBorderSize_x == 0 && theBorderSize_y == 0) // no border
24 // draw only the central part
25 drawsubpic(theOrigin, theSize, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
32 //pic = draw_UseSkinFor(pic);
33 width = eX * theSize_x;
34 height = eY * theSize_y;
35 if(theSize_x <= theBorderSize_x * 2)
37 // not wide enough... draw just left and right then
38 bW = eX * (0.25 * theSize_x / (theBorderSize_x * 2));
39 if(theSize_y <= theBorderSize_y * 2)
41 // not high enough... draw just corners
42 bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
43 drawsubpic(theOrigin, width * 0.5 + height * 0.5, pic, '0 0 0', bW + bH, theColor, theAlpha, 0);
44 drawsubpic(theOrigin + width * 0.5, width * 0.5 + height * 0.5, pic, eX - bW, bW + bH, theColor, theAlpha, 0);
45 drawsubpic(theOrigin + height * 0.5, width * 0.5 + height * 0.5, pic, eY - bH, bW + bH, theColor, theAlpha, 0);
46 drawsubpic(theOrigin + theSize * 0.5, width * 0.5 + height * 0.5, pic, eX + eY - bW - bH, bW + bH, theColor, theAlpha, 0);
50 dY = theBorderSize_x * eY;
51 drawsubpic(theOrigin, width * 0.5 + dY, pic, '0 0 0', '0 0.25 0' + bW, theColor, theAlpha, 0);
52 drawsubpic(theOrigin + width * 0.5, width * 0.5 + dY, pic, '0 0 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
53 drawsubpic(theOrigin + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0', '0 0.5 0' + bW, theColor, theAlpha, 0);
54 drawsubpic(theOrigin + width * 0.5 + dY, width * 0.5 + height - 2 * dY, pic, '0 0.25 0' + eX - bW, '0 0.5 0' + bW, theColor, theAlpha, 0);
55 drawsubpic(theOrigin + height - dY, width * 0.5 + dY, pic, '0 0.75 0', '0 0.25 0' + bW, theColor, theAlpha, 0);
56 drawsubpic(theOrigin + width * 0.5 + height - dY, width * 0.5 + dY, pic, '0 0.75 0' + eX - bW, '0 0.25 0' + bW, theColor, theAlpha, 0);
61 if(theSize_y <= theBorderSize_y * 2)
63 // not high enough... draw just top and bottom then
64 bH = eY * (0.25 * theSize_y / (theBorderSize_y * 2));
65 dX = theBorderSize_x * eX;
66 drawsubpic(theOrigin, dX + height * 0.5, pic, '0 0 0', '0.25 0 0' + bH, theColor, theAlpha, 0);
67 drawsubpic(theOrigin + dX, width - 2 * dX + height * 0.5, pic, '0.25 0 0', '0.5 0 0' + bH, theColor, theAlpha, 0);
68 drawsubpic(theOrigin + width - dX, dX + height * 0.5, pic, '0.75 0 0', '0.25 0 0' + bH, theColor, theAlpha, 0);
69 drawsubpic(theOrigin + height * 0.5, dX + height * 0.5, pic, '0 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
70 drawsubpic(theOrigin + dX + height * 0.5, width - 2 * dX + height * 0.5, pic, '0.25 0 0' + eY - bH, '0.5 0 0' + bH, theColor, theAlpha, 0);
71 drawsubpic(theOrigin + width - dX + height * 0.5, dX + height * 0.5, pic, '0.75 0 0' + eY - bH, '0.25 0 0' + bH, theColor, theAlpha, 0);
75 dX = theBorderSize_x * eX;
76 dY = theBorderSize_x * eY;
77 drawsubpic(theOrigin, dX + dY, pic, '0 0 0', '0.25 0.25 0', theColor, theAlpha, 0);
78 drawsubpic(theOrigin + dX, width - 2 * dX + dY, pic, '0.25 0 0', '0.5 0.25 0', theColor, theAlpha, 0);
79 drawsubpic(theOrigin + width - dX, dX + dY, pic, '0.75 0 0', '0.25 0.25 0', theColor, theAlpha, 0);
80 drawsubpic(theOrigin + dY, dX + height - 2 * dY, pic, '0 0.25 0', '0.25 0.5 0', theColor, theAlpha, 0);
81 drawsubpic(theOrigin + dY + dX, width - 2 * dX + height - 2 * dY, pic, '0.25 0.25 0', '0.5 0.5 0', theColor, theAlpha, 0);
82 drawsubpic(theOrigin + dY + width - dX, dX + height - 2 * dY, pic, '0.75 0.25 0', '0.25 0.5 0', theColor, theAlpha, 0);
83 drawsubpic(theOrigin + height - dY, dX + dY, pic, '0 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
84 drawsubpic(theOrigin + height - dY + dX, width - 2 * dX + dY, pic, '0.25 0.75 0', '0.5 0.25 0', theColor, theAlpha, 0);
85 drawsubpic(theOrigin + height - dY + width - dX, dX + dY, pic, '0.75 0.75 0', '0.25 0.25 0', theColor, theAlpha, 0);
90 vector HUD_Get_Num_Color (float x, float maxvalue)
95 color_x = sin(2*M_PI*time);
97 color_z = sin(2*M_PI*time);
99 else if(x > maxvalue * 0.75) {
100 color_x = 0.4 - (x-150)*0.02 * 0.4; //red value between 0.4 -> 0
101 color_y = 0.9 + (x-150)*0.02 * 0.1; // green value between 0.9 -> 1
104 else if(x > maxvalue * 0.5) {
105 color_x = 1 - (x-100)*0.02 * 0.6; //red value between 1 -> 0.4
106 color_y = 1 - (x-100)*0.02 * 0.1; // green value between 1 -> 0.9
107 color_z = 1 - (x-100)*0.02; // blue value between 1 -> 0
109 else if(x > maxvalue * 0.25) {
112 color_z = 0.2 + (x-50)*0.02 * 0.8; // blue value between 0.2 -> 1
114 else if(x > maxvalue * 0.1) {
116 color_y = (x-20)*90/27/100; // green value between 0 -> 1
117 color_z = (x-20)*90/27/100 * 0.2; // blue value between 0 -> 0.2
125 blinkingamt = (1 - x/maxvalue/0.25);
128 color_x = color_x - color_x * blinkingamt * sin(2*M_PI*time);
129 color_y = color_y - color_y * blinkingamt * sin(2*M_PI*time);
130 color_z = color_z - color_z * blinkingamt * sin(2*M_PI*time);
135 float stringwidth_colors(string s, vector theSize)
137 return stringwidth(s, TRUE, theSize);
140 float stringwidth_nocolors(string s, vector theSize)
142 return stringwidth(s, FALSE, theSize);
145 void drawstringright(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
147 position_x -= 2 / 3 * strlen(text) * scale_x;
148 drawstring(position, text, scale, rgb, theAlpha, flag);
151 void drawstringcenter(vector position, string text, vector scale, vector rgb, float theAlpha, float flag)
153 position_x = 0.5 * (vid_conwidth - 0.6025 * strlen(text) * scale_x);
154 drawstring(position, text, scale, rgb, theAlpha, flag);
157 // return the string of the onscreen race timer
158 string MakeRaceString(float cp, float mytime, float histime, float lapdelta, string hisname)
166 if(histime == 0) // goal hit
170 timestr = strcat("+", ftos_decimals(+mytime, TIME_DECIMALS));
180 timestr = strcat("-", ftos_decimals(-mytime, TIME_DECIMALS));
186 lapstr = sprintf(_(" (-%dL)"), lapdelta);
189 else if(lapdelta < 0)
191 lapstr = sprintf(_(" (+%dL)"), -lapdelta);
195 else if(histime > 0) // anticipation
197 if(mytime >= histime)
198 timestr = strcat("+", ftos_decimals(mytime - histime, TIME_DECIMALS));
200 timestr = TIME_ENCODED_TOSTRING(TIME_ENCODE(histime));
210 cpname = _("Start line");
212 cpname = _("Finish line");
214 cpname = sprintf(_("Intermediate %d"), cp);
216 cpname = _("Finish line");
219 return strcat(col, cpname);
220 else if(hisname == "")
221 return strcat(col, sprintf(_("%s (%s)"), cpname, timestr));
223 return strcat(col, sprintf(_("%s (%s %s)"), cpname, timestr, strcat(hisname, col, lapstr)));
226 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
227 float race_CheckName(string net_name) {
229 for (i=RANKINGS_CNT-1;i>=0;--i)
230 if(grecordholder[i] == net_name)
235 float GetPlayerColorForce(float i)
240 return stof(getplayerkeyvalue(i, "colors")) & 15;
243 float GetPlayerColor(float i)
245 if(!playerslots[i].gotscores) // unconnected
246 return NUM_SPECTATOR;
247 else if(stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR)
248 return NUM_SPECTATOR;
250 return GetPlayerColorForce(i);
253 string GetPlayerName(float i)
255 return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
265 // draw the background/borders
266 #define HUD_Panel_DrawBg(theAlpha)\
267 if(panel_bg != "0" && panel_bg != "")\
268 draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * theAlpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER))
270 //basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
271 void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, float vertical, float baralign, vector theColor, float theAlpha, float drawflag)
273 if(!length_ratio || !theAlpha)
279 if(length_ratio < -1)
282 else if(length_ratio < 0)
286 vector width, height;
288 pic = strcat(hud_skin_path, "/", pic, "_vertical");
289 if(precache_pic(pic) == "") {
290 pic = "gfx/hud/default/progressbar_vertical";
293 if (baralign == 1) // bottom align
294 theOrigin_y += (1 - length_ratio) * theSize_y;
295 else if (baralign == 2) // center align
296 theOrigin_y += 0.5 * (1 - length_ratio) * theSize_y;
297 else if (baralign == 3) // center align, positive values down, negative up
300 if (length_ratio > 0)
301 theOrigin_y += theSize_y;
304 theOrigin_y += (1 + length_ratio) * theSize_y;
305 length_ratio = -length_ratio;
308 theSize_y *= length_ratio;
311 width = eX * theSize_x;
312 height = eY * theSize_y;
313 if(theSize_y <= theSize_x * 2)
315 // button not high enough
316 // draw just upper and lower part then
317 square = eY * theSize_y * 0.5;
318 bH = eY * (0.25 * theSize_y / (theSize_x * 2));
319 drawsubpic(theOrigin, square + width, pic, '0 0 0', eX + bH, theColor, theAlpha, drawflag);
320 drawsubpic(theOrigin + square, square + width, pic, eY - bH, eX + bH, theColor, theAlpha, drawflag);
324 square = eY * theSize_x;
325 drawsubpic(theOrigin, width + square, pic, '0 0 0', '1 0.25 0', theColor, theAlpha, drawflag);
326 drawsubpic(theOrigin + square, theSize - 2 * square, pic, '0 0.25 0', '1 0.5 0', theColor, theAlpha, drawflag);
327 drawsubpic(theOrigin + height - square, width + square, pic, '0 0.75 0', '1 0.25 0', theColor, theAlpha, drawflag);
330 pic = strcat(hud_skin_path, "/", pic);
331 if(precache_pic(pic) == "") {
332 pic = "gfx/hud/default/progressbar";
335 if (baralign == 1) // right align
336 theOrigin_x += (1 - length_ratio) * theSize_x;
337 else if (baralign == 2) // center align
338 theOrigin_x += 0.5 * (1 - length_ratio) * theSize_x;
339 else if (baralign == 3) // center align, positive values on the right, negative on the left
342 if (length_ratio > 0)
343 theOrigin_x += theSize_x;
346 theOrigin_x += (1 + length_ratio) * theSize_x;
347 length_ratio = -length_ratio;
350 theSize_x *= length_ratio;
353 width = eX * theSize_x;
354 height = eY * theSize_y;
355 if(theSize_x <= theSize_y * 2)
357 // button not wide enough
358 // draw just left and right part then
359 square = eX * theSize_x * 0.5;
360 bW = eX * (0.25 * theSize_x / (theSize_y * 2));
361 drawsubpic(theOrigin, square + height, pic, '0 0 0', eY + bW, theColor, theAlpha, drawflag);
362 drawsubpic(theOrigin + square, square + height, pic, eX - bW, eY + bW, theColor, theAlpha, drawflag);
366 square = eX * theSize_y;
367 drawsubpic(theOrigin, height + square, pic, '0 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
368 drawsubpic(theOrigin + square, theSize - 2 * square, pic, '0.25 0 0', '0.5 1 0', theColor, theAlpha, drawflag);
369 drawsubpic(theOrigin + width - square, height + square, pic, '0.75 0 0', '0.25 1 0', theColor, theAlpha, drawflag);
374 void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, float drawflag)
380 pic = strcat(hud_skin_path, "/num_leading");
381 if(precache_pic(pic) == "") {
382 pic = "gfx/hud/default/num_leading";
385 drawsubpic(pos, eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0 0 0', '0.25 1 0', color, theAlpha, drawflag);
386 if(mySize_x/mySize_y > 2)
387 drawsubpic(pos + eX * mySize_y, eX * (mySize_x - 2 * mySize_y) + eY * mySize_y, pic, '0.25 0 0', '0.5 1 0', color, theAlpha, drawflag);
388 drawsubpic(pos + eX * mySize_x - eX * min(mySize_x * 0.5, mySize_y), eX * min(mySize_x * 0.5, mySize_y) + eY * mySize_y, pic, '0.75 0 0', '0.25 1 0', color, theAlpha, drawflag);
393 entity weaponorder[WEP_MAXCOUNT];
394 void weaponorder_swap(float i, float j, entity pass)
398 weaponorder[i] = weaponorder[j];
402 string weaponorder_cmp_str;
403 float weaponorder_cmp(float i, float j, entity pass)
406 ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].weapon), 0);
407 aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].weapon), 0);
408 return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
411 float GetAmmoStat(float i)
415 case 0: return STAT_SHELLS;
416 case 1: return STAT_NAILS;
417 case 2: return STAT_ROCKETS;
418 case 3: return STAT_CELLS;
419 case 4: return STAT_FUEL;
424 float GetAmmoTypeForWep(float i)
428 case WEP_SHOTGUN: return 0;
429 case WEP_UZI: return 1;
430 case WEP_GRENADE_LAUNCHER: return 2;
431 case WEP_MINE_LAYER: return 2;
432 case WEP_ELECTRO: return 3;
433 case WEP_CRYLINK: return 3;
434 case WEP_HLAC: return 3;
435 case WEP_MINSTANEX: return 3;
436 case WEP_NEX: return 3;
437 case WEP_RIFLE: return 1;
438 case WEP_HAGAR: return 2;
439 case WEP_ROCKET_LAUNCHER: return 2;
440 case WEP_SEEKER: return 2;
441 case WEP_FIREBALL: return 4;
442 case WEP_HOOK: return 3;
447 void HUD_Weapons(void)
450 WepSet weapons_stat = WepSet_GetFromStat();
452 float screen_ar, center_x = 0, center_y;
453 float weapon_count, weapon_id;
454 float row, column, rows = 0, columns;
455 float aspect = autocvar_hud_panel_weapons_aspect;
457 float panel_weapon_accuracy;
459 float timeout = autocvar_hud_panel_weapons_timeout;
460 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
461 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
463 float ammo_type, ammo_full;
464 float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
465 vector ammo_color = '1 0 1';
466 float ammo_alpha = 1;
468 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
469 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
471 vector weapon_pos, weapon_size = '0 0 0';
472 local noref vector old_panel_size; // fteqcc sucks
475 // check to see if we want to continue
476 if(hud != HUD_NORMAL) { return; }
478 if(!autocvar__hud_configure)
480 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
482 if(timeout && time >= weapontime + timeout + timeout_effect_length)
483 if(autocvar_hud_panel_weapons_timeout_effect == 3 || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
485 weaponprevtime = time;
490 // update generic hud functions
491 HUD_Panel_UpdateCvars();
492 HUD_Panel_ApplyFadeAlpha();
494 draw_beginBoldFont();
496 // figure out weapon order (how the weapons are sorted) // TODO make this configurable
497 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
500 if(weaponorder_bypriority)
501 strunzone(weaponorder_bypriority);
502 if(weaponorder_byimpulse)
503 strunzone(weaponorder_byimpulse);
505 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
506 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
507 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
510 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
512 self = get_weaponinfo(i);
513 if(self.impulse >= 0)
515 weaponorder[weapon_cnt] = self;
519 for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
520 weaponorder[i] = world;
521 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
523 weaponorder_cmp_str = string_null;
526 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
529 // determine which weapons are going to be shown
530 if (autocvar_hud_panel_weapons_onlyowned)
532 if(autocvar__hud_configure)
535 for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
536 weapons_stat |= WepSet_FromWeapon(i);
538 if(menu_enabled != 2)
539 HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
542 // do we own this weapon?
544 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
545 if(weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon))
548 // add it anyway if weaponcomplain is shown
552 // might as well commit suicide now, no reason to live ;)
553 if (weapon_count == 0)
559 old_panel_size = panel_size;
561 old_panel_size -= '2 2 0' * panel_bg_padding;
563 // first find values for the standard table (with all the weapons)
564 rows = old_panel_size_y/old_panel_size_x;
565 rows = bound(1, floor((sqrt(4 * aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
566 columns = ceil(WEP_COUNT/rows);
567 weapon_size_x = old_panel_size_x / columns;
568 weapon_size_y = old_panel_size_y / rows;
570 // change table values to include only the owned weapons
571 // weapon_size won't be changed
572 if(weapon_count <= rows)
578 columns = ceil(weapon_count / rows);
580 // reduce size of the panel
581 panel_size_x = columns * weapon_size_x;
582 panel_size_y = rows * weapon_size_y;
583 panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
584 panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
586 panel_size += '2 2 0' * panel_bg_padding;
589 weapon_count = WEP_COUNT;
591 // animation for fading in/out the panel respectively when not in use
592 if(!autocvar__hud_configure)
594 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
596 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
598 // fade the panel alpha
599 if(autocvar_hud_panel_weapons_timeout_effect == 1)
601 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
602 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
604 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
606 panel_bg_alpha *= (1 - f);
607 panel_fg_alpha *= (1 - f);
610 // move the panel off the screen
611 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
613 f *= f; // for a cooler movement
614 center_x = panel_pos_x + panel_size_x/2;
615 center_y = panel_pos_y + panel_size_y/2;
616 screen_ar = vid_conwidth/vid_conheight;
617 if (center_x/center_y < screen_ar) //bottom left
619 if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
620 panel_pos_y += f * (vid_conheight - panel_pos_y);
622 panel_pos_x -= f * (panel_pos_x + panel_size_x);
626 if ((vid_conwidth - center_x)/center_y < screen_ar) //right
627 panel_pos_x += f * (vid_conwidth - panel_pos_x);
629 panel_pos_y -= f * (panel_pos_y + panel_size_y);
632 center_x = -1; // mark the panel as off screen
634 weaponprevtime = time - (1 - f) * timein_effect_length;
636 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
638 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
640 // fade the panel alpha
641 if(autocvar_hud_panel_weapons_timeout_effect == 1)
643 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
644 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
646 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
648 panel_bg_alpha *= (f);
649 panel_fg_alpha *= (f);
652 // move the panel back on screen
653 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
655 f *= f; // for a cooler movement
657 center_x = panel_pos_x + panel_size_x/2;
658 center_y = panel_pos_y + panel_size_y/2;
659 screen_ar = vid_conwidth/vid_conheight;
660 if (center_x/center_y < screen_ar) //bottom left
662 if ((vid_conwidth - center_x)/center_y < screen_ar) //bottom
663 panel_pos_y += f * (vid_conheight - panel_pos_y);
665 panel_pos_x -= f * (panel_pos_x + panel_size_x);
669 if ((vid_conwidth - center_x)/center_y < screen_ar) //right
670 panel_pos_x += f * (vid_conwidth - panel_pos_x);
672 panel_pos_y -= f * (panel_pos_y + panel_size_y);
678 // draw the background, then change the virtual size of it to better fit other items inside
689 panel_pos += '1 1 0' * panel_bg_padding;
690 panel_size -= '2 2 0' * panel_bg_padding;
693 // after the sizing and animations are done, update the other values
695 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
697 rows = panel_size_y/panel_size_x;
698 rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
699 columns = ceil(weapon_count/rows);
700 weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
703 // calculate position/size for visual bar displaying ammount of ammo status
704 if (autocvar_hud_panel_weapons_ammo)
706 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
707 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
709 if(weapon_size_x/weapon_size_y > aspect)
711 barsize_x = aspect * weapon_size_y;
712 barsize_y = weapon_size_y;
713 baroffset_x = (weapon_size_x - barsize_x) / 2;
717 barsize_y = 1/aspect * weapon_size_x;
718 barsize_x = weapon_size_x;
719 baroffset_y = (weapon_size_y - barsize_y) / 2;
722 if(autocvar_hud_panel_weapons_accuracy)
723 Accuracy_LoadColors();
726 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
728 // retrieve information about the current weapon to be drawn
729 self = weaponorder[i];
730 weapon_id = self.impulse;
732 // skip if this weapon doesn't exist
733 if(!self || weapon_id < 0) { continue; }
735 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
736 if(autocvar_hud_panel_weapons_onlyowned)
737 if (!((weapons_stat & WepSet_FromWeapon(self.weapon)) || (self.weapon == complain_weapon)))
740 // figure out the drawing position of weapon
741 weapon_pos = (panel_pos
742 + eX * column * weapon_size_x
743 + eY * row * weapon_size_y);
745 // draw background behind currently selected weapon
746 if(self.weapon == switchweapon)
747 drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
749 // draw the weapon accuracy
750 if(autocvar_hud_panel_weapons_accuracy)
752 panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
753 if(panel_weapon_accuracy >= 0)
755 color = Accuracy_GetColor(panel_weapon_accuracy);
756 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
760 // drawing all the weapon items
761 if(weapons_stat & WepSet_FromWeapon(self.weapon))
763 // draw the weapon image
764 drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
766 // draw weapon label string
767 switch(autocvar_hud_panel_weapons_label)
769 case 1: // weapon number
770 drawstring(weapon_pos, ftos(weapon_id), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
774 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
777 case 3: // weapon name
778 drawstring(weapon_pos, self.netname, '1 1 0' * 0.5 * weapon_size_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
785 // draw ammo status bar
786 if(autocvar_hud_panel_weapons_ammo && self.weapon != WEP_TUBA && self.weapon != WEP_LASER && self.weapon != WEP_PORTO)
789 ammo_type = GetAmmoTypeForWep(self.weapon);
791 a = getstati(GetAmmoStat(ammo_type)); // how much ammo do we have?
796 case 0: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
797 case 1: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
798 case 2: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
799 case 3: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
800 case 4: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
801 default: ammo_full = 60;
805 weapon_pos_x + baroffset_x,
806 weapon_pos_y + baroffset_y,
807 barsize_x * bound(0, a/ammo_full, 1),
809 drawpic_aspect_skin(weapon_pos, "weapon_ammo", weapon_size, ammo_color, ammo_alpha, DRAWFLAG_NORMAL);
814 else // draw a "ghost weapon icon" if you don't have the weapon
816 drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
819 // draw the complain message
820 if(self.weapon == complain_weapon)
823 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
825 a = ((complain_weapon_time + when > time) ? 1 : 0);
828 if(complain_weapon_type == 0) {
829 s = _("Out of ammo");
830 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
832 else if(complain_weapon_type == 1) {
834 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
837 s = _("Unavailable");
838 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
840 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
841 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
842 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
845 // continue with new position for the next weapon
860 float GetAmmoItemCode(float i)
864 case 0: return IT_SHELLS;
865 case 1: return IT_NAILS;
866 case 2: return IT_ROCKETS;
867 case 3: return IT_CELLS;
868 case 4: return IT_FUEL;
873 string GetAmmoPicture(float i)
877 case 0: return "ammo_shells";
878 case 1: return "ammo_bullets";
879 case 2: return "ammo_rockets";
880 case 3: return "ammo_cells";
881 case 4: return "ammo_fuel";
886 void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected, float infinite_ammo)
889 if(autocvar__hud_configure)
891 currently_selected = (itemcode == 2); //rockets always selected
892 a = 31 + mod(itemcode*93, 128);
895 a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
899 color = '0 0.5 0.75';
906 if(currently_selected)
911 vector picpos, numpos;
912 if(autocvar_hud_panel_ammo_iconalign)
915 picpos = myPos + eX * 2 * mySize_y;
919 numpos = myPos + eX * mySize_y;
923 if (currently_selected)
924 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
926 if(a > 0 && autocvar_hud_panel_ammo_progressbar)
927 HUD_Panel_DrawProgressBar(myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize_x, autocvar_hud_panel_ammo_progressbar_name, a/autocvar_hud_panel_ammo_maxammo, 0, 0, color, autocvar_hud_progressbar_alpha * panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
929 if(autocvar_hud_panel_ammo_text)
931 if(a > 0 || infinite_ammo)
932 drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
933 else // "ghost" ammo count
934 drawstring_aspect(numpos, ftos(a), eX * (2/3) * mySize_x + eY * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
936 if(a > 0 || infinite_ammo)
937 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
938 else // "ghost" ammo icon
939 drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * mySize_y, '0 0 0', panel_fg_alpha * theAlpha * 0.5, DRAWFLAG_NORMAL);
944 if(hud != HUD_NORMAL) return;
945 if(!autocvar__hud_configure)
947 if(!autocvar_hud_panel_ammo) return;
948 if(spectatee_status == -1) return;
951 HUD_Panel_UpdateCvars();
952 HUD_Panel_ApplyFadeAlpha();
954 draw_beginBoldFont();
963 pos += '1 1 0' * panel_bg_padding;
964 mySize -= '2 2 0' * panel_bg_padding;
967 float rows = 0, columns, row, column;
969 if (autocvar_hud_panel_ammo_onlycurrent)
973 rows = mySize_y/mySize_x;
974 rows = bound(1, floor((sqrt(4 * (3/1) * rows * AMMO_COUNT + rows * rows) + rows + 0.5) / 2), AMMO_COUNT);
975 // ^^^ ammo item aspect goes here
977 columns = ceil(AMMO_COUNT/rows);
979 ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
982 local vector offset = '0 0 0'; // fteqcc sucks
984 if(ammo_size_x/ammo_size_y > 3)
986 newSize = 3 * ammo_size_y;
987 offset_x = ammo_size_x - newSize;
989 ammo_size_x = newSize;
993 newSize = 1/3 * ammo_size_x;
994 offset_y = ammo_size_y - newSize;
996 ammo_size_y = newSize;
999 float i, stat_items, currently_selected, infinite_ammo;
1000 infinite_ammo = FALSE;
1001 if (autocvar_hud_panel_ammo_onlycurrent)
1003 if(autocvar__hud_configure)
1005 DrawAmmoItem(pos, ammo_size, 2, true, FALSE); //show rockets
1009 stat_items = getstati(STAT_ITEMS, 0, 24);
1010 if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
1011 infinite_ammo = TRUE;
1012 for (i = 0; i < AMMO_COUNT; ++i) {
1013 currently_selected = stat_items & GetAmmoItemCode(i);
1014 if (currently_selected)
1016 DrawAmmoItem(pos, ammo_size, i, true, infinite_ammo);
1024 stat_items = getstati(STAT_ITEMS, 0, 24);
1025 if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
1026 infinite_ammo = TRUE;
1028 for (i = 0; i < AMMO_COUNT; ++i) {
1029 currently_selected = stat_items & GetAmmoItemCode(i);
1030 DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
1035 column = column + 1;
1043 void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
1045 vector newPos = '0 0 0', newSize = '0 0 0';
1046 vector picpos, numpos;
1050 if(mySize_y/mySize_x > 2)
1052 newSize_y = 2 * mySize_x;
1053 newSize_x = mySize_x;
1055 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1060 newSize_x = 1/2 * mySize_y;
1061 newSize_y = mySize_y;
1063 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1067 if(icon_right_align)
1070 picpos = newPos + eY * newSize_x;
1075 numpos = newPos + eY * newSize_x;
1079 drawpic_aspect_skin(picpos, icon, newSize, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1080 // make number smaller than icon, it looks better
1081 // reduce only y to draw numbers with different number of digits with the same y size
1082 numpos_y += newSize_y * ((1 - 0.7) / 2);
1084 drawstring_aspect(numpos, ftos(x), newSize, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL);
1088 if(mySize_x/mySize_y > 3)
1090 newSize_x = 3 * mySize_y;
1091 newSize_y = mySize_y;
1093 newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
1098 newSize_y = 1/3 * mySize_x;
1099 newSize_x = mySize_x;
1101 newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
1105 if(icon_right_align) // right align
1108 picpos = newPos + eX * 2 * newSize_y;
1112 numpos = newPos + eX * newSize_y;
1116 // NOTE: newSize_x is always equal to 3 * mySize_y so we can use
1117 // '2 1 0' * newSize_y instead of eX * (2/3) * newSize_x + eY * newSize_y
1118 drawstring_aspect_expanding(numpos, ftos(x), '2 1 0' * newSize_y, color, panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1119 drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
1122 void DrawNumIcon(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha)
1124 DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
1129 void HUD_Powerups(void)
1131 float strength_time, shield_time, superweapons_time;
1132 if(!autocvar__hud_configure)
1134 if(!autocvar_hud_panel_powerups) return;
1135 if(spectatee_status == -1) return;
1136 if(!(getstati(STAT_ITEMS, 0, 24) & (IT_STRENGTH | IT_INVINCIBLE | IT_SUPERWEAPON))) return;
1137 if (getstati(STAT_HEALTH) <= 0) return;
1139 strength_time = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 99);
1140 shield_time = bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 99);
1141 superweapons_time = bound(0, getstatf(STAT_SUPERWEAPONS_FINISHED) - time, 99);
1143 if (getstati(STAT_ITEMS, 0, 24) & IT_UNLIMITED_SUPERWEAPONS)
1144 superweapons_time = 99; // force max
1146 // prevent stuff to show up on mismatch that will be fixed next frame
1147 if (!(getstati(STAT_ITEMS, 0, 24) & IT_SUPERWEAPON))
1148 superweapons_time = 0;
1154 superweapons_time = 13;
1157 HUD_Panel_UpdateCvars();
1158 HUD_Panel_ApplyFadeAlpha();
1160 draw_beginBoldFont();
1164 mySize = panel_size;
1166 HUD_Panel_DrawBg(bound(0, max(strength_time, shield_time, superweapons_time), 1));
1167 if(panel_bg_padding)
1169 pos += '1 1 0' * panel_bg_padding;
1170 mySize -= '2 2 0' * panel_bg_padding;
1173 float panel_ar = mySize_x/mySize_y;
1174 float is_vertical = (panel_ar < 1);
1175 vector shield_offset = '0 0 0', strength_offset = '0 0 0', superweapons_offset = '0 0 0';
1177 float superweapons_is = -1;
1179 if(superweapons_time)
1184 superweapons_is = 0;
1186 superweapons_is = 2;
1191 superweapons_is = 1;
1193 superweapons_is = 2;
1197 // FIXME handle superweapons here
1198 if(superweapons_is == 0)
1200 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1202 mySize_x *= (1.0 / 3.0);
1203 superweapons_offset_x = mySize_x;
1204 if (autocvar_hud_panel_powerups_flip)
1205 shield_offset_x = 2*mySize_x;
1207 strength_offset_x = 2*mySize_x;
1211 mySize_y *= (1.0 / 3.0);
1212 superweapons_offset_y = mySize_y;
1213 if (autocvar_hud_panel_powerups_flip)
1214 shield_offset_y = 2*mySize_y;
1216 strength_offset_y = 2*mySize_y;
1221 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1224 if (autocvar_hud_panel_powerups_flip)
1225 shield_offset_x = mySize_x;
1227 strength_offset_x = mySize_x;
1232 if (autocvar_hud_panel_powerups_flip)
1233 shield_offset_y = mySize_y;
1235 strength_offset_y = mySize_y;
1239 float shield_baralign, strength_baralign, superweapons_baralign;
1240 float shield_iconalign, strength_iconalign, superweapons_iconalign;
1242 if (autocvar_hud_panel_powerups_flip)
1244 strength_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1245 shield_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1246 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1247 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1251 shield_baralign = (autocvar_hud_panel_powerups_baralign == 2 || autocvar_hud_panel_powerups_baralign == 1);
1252 strength_baralign = (autocvar_hud_panel_powerups_baralign == 3 || autocvar_hud_panel_powerups_baralign == 1);
1253 shield_iconalign = (autocvar_hud_panel_powerups_iconalign == 2 || autocvar_hud_panel_powerups_iconalign == 1);
1254 strength_iconalign = (autocvar_hud_panel_powerups_iconalign == 3 || autocvar_hud_panel_powerups_iconalign == 1);
1257 if(superweapons_is == 0)
1259 superweapons_iconalign = strength_iconalign;
1260 superweapons_baralign = 2;
1262 else if(superweapons_is == 1)
1264 superweapons_offset = strength_offset;
1265 superweapons_iconalign = strength_iconalign;
1266 superweapons_baralign = strength_baralign;
1268 else // if(superweapons_is == 2)
1270 superweapons_offset = shield_offset;
1271 superweapons_iconalign = shield_iconalign;
1272 superweapons_baralign = shield_baralign;
1277 const float maxshield = 30;
1278 float shield = ceil(shield_time);
1279 if(autocvar_hud_panel_powerups_progressbar)
1281 HUD_Panel_GetProgressBarColor(shield);
1282 HUD_Panel_DrawProgressBar(pos + shield_offset, mySize, autocvar_hud_panel_powerups_progressbar_shield, shield/maxshield, is_vertical, shield_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1284 if(autocvar_hud_panel_powerups_text)
1287 DrawNumIcon(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1);
1289 DrawNumIcon_expanding(pos + shield_offset, mySize, shield, "shield", is_vertical, shield_iconalign, '1 1 1', 1, bound(0, (shield - shield_time) / 0.5, 1));
1295 const float maxstrength = 30;
1296 float strength = ceil(strength_time);
1297 if(autocvar_hud_panel_powerups_progressbar)
1299 HUD_Panel_GetProgressBarColor(strength);
1300 HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1302 if(autocvar_hud_panel_powerups_text)
1305 DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
1307 DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
1311 if(superweapons_time)
1313 const float maxsuperweapons = 30;
1314 float superweapons = ceil(superweapons_time);
1315 if(autocvar_hud_panel_powerups_progressbar)
1317 HUD_Panel_GetProgressBarColor(superweapons);
1318 HUD_Panel_DrawProgressBar(pos + superweapons_offset, mySize, autocvar_hud_panel_powerups_progressbar_superweapons, superweapons/maxsuperweapons, is_vertical, superweapons_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1320 if(autocvar_hud_panel_powerups_text)
1322 if(superweapons > 1)
1323 DrawNumIcon(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1);
1324 if(superweapons <= 5)
1325 DrawNumIcon_expanding(pos + superweapons_offset, mySize, superweapons, "superweapons", is_vertical, superweapons_iconalign, '1 1 1', 1, bound(0, (superweapons - superweapons_time) / 0.5, 1));
1332 // Health/armor (#3)
1335 // prev_* vars contain the health/armor at the previous FRAME
1336 // set to -1 when player is dead or was not playing
1337 float prev_health, prev_armor;
1338 float health_damagetime, armor_damagetime;
1339 float health_beforedamage, armor_beforedamage;
1340 // old_p_* vars keep track of previous values when smoothing value changes of the progressbar
1341 float old_p_health, old_p_armor;
1342 float old_p_healthtime, old_p_armortime;
1343 // prev_p_* vars contain the health/armor progressbar value at the previous FRAME
1344 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
1345 float prev_p_health, prev_p_armor;
1347 void HUD_HealthArmor(void)
1349 float armor, health, fuel;
1350 if(!autocvar__hud_configure)
1352 if(!autocvar_hud_panel_healtharmor) return;
1353 if(hud != HUD_NORMAL) return;
1354 if(spectatee_status == -1) return;
1356 health = getstati(STAT_HEALTH);
1362 armor = getstati(STAT_ARMOR);
1364 // code to check for spectatee_status changes is in Ent_ClientData()
1365 // prev_p_health and prev_health can be set to -1 there
1367 if (prev_p_health == -1)
1370 health_beforedamage = 0;
1371 armor_beforedamage = 0;
1372 health_damagetime = 0;
1373 armor_damagetime = 0;
1374 prev_health = health;
1376 old_p_health = health;
1377 old_p_armor = armor;
1378 prev_p_health = health;
1379 prev_p_armor = armor;
1381 else if (prev_health == -1)
1383 //start the load effect
1384 health_damagetime = 0;
1385 armor_damagetime = 0;
1389 fuel = getstati(STAT_FUEL);
1398 HUD_Panel_UpdateCvars();
1399 HUD_Panel_ApplyFadeAlpha();
1402 mySize = panel_size;
1404 HUD_Panel_DrawBg(1);
1405 if(panel_bg_padding)
1407 pos += '1 1 0' * panel_bg_padding;
1408 mySize -= '2 2 0' * panel_bg_padding;
1411 float baralign = autocvar_hud_panel_healtharmor_baralign;
1412 float iconalign = autocvar_hud_panel_healtharmor_iconalign;
1414 float maxhealth = autocvar_hud_panel_healtharmor_maxhealth;
1415 float maxarmor = autocvar_hud_panel_healtharmor_maxarmor;
1416 if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
1419 v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
1424 float maxtotal = maxhealth + maxarmor;
1426 if(v_z) // NOT fully armored
1428 biggercount = "health";
1429 if(autocvar_hud_panel_healtharmor_progressbar)
1431 HUD_Panel_GetProgressBarColor(health);
1432 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_health, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1435 if(autocvar_hud_panel_healtharmor_text)
1436 drawpic_aspect_skin(pos + eX * mySize_x - eX * 0.5 * mySize_y, "armor", '0.5 0.5 0' * mySize_y, '1 1 1', panel_fg_alpha * armor / health, DRAWFLAG_NORMAL);
1440 biggercount = "armor";
1441 if(autocvar_hud_panel_healtharmor_progressbar)
1443 HUD_Panel_GetProgressBarColor(armor);
1444 HUD_Panel_DrawProgressBar(pos, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, x/maxtotal, 0, (baralign == 1 || baralign == 2), progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1447 if(autocvar_hud_panel_healtharmor_text)
1448 drawpic_aspect_skin(pos + eX * mySize_x - eX * 0.5 * mySize_y, "health", '0.5 0.5 0' * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
1450 if(autocvar_hud_panel_healtharmor_text)
1451 DrawNumIcon(pos, mySize, x, biggercount, 0, iconalign, HUD_Get_Num_Color(x, maxtotal), 1);
1455 HUD_Panel_GetProgressBarColor(fuel);
1456 HUD_Panel_DrawProgressBar(pos, eX * mySize_x + eY * 0.2 * mySize_y, "progressbar", fuel/100, 0, (baralign == 1 || baralign == 3), progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1461 float panel_ar = mySize_x/mySize_y;
1462 float is_vertical = (panel_ar < 1);
1463 vector health_offset = '0 0 0', armor_offset = '0 0 0';
1464 if (panel_ar >= 4 || (panel_ar >= 1/4 && panel_ar < 1))
1467 if (autocvar_hud_panel_healtharmor_flip)
1468 health_offset_x = mySize_x;
1470 armor_offset_x = mySize_x;
1475 if (autocvar_hud_panel_healtharmor_flip)
1476 health_offset_y = mySize_y;
1478 armor_offset_y = mySize_y;
1481 float health_baralign, armor_baralign, fuel_baralign;
1482 float health_iconalign, armor_iconalign;
1483 if (autocvar_hud_panel_healtharmor_flip)
1485 armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1486 health_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1487 fuel_baralign = health_baralign;
1488 armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1489 health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1493 health_baralign = (autocvar_hud_panel_healtharmor_baralign == 2 || autocvar_hud_panel_healtharmor_baralign == 1);
1494 armor_baralign = (autocvar_hud_panel_healtharmor_baralign == 3 || autocvar_hud_panel_healtharmor_baralign == 1);
1495 fuel_baralign = armor_baralign;
1496 health_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 2 || autocvar_hud_panel_healtharmor_iconalign == 1);
1497 armor_iconalign = (autocvar_hud_panel_healtharmor_iconalign == 3 || autocvar_hud_panel_healtharmor_iconalign == 1);
1502 if(autocvar_hud_panel_healtharmor_progressbar)
1504 HUD_Panel_GetProgressBarColor(health);
1505 float p_health, pain_health_alpha;
1507 pain_health_alpha = 1;
1508 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1510 if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1512 if (fabs(prev_health - health) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1514 if (time - old_p_healthtime < 1)
1515 old_p_health = prev_p_health;
1517 old_p_health = prev_health;
1518 old_p_healthtime = time;
1520 if (time - old_p_healthtime < 1)
1522 p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
1523 prev_p_health = p_health;
1526 if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1528 if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1530 if (time - health_damagetime >= 1)
1531 health_beforedamage = prev_health;
1532 health_damagetime = time;
1534 if (time - health_damagetime < 1)
1536 float health_damagealpha = 1 - (time - health_damagetime)*(time - health_damagetime);
1537 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * health_damagealpha, DRAWFLAG_NORMAL);
1540 prev_health = health;
1542 if (health <= autocvar_hud_panel_healtharmor_progressbar_gfx_lowhealth)
1544 float BLINK_FACTOR = 0.15;
1545 float BLINK_BASE = 0.85;
1546 float BLINK_FREQ = 9;
1547 pain_health_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
1550 HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, p_health/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * pain_health_alpha, DRAWFLAG_NORMAL);
1552 if(autocvar_hud_panel_healtharmor_text)
1553 DrawNumIcon(pos + health_offset, mySize, health, "health", is_vertical, health_iconalign, HUD_Get_Num_Color(health, maxhealth), 1);
1558 if(autocvar_hud_panel_healtharmor_progressbar)
1560 HUD_Panel_GetProgressBarColor(armor);
1563 if (autocvar_hud_panel_healtharmor_progressbar_gfx)
1565 if (autocvar_hud_panel_healtharmor_progressbar_gfx_smooth > 0)
1567 if (fabs(prev_armor - armor) >= autocvar_hud_panel_healtharmor_progressbar_gfx_smooth)
1569 if (time - old_p_armortime < 1)
1570 old_p_armor = prev_p_armor;
1572 old_p_armor = prev_armor;
1573 old_p_armortime = time;
1575 if (time - old_p_armortime < 1)
1577 p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
1578 prev_p_armor = p_armor;
1581 if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0)
1583 if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
1585 if (time - armor_damagetime >= 1)
1586 armor_beforedamage = prev_armor;
1587 armor_damagetime = time;
1589 if (time - armor_damagetime < 1)
1591 float armor_damagealpha = 1 - (time - armor_damagetime)*(time - armor_damagetime);
1592 HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * armor_damagealpha, DRAWFLAG_NORMAL);
1597 HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, p_armor/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
1599 if(autocvar_hud_panel_healtharmor_text)
1600 DrawNumIcon(pos + armor_offset, mySize, armor, "armor", is_vertical, armor_iconalign, HUD_Get_Num_Color(armor, maxarmor), 1);
1606 mySize_x *= 0.2 / 2; //if vertical always halve x to not cover too much numbers with 3 digits
1610 mySize_x *= 2; //restore full panel size
1611 else if (panel_ar < 1/4)
1612 mySize_y *= 2; //restore full panel size
1613 HUD_Panel_GetProgressBarColor(fuel);
1614 HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", fuel/100, is_vertical, fuel_baralign, progressbar_color, panel_fg_alpha * 0.8, DRAWFLAG_NORMAL);
1619 // Notification area (#4)
1622 void HUD_Notify_Push(string icon, string attacker, string victim)
1627 if (kn_index == -1) { kn_index = KN_MAX_ENTRIES-1; }
1628 notify_times[kn_index] = time;
1631 if(notify_icon[kn_index]) { strunzone(notify_icon[kn_index]); }
1632 notify_icon[kn_index] = strzone(icon);
1635 if(notify_attackers[kn_index]) { strunzone(notify_attackers[kn_index]); }
1636 notify_attackers[kn_index] = strzone(attacker);
1639 if(notify_victims[kn_index]) { strunzone(notify_victims[kn_index]); }
1640 notify_victims[kn_index] = strzone(victim);
1644 void HUD_Notify(void)
1646 if(!autocvar__hud_configure)
1648 if(!autocvar_hud_panel_notify) return;
1651 HUD_Panel_UpdateCvars();
1652 HUD_Panel_ApplyFadeAlpha();
1655 mySize = panel_size;
1657 HUD_Panel_DrawBg(1);
1658 if(panel_bg_padding)
1660 pos += '1 1 0' * panel_bg_padding;
1661 mySize -= '2 2 0' * panel_bg_padding;
1664 float entries, height;
1665 entries = bound(1, floor(KN_MAX_ENTRIES * mySize_y/mySize_x), KN_MAX_ENTRIES);
1666 height = mySize_y/entries;
1669 float fontheight = height * autocvar_hud_panel_notify_fontsize;
1670 fontsize = '0.5 0.5 0' * fontheight;
1674 when = autocvar_hud_panel_notify_time;
1676 fadetime = autocvar_hud_panel_notify_fadetime;
1678 vector pos_attacker, pos_victim, pos_icon;
1679 float width_attacker;
1680 string attacker, victim, icon;
1682 float i, j, step, limit;
1683 if(autocvar_hud_panel_notify_flip) //order items from the top down
1689 else //order items from the bottom up
1696 for(j = kn_index; i != limit; i += step, ++j)
1698 if(autocvar__hud_configure)
1702 else // inverse order
1703 a = entries - 1 - i;
1704 attacker = textShortenToWidth(sprintf(_("Player %d"), a+1), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1705 victim = textShortenToWidth(sprintf(_("Player %d"), a+2), 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1706 icon = strcat("weapon", get_weaponinfo(WEP_FIRST + mod(floor(a*2.4), WEP_LAST)).netname);
1707 a = bound(0, (when - a) / 4, 1);
1708 goto hud_config_notifyprint;
1712 if (j == KN_MAX_ENTRIES)
1715 if(notify_times[j] + when > time)
1719 a = bound(0, (notify_times[j] + when + fadetime - time) / fadetime, 1);
1730 attacker = notify_attackers[j];
1731 victim = notify_victims[j];
1732 icon = notify_icon[j];
1735 //type = notify_deathtype[j];
1736 //w = DEATH_WEAPONOF(type);
1740 if((attacker != "") && (victim == ""))
1743 attacker = textShortenToWidth(attacker, 0.73 * mySize_x - height, fontsize, stringwidth_colors);
1744 pos_attacker = pos + eX * (0.27 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1745 pos_icon = pos + eX * 0.25 * mySize_x - eX * height + eY * i * height;
1747 drawpic_aspect_skin(pos_icon, icon, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
1748 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1750 else if((attacker != "") && (victim != ""))
1752 // X [did action to] Y
1753 attacker = textShortenToWidth(attacker, 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1754 victim = textShortenToWidth(victim, 0.48 * mySize_x - height, fontsize, stringwidth_colors);
1755 :hud_config_notifyprint
1756 width_attacker = stringwidth(attacker, TRUE, fontsize);
1757 pos_attacker = pos + eX * (0.48 * mySize_x - height - width_attacker) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1758 pos_victim = pos + eX * (0.52 * mySize_x + height) + eY * ((0.5 * fontsize_y + i * height) + (0.5 * (height - fontheight)));
1759 pos_icon = pos + eX * 0.5 * mySize_x - eX * height + eY * i * height;
1761 drawpic_aspect_skin(pos_icon, icon, '2 1 0' * height, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
1762 drawcolorcodedstring(pos_attacker, attacker, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1763 drawcolorcodedstring(pos_victim, victim, fontsize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
1772 string seconds_tostring(float sec)
1775 minutes = floor(sec / 60);
1777 sec -= minutes * 60;
1778 return sprintf("%d:%02d", minutes, sec);
1781 void HUD_Timer(void)
1783 if(!autocvar__hud_configure)
1785 if(!autocvar_hud_panel_timer) return;
1788 HUD_Panel_UpdateCvars();
1789 HUD_Panel_ApplyFadeAlpha();
1791 draw_beginBoldFont();
1795 mySize = panel_size;
1797 HUD_Panel_DrawBg(1);
1798 if(panel_bg_padding)
1800 pos += '1 1 0' * panel_bg_padding;
1801 mySize -= '2 2 0' * panel_bg_padding;
1805 float timelimit, elapsedTime, timeleft, minutesLeft;
1807 timelimit = getstatf(STAT_TIMELIMIT);
1809 timeleft = max(0, timelimit * 60 + getstatf(STAT_GAMESTARTTIME) - time);
1810 timeleft = ceil(timeleft);
1812 minutesLeft = floor(timeleft / 60);
1815 if(minutesLeft >= 5 || warmup_stage || timelimit == 0) //don't use red or yellow in warmup or when there is no timelimit
1816 timer_color = '1 1 1'; //white
1817 else if(minutesLeft >= 1)
1818 timer_color = '1 1 0'; //yellow
1820 timer_color = '1 0 0'; //red
1822 if (autocvar_hud_panel_timer_increment || timelimit == 0 || warmup_stage) {
1823 if (time < getstatf(STAT_GAMESTARTTIME)) {
1824 //while restart is still active, show 00:00
1825 timer = seconds_tostring(0);
1827 elapsedTime = floor(time - getstatf(STAT_GAMESTARTTIME)); //127
1828 timer = seconds_tostring(elapsedTime);
1831 timer = seconds_tostring(timeleft);
1834 drawstring_aspect(pos, timer, mySize, timer_color, panel_fg_alpha, DRAWFLAG_NORMAL);
1841 void HUD_Radar(void)
1843 if (!autocvar__hud_configure)
1845 if (hud_panel_radar_maximized)
1847 if (!hud_draw_maximized) return;
1851 if (autocvar_hud_panel_radar == 0) return;
1852 if (autocvar_hud_panel_radar != 2 && !teamplay) return;
1856 HUD_Panel_UpdateCvars();
1857 HUD_Panel_ApplyFadeAlpha();
1861 if (hud_panel_radar_maximized && !autocvar__hud_configure)
1863 panel_size = autocvar_hud_panel_radar_maximized_size;
1864 panel_size_x = bound(0.2, panel_size_x, 1) * vid_conwidth;
1865 panel_size_y = bound(0.2, panel_size_y, 1) * vid_conheight;
1866 panel_pos_x = (vid_conwidth - panel_size_x) / 2;
1867 panel_pos_y = (vid_conheight - panel_size_y) / 2;
1869 panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
1870 if(precache_pic(panel_bg) == "") { panel_bg = "gfx/hud/default/border_default"; } // fallback
1872 switch(hud_panel_radar_maximized_zoommode)
1876 f = current_zoomfraction;
1879 f = 1 - current_zoomfraction;
1889 switch(hud_panel_radar_maximized_rotation)
1892 teamradar_angle = view_angles_y - 90;
1895 teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
1899 if (!hud_panel_radar_maximized && !autocvar__hud_configure)
1901 switch(hud_panel_radar_zoommode)
1905 f = current_zoomfraction;
1908 f = 1 - current_zoomfraction;
1918 switch(hud_panel_radar_rotation)
1921 teamradar_angle = view_angles_y - 90;
1924 teamradar_angle = 90 * hud_panel_radar_rotation;
1931 mySize = panel_size;
1933 HUD_Panel_DrawBg(1);
1934 if(panel_bg_padding)
1936 pos += '1 1 0' * panel_bg_padding;
1937 mySize -= '2 2 0' * panel_bg_padding;
1942 float scale2d, normalsize, bigsize;
1944 teamradar_origin2d = pos + 0.5 * mySize;
1945 teamradar_size2d = mySize;
1947 if(minimapname == "")
1950 teamradar_loadcvars();
1952 scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
1953 teamradar_size2d = mySize;
1955 teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
1957 // pixels per world qu to match the teamradar_size2d_x range in the longest dimension
1958 if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
1960 // max-min distance must fit the radar in any rotation
1961 bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
1965 vector c0, c1, c2, c3, span;
1966 c0 = rotate(mi_min, teamradar_angle * DEG2RAD);
1967 c1 = rotate(mi_max, teamradar_angle * DEG2RAD);
1968 c2 = rotate('1 0 0' * mi_min_x + '0 1 0' * mi_max_y, teamradar_angle * DEG2RAD);
1969 c3 = rotate('1 0 0' * mi_max_x + '0 1 0' * mi_min_y, teamradar_angle * DEG2RAD);
1971 span_x = max(c0_x, c1_x, c2_x, c3_x) - min(c0_x, c1_x, c2_x, c3_x);
1972 span_y = max(c0_y, c1_y, c2_y, c3_y) - min(c0_y, c1_y, c2_y, c3_y);
1974 // max-min distance must fit the radar in x=x, y=y
1976 teamradar_size2d_x * scale2d / (1.05 * span_x),
1977 teamradar_size2d_y * scale2d / (1.05 * span_y)
1981 normalsize = vlen_maxnorm2d(teamradar_size2d) * scale2d / hud_panel_radar_scale;
1982 if(bigsize > normalsize)
1983 normalsize = bigsize;
1987 + (1 - f) * normalsize;
1988 teamradar_origin3d_in_texcoord = teamradar_3dcoord_to_texcoord(
1990 + (1 - f) * view_origin);
1999 draw_teamradar_background(hud_panel_radar_foreground_alpha);
2001 for(tm = world; (tm = find(tm, classname, "radarlink")); )
2002 draw_teamradar_link(tm.origin, tm.velocity, tm.team);
2003 for(tm = world; (tm = findflags(tm, teamradar_icon, 0xFFFFFF)); )
2004 draw_teamradar_icon(tm.origin, tm.teamradar_icon, tm, tm.teamradar_color, panel_fg_alpha);
2005 for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
2007 color2 = GetPlayerColor(tm.sv_entnum);
2008 //if(color == NUM_SPECTATOR || color == color2)
2009 draw_teamradar_player(tm.origin, tm.angles, Team_ColorRGB(color2));
2011 draw_teamradar_player(view_origin, view_angles, '1 1 1');
2013 drawresetcliparea();
2018 void HUD_UpdatePlayerTeams();
2019 void HUD_Score_Rankings(vector pos, vector mySize, entity me, float team_count)
2022 entity tm = world, pl;
2023 #define SCOREPANEL_MAX_ENTRIES 6
2024 #define SCOREPANEL_ASPECTRATIO 2
2025 float entries = bound(1, floor(SCOREPANEL_MAX_ENTRIES * mySize_y/mySize_x * SCOREPANEL_ASPECTRATIO), SCOREPANEL_MAX_ENTRIES);
2026 vector fontsize = '1 1 0' * (mySize_y/entries);
2028 vector rgb, score_color;
2030 score_color = '1 1 1';
2032 float name_size = mySize_x*0.75;
2033 float spacing_size = mySize_x*0.04;
2034 const float highlight_alpha = 0.2;
2035 float i = 0, me_printed = 0, first_pl = 0;
2037 if (autocvar__hud_configure)
2039 float players_per_team = 0;
2042 // show team scores in the first line
2043 float score_size = mySize_x / team_count;
2044 players_per_team = max(2, ceil((entries - 1) / team_count));
2045 for(i=0; i<team_count; ++i) {
2046 if (i == floor((entries - 2) / players_per_team) || (entries == 1 && i == 0))
2047 HUD_Panel_DrawHighlight(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2048 drawstring_aspect(pos + eX * score_size * i, ftos(175 - 23*i), eX * score_size + eY * fontsize_y, Team_ColorRGB(ColorByTeam(i)) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2051 pos_y += fontsize_y;
2053 score = 10 + SCOREPANEL_MAX_ENTRIES * 3;
2054 for (i=first_pl; i<entries; ++i)
2056 //simulate my score is lower than all displayed players,
2057 //so that I don't appear at all showing pure rankings.
2058 //This is to better show the difference between the 2 ranking views
2059 if (i == entries-1 && autocvar_hud_panel_score_rankings == 1)
2062 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2063 s = GetPlayerName(player_localnum);
2068 s = sprintf(_("Player %d"), i + 1 - first_pl);
2073 score_color = Team_ColorRGB(ColorByTeam(floor((i - first_pl) / players_per_team))) * 0.8;
2074 s = textShortenToWidth(s, name_size, fontsize, stringwidth_colors);
2075 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2076 drawstring(pos + eX * (name_size + spacing_size), ftos(score), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2077 pos_y += fontsize_y;
2082 if (!scoreboard_fade_alpha) // the scoreboard too calls HUD_UpdatePlayerTeams
2083 HUD_UpdatePlayerTeams();
2086 // show team scores in the first line
2087 float score_size = mySize_x / team_count;
2088 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2089 if(tm.team == NUM_SPECTATOR)
2091 if (tm.team == myteam)
2092 drawfill(pos + eX * score_size * i, eX * score_size + eY * fontsize_y, '1 1 1', highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2093 drawstring_aspect(pos + eX * score_size * i, ftos(tm.(teamscores[ts_primary])), eX * score_size + eY * fontsize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2097 pos_y += fontsize_y;
2098 tm = teams.sort_next;
2103 for (pl = players.sort_next; pl && i<entries; pl = pl.sort_next)
2105 if ((team_count && pl.team != tm.team) || pl.team == NUM_SPECTATOR)
2108 if (i == entries-1 && !me_printed && pl != me)
2109 if (autocvar_hud_panel_score_rankings == 1 && spectatee_status != -1)
2111 for (pl = me.sort_next; pl; pl = pl.sort_next)
2112 if (pl.team != NUM_SPECTATOR)
2116 rgb = '1 1 0'; //not last but not among the leading players: yellow
2118 rgb = '1 0 0'; //last: red
2125 rgb = '0 1 0'; //first: green
2127 drawfill(pos, eX * mySize_x + eY * fontsize_y, rgb, highlight_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
2130 score_color = Team_ColorRGB(pl.team) * 0.8;
2131 s = textShortenToWidth(GetPlayerName(pl.sv_entnum), name_size, fontsize, stringwidth_colors);
2132 drawcolorcodedstring(pos + eX * (name_size - stringwidth(s, TRUE, fontsize)), s, fontsize, panel_fg_alpha, DRAWFLAG_NORMAL);
2133 drawstring(pos + eX * (name_size + spacing_size), ftos(pl.(scores[ps_primary])), fontsize, score_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2134 pos_y += fontsize_y;
2137 while (i<entries && team_count && (tm = tm.sort_next) && (tm.team != NUM_SPECTATOR || (tm = tm.sort_next)));
2140 void HUD_Score(void)
2142 if(!autocvar__hud_configure)
2144 if(!autocvar_hud_panel_score) return;
2145 if(spectatee_status == -1 && (gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2148 HUD_Panel_UpdateCvars();
2149 HUD_Panel_ApplyFadeAlpha();
2152 mySize = panel_size;
2154 HUD_Panel_DrawBg(1);
2155 if(panel_bg_padding)
2157 pos += '1 1 0' * panel_bg_padding;
2158 mySize -= '2 2 0' * panel_bg_padding;
2161 float score, distribution = 0;
2163 vector distribution_color;
2166 #ifdef COMPAT_XON050_ENGINE
2167 me = (spectatee_status > 0) ? playerslots[spectatee_status - 1] : playerslots[player_localentnum - 1];
2169 me = playerslots[player_localentnum - 1];
2172 if((scores_flags[ps_primary] & SFL_TIME) && !teamplay) { // race/cts record display on HUD
2173 string timer, distrtimer;
2175 pl = players.sort_next;
2178 if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
2179 if(pl.scores[ps_primary] == 0)
2182 score = me.(scores[ps_primary]);
2183 timer = TIME_ENCODED_TOSTRING(score);
2185 draw_beginBoldFont();
2186 if (pl && ((!(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)) || score)) {
2187 // distribution display
2188 distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2190 distrtimer = ftos_decimals(fabs(distribution/pow(10, TIME_DECIMALS)), TIME_DECIMALS);
2192 if (distribution <= 0) {
2193 distribution_color = '0 1 0';
2197 distribution_color = '1 0 0';
2200 drawstring_aspect(pos + eX * 0.75 * mySize_x, strcat(sign, distrtimer), eX * 0.25 * mySize_x + eY * (1/3) * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2202 // race record display
2203 if (distribution <= 0)
2204 HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2205 drawstring_aspect(pos, timer, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2207 } else if (!teamplay) { // non-teamgames
2208 if ((spectatee_status == -1 && !autocvar__hud_configure) || autocvar_hud_panel_score_rankings)
2210 HUD_Score_Rankings(pos, mySize, me, 0);
2213 // me vector := [team/connected frags id]
2214 pl = players.sort_next;
2218 if(autocvar__hud_configure)
2221 distribution = me.(scores[ps_primary]) - pl.(scores[ps_primary]);
2225 score = me.(scores[ps_primary]);
2226 if(autocvar__hud_configure)
2229 if(distribution >= 5)
2230 distribution_color = eY;
2231 else if(distribution >= 0)
2232 distribution_color = '1 1 1';
2233 else if(distribution >= -5)
2234 distribution_color = '1 1 0';
2236 distribution_color = eX;
2238 string distribution_str;
2239 distribution_str = ftos(distribution);
2240 draw_beginBoldFont();
2241 if (distribution >= 0)
2243 if (distribution > 0)
2244 distribution_str = strcat("+", distribution_str);
2245 HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2247 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2248 drawstring_aspect(pos + eX * 0.75 * mySize_x, distribution_str, eX * 0.25 * mySize_x + eY * (1/3) * mySize_y, distribution_color, panel_fg_alpha, DRAWFLAG_NORMAL);
2250 } else { // teamgames
2251 float scores_count = 0, row, column, rows = 0, columns = 0;
2252 local noref vector offset = '0 0 0';
2253 vector score_pos, score_size; //for scores other than myteam
2254 if (spectatee_status == -1 || autocvar_hud_panel_score_rankings)
2256 for(tm = teams.sort_next; tm, tm.team != NUM_SPECTATOR; tm = tm.sort_next)
2258 if (autocvar_hud_panel_score_rankings)
2260 HUD_Score_Rankings(pos, mySize, me, scores_count);
2263 rows = mySize_y/mySize_x;
2264 rows = bound(1, floor((sqrt(4 * (3/1) * rows * scores_count + rows * rows) + rows + 0.5) / 2), scores_count);
2265 // ^^^ ammo item aspect goes here
2267 columns = ceil(scores_count/rows);
2269 score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2272 if(score_size_x/score_size_y > 3)
2274 newSize = 3 * score_size_y;
2275 offset_x = score_size_x - newSize;
2276 pos_x += offset_x/2;
2277 score_size_x = newSize;
2281 newSize = 1/3 * score_size_x;
2282 offset_y = score_size_y - newSize;
2283 pos_y += offset_y/2;
2284 score_size_y = newSize;
2288 score_size = eX * mySize_x*(1/4) + eY * mySize_y*(1/3);
2290 float max_fragcount;
2291 max_fragcount = -99;
2292 draw_beginBoldFont();
2294 for(tm = teams.sort_next; tm; tm = tm.sort_next) {
2295 if(tm.team == NUM_SPECTATOR)
2297 score = tm.(teamscores[ts_primary]);
2298 if(autocvar__hud_configure)
2301 if (score > max_fragcount)
2302 max_fragcount = score;
2304 if (spectatee_status == -1)
2306 score_pos = pos + eX * column * (score_size_x + offset_x) + eY * row * (score_size_y + offset_y);
2307 if (max_fragcount == score)
2308 HUD_Panel_DrawHighlight(score_pos, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2309 drawstring_aspect(score_pos, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2317 else if(tm.team == myteam) {
2318 if (max_fragcount == score)
2319 HUD_Panel_DrawHighlight(pos, eX * 0.75 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2320 drawstring_aspect(pos, ftos(score), eX * 0.75 * mySize_x + eY * mySize_y, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2322 if (max_fragcount == score)
2323 HUD_Panel_DrawHighlight(pos + eX * 0.75 * mySize_x + eY * (1/3) * rows * mySize_y, score_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2324 drawstring_aspect(pos + eX * 0.75 * mySize_x + eY * (1/3) * rows * mySize_y, ftos(score), score_size, Team_ColorRGB(tm.team) * 0.8, panel_fg_alpha, DRAWFLAG_NORMAL);
2334 void HUD_RaceTimer (void)
2336 if(!autocvar__hud_configure)
2338 if(!autocvar_hud_panel_racetimer) return;
2339 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
2340 if(spectatee_status == -1) return;
2343 HUD_Panel_UpdateCvars();
2344 HUD_Panel_ApplyFadeAlpha();
2346 draw_beginBoldFont();
2350 mySize = panel_size;
2352 HUD_Panel_DrawBg(1);
2353 if(panel_bg_padding)
2355 pos += '1 1 0' * panel_bg_padding;
2356 mySize -= '2 2 0' * panel_bg_padding;
2359 // always force 4:1 aspect
2360 vector newSize = '0 0 0';
2361 if(mySize_x/mySize_y > 4)
2363 newSize_x = 4 * mySize_y;
2364 newSize_y = mySize_y;
2366 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2370 newSize_y = 1/4 * mySize_x;
2371 newSize_x = mySize_x;
2373 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2378 string s, forcetime;
2380 if(autocvar__hud_configure)
2383 drawstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, FALSE, '0.60 0.60 0' * mySize_y), s, '0.60 0.60 0' * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2384 s = _("^1Intermediate 1 (+15.42)");
2385 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.20 * mySize_y) + eY * 0.60 * mySize_y, s, '1 1 0' * 0.20 * mySize_y, panel_fg_alpha, DRAWFLAG_NORMAL);
2386 s = sprintf(_("^1PENALTY: %.1f (%s)"), 2, "missing a checkpoint");
2387 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.20 * mySize_y) + eY * 0.80 * mySize_y, s, '1 1 0' * 0.20 * mySize_y, panel_fg_alpha, DRAWFLAG_NORMAL);
2389 else if(race_checkpointtime)
2391 a = bound(0, 2 - (time - race_checkpointtime), 1);
2394 if(a > 0) // just hit a checkpoint?
2396 if(race_checkpoint != 254)
2398 if(race_time && race_previousbesttime)
2399 s = MakeRaceString(race_checkpoint, TIME_DECODE(race_time) - TIME_DECODE(race_previousbesttime), 0, 0, race_previousbestname);
2401 s = MakeRaceString(race_checkpoint, 0, -1, 0, race_previousbestname);
2403 forcetime = TIME_ENCODED_TOSTRING(race_time);
2408 if(race_laptime && race_nextbesttime && race_nextcheckpoint != 254)
2410 a = bound(0, 2 - ((race_laptime + TIME_DECODE(race_nextbesttime)) - (time + TIME_DECODE(race_penaltyaccumulator))), 1);
2411 if(a > 0) // next one?
2413 s = MakeRaceString(race_nextcheckpoint, (time + TIME_DECODE(race_penaltyaccumulator)) - race_laptime, TIME_DECODE(race_nextbesttime), 0, race_nextbestname);
2418 if(s != "" && a > 0)
2420 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2423 if(race_penaltytime)
2425 a = bound(0, 2 - (time - race_penaltyeventtime), 1);
2428 s = sprintf(_("^1PENALTY: %.1f (%s)"), race_penaltytime * 0.1, race_penaltyreason);
2429 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.8 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2435 a = bound(0, (time - race_checkpointtime) / 0.5, 1);
2436 drawstring_expanding(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(forcetime, FALSE, '1 1 0' * 0.6 * mySize_y), forcetime, '1 1 0' * 0.6 * mySize_y, '1 1 1', panel_fg_alpha, 0, a);
2441 if(race_laptime && race_checkpoint != 255)
2443 s = TIME_ENCODED_TOSTRING(TIME_ENCODE(time + TIME_DECODE(race_penaltyaccumulator) - race_laptime));
2444 drawstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, FALSE, '0.6 0.6 0' * mySize_y), s, '0.6 0.6 0' * mySize_y, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
2449 if(race_mycheckpointtime)
2451 a = bound(0, 2 - (time - race_mycheckpointtime), 1);
2452 s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
2453 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2455 if(race_othercheckpointtime && race_othercheckpointenemy != "")
2457 a = bound(0, 2 - (time - race_othercheckpointtime), 1);
2458 s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
2459 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2462 if(race_penaltytime && !race_penaltyaccumulator)
2464 t = race_penaltytime * 0.1 + race_penaltyeventtime;
2465 a = bound(0, (1 + t - time), 1);
2469 s = sprintf(_("^1PENALTY: %.1f (%s)"), (t - time) * 0.1, race_penaltyreason);
2471 s = sprintf(_("^2PENALTY: %.1f (%s)"), 0, race_penaltyreason);
2472 drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
2482 float vote_yescount;
2485 float vote_highlighted; // currently selected vote
2487 float vote_active; // is there an active vote?
2488 float vote_prev; // previous state of vote_active to check for a change
2490 float vote_change; // "time" when vote_active changed
2494 if(autocvar_cl_allow_uid2name == -1 && (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (serverflags & SERVERFLAG_PLAYERSTATS)))
2497 if (autocvar__hud_configure)
2501 print(_("^1You must answer before entering hud configure mode\n"));
2502 cvar_set("_hud_configure", "0");
2504 if(vote_called_vote)
2505 strunzone(vote_called_vote);
2506 vote_called_vote = strzone(_("^2Name ^7instead of \"^1Anonymous player^7\" in stats"));
2507 uid2name_dialog = 1;
2510 if(!autocvar__hud_configure)
2512 if(!autocvar_hud_panel_vote) return;
2514 panel_fg_alpha = autocvar_hud_panel_fg_alpha;
2515 panel_bg_alpha_str = autocvar_hud_panel_vote_bg_alpha;
2517 if(panel_bg_alpha_str == "") {
2518 panel_bg_alpha_str = ftos(autocvar_hud_panel_bg_alpha);
2520 panel_bg_alpha = stof(panel_bg_alpha_str);
2531 if(vote_active != vote_prev) {
2533 vote_prev = vote_active;
2536 if(vote_active || autocvar__hud_configure)
2537 vote_alpha = bound(0, (time - vote_change) * 2, 1);
2539 vote_alpha = bound(0, 1 - (time - vote_change) * 2, 1);
2544 HUD_Panel_UpdateCvars();
2545 HUD_Panel_ApplyFadeAlpha();
2549 panel_pos = eX * 0.3 * vid_conwidth + eY * 0.1 * vid_conheight;
2550 panel_size = eX * 0.4 * vid_conwidth + eY * 0.3 * vid_conheight;
2553 // these must be below above block
2556 mySize = panel_size;
2558 a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
2559 HUD_Panel_DrawBg(a);
2560 a = panel_fg_alpha * a;
2562 if(panel_bg_padding)
2564 pos += '1 1 0' * panel_bg_padding;
2565 mySize -= '2 2 0' * panel_bg_padding;
2568 // always force 3:1 aspect
2569 vector newSize = '0 0 0';
2570 if(mySize_x/mySize_y > 3)
2572 newSize_x = 3 * mySize_y;
2573 newSize_y = mySize_y;
2575 pos_x = pos_x + (mySize_x - newSize_x) / 2;
2579 newSize_y = 1/3 * mySize_x;
2580 newSize_x = mySize_x;
2582 pos_y = pos_y + (mySize_y - newSize_y) / 2;
2586 s = _("A vote has been called for:");
2588 s = _("Allow servers to store and display your name?");
2589 drawstring_aspect(pos, s, eX * mySize_x + eY * (2/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2590 s = textShortenToWidth(vote_called_vote, mySize_x, '1 1 0' * mySize_y * (1/8), stringwidth_colors);
2591 if(autocvar__hud_configure)
2592 s = _("^1Configure the HUD");
2593 drawcolorcodedstring_aspect(pos + eY * (2/8) * mySize_y, s, eX * mySize_x + eY * (1.75/8) * mySize_y, a, DRAWFLAG_NORMAL);
2595 // print the yes/no counts
2596 s = sprintf(_("Yes (%s): %d"), getcommandkey("vyes", "vyes"), vote_yescount);
2597 drawstring_aspect(pos + eY * (4/8) * mySize_y, s, eX * 0.5 * mySize_x + eY * (1.5/8) * mySize_y, '0 1 0', a, DRAWFLAG_NORMAL);
2598 s = sprintf(_("No (%s): %d"), getcommandkey("vno", "vno"), vote_nocount);
2599 drawstring_aspect(pos + eX * 0.5 * mySize_x + eY * (4/8) * mySize_y, s, eX * 0.5 * mySize_x + eY * (1.5/8) * mySize_y, '1 0 0', a, DRAWFLAG_NORMAL);
2601 // draw the progress bar backgrounds
2602 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_back", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2604 // draw the highlights
2605 if(vote_highlighted == 1) {
2606 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5, mySize_y);
2607 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2609 else if(vote_highlighted == -1) {
2610 drawsetcliparea(pos_x + 0.5 * mySize_x, pos_y, mySize_x * 0.5, mySize_y);
2611 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_voted", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2614 // draw the progress bars
2615 if(vote_yescount && vote_needed)
2617 drawsetcliparea(pos_x, pos_y, mySize_x * 0.5 * (vote_yescount/vote_needed), mySize_y);
2618 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2621 if(vote_nocount && vote_needed)
2623 drawsetcliparea(pos_x + mySize_x - mySize_x * 0.5 * (vote_nocount/vote_needed), pos_y, mySize_x * 0.5, mySize_y);
2624 drawpic_skin(pos + eY * (5/8) * mySize_y, "voteprogress_prog", eX * mySize_x + eY * (3/8) * mySize_y, '1 1 1', a, DRAWFLAG_NORMAL);
2627 drawresetcliparea();
2630 // Mod icons panel (#10)
2633 float mod_active; // is there any active mod icon?
2635 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, float layout, float i)
2648 stat = getstati(STAT_REDALIVE);
2649 pic = "player_red.tga";
2653 stat = getstati(STAT_BLUEALIVE);
2654 pic = "player_blue.tga";
2658 stat = getstati(STAT_YELLOWALIVE);
2659 pic = "player_yellow.tga";
2664 stat = getstati(STAT_PINKALIVE);
2665 pic = "player_pink.tga";
2670 if(mySize_x/mySize_y > aspect_ratio)
2672 i = aspect_ratio * mySize_y;
2673 myPos_x = myPos_x + (mySize_x - i) / 2;
2678 i = 1/aspect_ratio * mySize_x;
2679 myPos_y = myPos_y + (mySize_y - i) / 2;
2685 drawpic_aspect_skin(myPos, pic, eX * 0.7 * mySize_x + eY * mySize_y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
2686 drawstring_aspect(myPos + eX * 0.7 * mySize_x, ftos(stat), eX * 0.3 * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2689 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
2692 // Clan Arena and Freeze Tag HUD modicons
2693 void HUD_Mod_CA(vector myPos, vector mySize)
2695 mod_active = 1; // required in each mod function that always shows something
2697 float teams_count = 0;
2698 for(tm = teams.sort_next; tm; tm = tm.sort_next)
2699 if(tm.team != NUM_SPECTATOR)
2703 if(gametype == MAPINFO_TYPE_CA)
2704 layout = autocvar_hud_panel_modicons_ca_layout;
2705 else //if(gametype == MAPINFO_TYPE_FREEZETAG)
2706 layout = autocvar_hud_panel_modicons_freezetag_layout;
2707 float rows, columns, aspect_ratio;
2708 rows = mySize_y/mySize_x;
2709 aspect_ratio = (layout) ? 2 : 1;
2710 rows = bound(1, floor((sqrt((4 * aspect_ratio * teams_count + rows) * rows) + rows + 0.5) / 2), teams_count);
2711 columns = ceil(teams_count/rows);
2714 float row = 0, column = 0;
2715 vector pos, itemSize;
2716 itemSize = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
2717 for(i=0; i<teams_count; ++i)
2719 pos = myPos + eX * column * itemSize_x + eY * row * itemSize_y;
2721 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
2732 // CTF HUD modicon section
2733 float redflag_prevframe, blueflag_prevframe; // status during previous frame
2734 float redflag_prevstatus, blueflag_prevstatus; // last remembered status
2735 float redflag_statuschange_time, blueflag_statuschange_time; // time when the status changed
2737 void HUD_Mod_CTF_Reset(void)
2739 redflag_prevstatus = blueflag_prevstatus = redflag_prevframe = blueflag_prevframe = redflag_statuschange_time = blueflag_statuschange_time = 0;
2742 void HUD_Mod_CTF(vector pos, vector mySize)
2744 vector redflag_pos, blueflag_pos;
2746 float f; // every function should have that
2748 float redflag, blueflag; // current status
2749 float redflag_statuschange_elapsedtime, blueflag_statuschange_elapsedtime; // time since the status changed
2752 stat_items = getstati(STAT_ITEMS, 0, 24);
2753 redflag = (stat_items/IT_RED_FLAG_TAKEN) & 3;
2754 blueflag = (stat_items/IT_BLUE_FLAG_TAKEN) & 3;
2756 if(redflag || blueflag)
2761 if(autocvar__hud_configure)
2767 // when status CHANGES, set old status into prevstatus and current status into status
2768 if (redflag != redflag_prevframe)
2770 redflag_statuschange_time = time;
2771 redflag_prevstatus = redflag_prevframe;
2772 redflag_prevframe = redflag;
2775 if (blueflag != blueflag_prevframe)
2777 blueflag_statuschange_time = time;
2778 blueflag_prevstatus = blueflag_prevframe;
2779 blueflag_prevframe = blueflag;
2782 redflag_statuschange_elapsedtime = time - redflag_statuschange_time;
2783 blueflag_statuschange_elapsedtime = time - blueflag_statuschange_time;
2785 float BLINK_FACTOR = 0.15;
2786 float BLINK_BASE = 0.85;
2788 // RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
2790 // BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
2792 float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
2794 string red_icon, red_icon_prevstatus;
2795 float red_alpha, red_alpha_prevstatus;
2796 red_alpha = red_alpha_prevstatus = 1;
2798 case 1: red_icon = "flag_red_taken"; break;
2799 case 2: red_icon = "flag_red_lost"; break;
2800 case 3: red_icon = "flag_red_carrying"; red_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2802 if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2803 red_icon = "flag_red_shielded";
2805 red_icon = string_null;
2808 switch(redflag_prevstatus) {
2809 case 1: red_icon_prevstatus = "flag_red_taken"; break;
2810 case 2: red_icon_prevstatus = "flag_red_lost"; break;
2811 case 3: red_icon_prevstatus = "flag_red_carrying"; red_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2814 red_icon_prevstatus = "flag_red_carrying"; // make it more visible
2815 else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_2))
2816 red_icon_prevstatus = "flag_red_shielded";
2818 red_icon_prevstatus = string_null;
2822 string blue_icon, blue_icon_prevstatus;
2823 float blue_alpha, blue_alpha_prevstatus;
2824 blue_alpha = blue_alpha_prevstatus = 1;
2826 case 1: blue_icon = "flag_blue_taken"; break;
2827 case 2: blue_icon = "flag_blue_lost"; break;
2828 case 3: blue_icon = "flag_blue_carrying"; blue_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2830 if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2831 blue_icon = "flag_blue_shielded";
2833 blue_icon = string_null;
2836 switch(blueflag_prevstatus) {
2837 case 1: blue_icon_prevstatus = "flag_blue_taken"; break;
2838 case 2: blue_icon_prevstatus = "flag_blue_lost"; break;
2839 case 3: blue_icon_prevstatus = "flag_blue_carrying"; blue_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break;
2842 blue_icon_prevstatus = "flag_blue_carrying"; // make it more visible
2843 else if((stat_items & IT_CTF_SHIELDED) && (myteam == NUM_TEAM_1))
2844 blue_icon_prevstatus = "flag_blue_shielded";
2846 blue_icon_prevstatus = string_null;
2850 if(mySize_x > mySize_y) {
2851 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2853 blueflag_pos = pos + eX * 0.5 * mySize_x;
2856 redflag_pos = pos + eX * 0.5 * mySize_x;
2858 flag_size = eX * 0.5 * mySize_x + eY * mySize_y;
2860 if (myteam == NUM_TEAM_1) { // always draw own flag on left
2862 blueflag_pos = pos + eY * 0.5 * mySize_y;
2865 redflag_pos = pos + eY * 0.5 * mySize_y;