4 void DrawNadeProgressBar(vector myPos, vector mySize, float progress, vector color)
6 HUD_Panel_DrawProgressBar(
7 myPos + eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize.x,
8 mySize - eX * autocvar_hud_panel_ammo_progressbar_xoffset * mySize.x,
9 autocvar_hud_panel_ammo_progressbar_name,
10 progress, 0, 0, color,
11 autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
14 void DrawAmmoNades(vector myPos, vector mySize, bool draw_expanding, float expand_time); // TODO: mutator
16 void DrawAmmoItem(vector myPos, vector mySize, .int ammoType, bool isCurrent, bool isInfinite)
18 if(ammoType == ammo_none)
21 // Initialize variables
24 if(autocvar__hud_configure)
26 isCurrent = (ammoType == ammo_rockets); // Rockets always current
30 ammo = getstati(GetAmmoStat(ammoType));
34 float scale = bound(0, autocvar_hud_panel_ammo_noncurrent_scale, 1);
35 myPos = myPos + (mySize - mySize * scale) * 0.5;
36 mySize = mySize * scale;
39 vector iconPos, textPos;
40 if(autocvar_hud_panel_ammo_iconalign)
42 iconPos = myPos + eX * 2 * mySize.y;
48 textPos = myPos + eX * mySize.y;
51 bool isShadowed = (ammo <= 0 && !isCurrent && !isInfinite);
53 vector iconColor = isShadowed ? '0 0 0' : '1 1 1';
56 textColor = '0.2 0.95 0';
60 textColor = '0.8 0.04 0';
66 alpha = panel_fg_alpha;
68 alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_ammo_noncurrent_alpha, 1) * 0.5;
70 alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_ammo_noncurrent_alpha, 1);
72 string text = isInfinite ? "\xE2\x88\x9E" : ftos(ammo); // Use infinity symbol (U+221E)
77 drawpic_aspect_skin(myPos, "ammo_current_bg", mySize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
79 if(ammo > 0 && autocvar_hud_panel_ammo_progressbar)
80 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, ammo/autocvar_hud_panel_ammo_maxammo, 0, 0, textColor, autocvar_hud_progressbar_alpha * alpha, DRAWFLAG_NORMAL);
82 if(autocvar_hud_panel_ammo_text)
83 drawstring_aspect(textPos, text, eX * (2/3) * mySize.x + eY * mySize.y, textColor, alpha, DRAWFLAG_NORMAL);
85 drawpic_aspect_skin(iconPos, GetAmmoPicture(ammoType), '1 1 0' * mySize.y, iconColor, alpha, DRAWFLAG_NORMAL);
90 float nade_statuschange_time;
94 if(hud != HUD_NORMAL) return;
95 if(!autocvar__hud_configure)
97 if(!autocvar_hud_panel_ammo) return;
98 if(spectatee_status == -1) return;
101 HUD_Panel_UpdateCvars();
103 draw_beginBoldFont();
112 pos += '1 1 0' * panel_bg_padding;
113 mySize -= '2 2 0' * panel_bg_padding;
116 int rows = 0, columns, row, column;
117 float nade_cnt = STAT(NADE_BONUS), nade_score = STAT(NADE_BONUS_SCORE);
118 bool draw_nades = (nade_cnt > 0 || nade_score > 0);
119 float nade_statuschange_elapsedtime;
120 int total_ammo_count;
123 if (autocvar_hud_panel_ammo_onlycurrent)
124 total_ammo_count = 1;
126 total_ammo_count = AMMO_COUNT;
131 if (nade_cnt != nade_prevframe)
133 nade_statuschange_time = time;
134 nade_prevstatus = nade_prevframe;
135 nade_prevframe = nade_cnt;
139 nade_prevstatus = nade_prevframe = nade_statuschange_time = 0;
141 rows = HUD_GetRowCount(total_ammo_count, mySize, 3);
142 columns = ceil((total_ammo_count)/rows);
143 ammo_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
145 vector offset = '0 0 0';
147 if(ammo_size.x/ammo_size.y > 3)
149 newSize = 3 * ammo_size.y;
150 offset.x = ammo_size.x - newSize;
152 ammo_size.x = newSize;
156 newSize = 1/3 * ammo_size.x;
157 offset.y = ammo_size.y - newSize;
159 ammo_size.y = newSize;
162 Weapon wep = switchweapon;
164 bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
166 if(autocvar_hud_panel_ammo_onlycurrent)
168 if(autocvar__hud_configure)
170 DrawAmmoItem(pos, ammo_size, ammo_rockets, true, false);
194 for(i = 0; i < AMMO_COUNT; ++i)
196 ammotype = GetAmmoFieldFromNum(i);
198 pos + eX * column * (ammo_size.x + offset.x) + eY * row * (ammo_size.y + offset.y),
201 (wep.ammo_field == ammotype),
216 nade_statuschange_elapsedtime = time - nade_statuschange_time;
218 float f = bound(0, nade_statuschange_elapsedtime*2, 1);
220 DrawAmmoNades(pos + eX * column * (ammo_size.x + offset.x) + eY * row * (ammo_size.y + offset.y), ammo_size, nade_prevstatus < nade_cnt && nade_cnt != 0 && f < 1, f);