]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/hud/panel/weapons.qc
Merge branch 'master' into Lyberta/TeamplayOverhaul
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / weapons.qc
1 #include "weapons.qh"
2
3 #include <client/autocvars.qh>
4 #include <client/defs.qh>
5 #include <client/miscfunctions.qh>
6 #include <client/view.qh>
7 #include <common/wepent.qh>
8
9 // Weapons (#0)
10
11 entity weaponorder[Weapons_MAX];
12 void weaponorder_swap(int i, int j, entity pass)
13 {
14     TC(int, i); TC(int, j);
15         entity h = weaponorder[i];
16         weaponorder[i] = weaponorder[j];
17         weaponorder[j] = h;
18 }
19
20 string weaponorder_cmp_str;
21 int weaponorder_cmp(int i, int j, entity pass)
22 {
23     TC(int, i); TC(int, j);
24         int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
25         int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
26         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)
27 }
28
29 #define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \
30         int nHidden = 0; \
31         FOREACH(Weapons, it != WEP_Null, { \
32                 if (weapons_stat & WepSet_FromWeapon(it)) continue; \
33                 if ((it.spawnflags & WEP_FLAG_HIDDEN) || (it.spawnflags & WEP_FLAG_MUTATORBLOCKED)) nHidden += 1; \
34         }); \
35         vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
36         columns = table_size.x; \
37         rows = table_size.y; \
38         weapon_size.x = panel_size.x / columns; \
39         weapon_size.y = panel_size.y / rows; \
40 } MACRO_END
41
42 void HUD_Weapons()
43 {
44         // declarations
45         WepSet weapons_stat = WepSet_GetFromStat();
46         int i;
47         float f, a;
48         float screen_ar;
49         vector center = '0 0 0';
50         int weapon_count, weapon_id;
51         int row, column, rows = 0, columns = 0;
52         bool vertical_order = true;
53         float aspect = autocvar_hud_panel_weapons_aspect;
54
55         float timeout = autocvar_hud_panel_weapons_timeout;
56         float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
57         float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
58
59         vector barsize = '0 0 0', baroffset = '0 0 0';
60         vector ammo_color = '1 0 1';
61         float ammo_alpha = 1;
62
63         float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
64         float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
65
66         bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
67
68         vector weapon_pos, weapon_size = '0 0 0';
69         vector color;
70
71         entity panel_switchweapon = NULL;
72
73         // check to see if we want to continue
74         if(hud != HUD_NORMAL) return;
75
76         if(!autocvar__hud_configure)
77         {
78                 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
79                         return;
80                 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
81                         return;
82                 if(timeout && time >= weapontime + timeout + timeout_effect_length)
83                 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)))
84                 {
85                         weaponprevtime = time;
86                         return;
87                 }
88         }
89
90         // update generic hud functions
91         HUD_Panel_LoadCvars();
92
93         // figure out weapon order (how the weapons are sorted) // TODO make this configurable
94         if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
95         {
96                 int weapon_cnt;
97                 strcpy(weaponorder_bypriority, autocvar_cl_weaponpriority);
98                 strcpy(weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
99                 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
100
101                 weapon_cnt = 0;
102                 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
103                 for(i = weapon_cnt; i < Weapons_MAX; ++i)
104                         weaponorder[i] = NULL;
105                 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
106
107                 weaponorder_cmp_str = string_null;
108         }
109
110         if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
111                 complain_weapon = 0;
112
113         if(autocvar__hud_configure)
114         {
115                 if(!weapons_stat)
116                 {
117                         int j = 0;
118                         FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
119                                 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
120                                 {
121                                         if(!panel_switchweapon || j < 4)
122                                                 panel_switchweapon = it;
123                                         weapons_stat |= it.m_wepset;
124                                         ++j;
125                                 }
126                         });
127                 }
128
129                 #if 0
130                 /// debug code
131                 if(cvar("wep_add"))
132                 {
133                         int j;
134                         int nHidden = 0;
135                         FOREACH(Weapons, it != WEP_Null, {
136                                 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
137                         });
138                         weapons_stat = '0 0 0';
139                         float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden));
140                         for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i)
141                         {
142                                 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
143                                         continue;
144                                 weapons_stat |= weaponorder[i].m_wepset;
145                                 ++j;
146                         }
147                 }
148                 #endif
149         }
150
151         // determine which weapons are going to be shown
152         if (autocvar_hud_panel_weapons_onlyowned)
153         {
154                 if(autocvar__hud_configure)
155                 {
156                         if(hud_configure_menu_open != 2)
157                                 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
158                 }
159
160                 // do we own this weapon?
161                 weapon_count = 0;
162                 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
163                         if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon))
164                                 ++weapon_count;
165
166
167                 // might as well commit suicide now, no reason to live ;)
168                 if (weapon_count == 0)
169                         return;
170
171                 vector old_panel_size = panel_size;
172                 panel_size -= '2 2 0' * panel_bg_padding;
173
174                 HUD_WEAPONS_GET_FULL_LAYOUT();
175
176                 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
177                 // we enlarge them a bit when possible to better match the desired aspect ratio
178                 if(panel_size.x / panel_size.y < aspect)
179                 {
180                         // maximum number of rows that allows to display items with the desired aspect ratio
181                         int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
182                         columns = min(columns, ceil(weapon_count / max_rows));
183                         rows = ceil(weapon_count / columns);
184                         weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
185                         weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
186                         vertical_order = false;
187                 }
188                 else
189                 {
190                         int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
191                         rows = min(rows, ceil(weapon_count / max_columns));
192                         columns = ceil(weapon_count / rows);
193                         weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
194                         weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
195                         vertical_order = true;
196                 }
197
198                 // reduce size of the panel
199                 panel_size.x = columns * weapon_size.x;
200                 panel_size.y = rows * weapon_size.y;
201                 panel_size += '2 2 0' * panel_bg_padding;
202
203                 // center the resized panel, or snap it to the screen edge when close enough
204                 if(panel_pos.x > vid_conwidth * 0.001)
205                 {
206                         if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
207                                 panel_pos.x += old_panel_size.x - panel_size.x;
208                         else
209                                 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
210                 }
211                 else if(old_panel_size.x > vid_conwidth * 0.999)
212                         panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
213
214                 if(panel_pos.y > vid_conheight * 0.001)
215                 {
216                         if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
217                                 panel_pos.y += old_panel_size.y - panel_size.y;
218                         else
219                                 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
220                 }
221                 else if(old_panel_size.y > vid_conheight * 0.999)
222                         panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
223         }
224         else
225                 weapon_count = (Weapons_COUNT - 1);
226
227         // animation for fading in/out the panel respectively when not in use
228         if(!autocvar__hud_configure)
229         {
230                 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
231                 {
232                         f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
233
234                         // fade the panel alpha
235                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
236                         {
237                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
238                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
239                         }
240                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
241                         {
242                                 panel_bg_alpha *= (1 - f);
243                                 panel_fg_alpha *= (1 - f);
244                         }
245
246                         // move the panel off the screen
247                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
248                         {
249                                 f *= f; // for a cooler movement
250                                 center.x = panel_pos.x + panel_size.x/2;
251                                 center.y = panel_pos.y + panel_size.y/2;
252                                 screen_ar = vid_conwidth/vid_conheight;
253                                 if (center.x/center.y < screen_ar) //bottom left
254                                 {
255                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
256                                                 panel_pos.y += f * (vid_conheight - panel_pos.y);
257                                         else //left
258                                                 panel_pos.x -= f * (panel_pos.x + panel_size.x);
259                                 }
260                                 else //top right
261                                 {
262                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //right
263                                                 panel_pos.x += f * (vid_conwidth - panel_pos.x);
264                                         else //top
265                                                 panel_pos.y -= f * (panel_pos.y + panel_size.y);
266                                 }
267                                 if(f == 1)
268                                         center.x = -1; // mark the panel as off screen
269                         }
270                         weaponprevtime = time - (1 - f) * timein_effect_length;
271                 }
272                 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
273                 {
274                         f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
275
276                         // fade the panel alpha
277                         if(autocvar_hud_panel_weapons_timeout_effect == 1)
278                         {
279                                 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
280                                 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
281                         }
282                         else if(autocvar_hud_panel_weapons_timeout_effect == 3)
283                         {
284                                 panel_bg_alpha *= (f);
285                                 panel_fg_alpha *= (f);
286                         }
287
288                         // move the panel back on screen
289                         if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
290                         {
291                                 f *= f; // for a cooler movement
292                                 f = 1 - f;
293                                 center.x = panel_pos.x + panel_size.x/2;
294                                 center.y = panel_pos.y + panel_size.y/2;
295                                 screen_ar = vid_conwidth/vid_conheight;
296                                 if (center.x/center.y < screen_ar) //bottom left
297                                 {
298                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
299                                                 panel_pos.y += f * (vid_conheight - panel_pos.y);
300                                         else //left
301                                                 panel_pos.x -= f * (panel_pos.x + panel_size.x);
302                                 }
303                                 else //top right
304                                 {
305                                         if ((vid_conwidth - center.x)/center.y < screen_ar) //right
306                                                 panel_pos.x += f * (vid_conwidth - panel_pos.x);
307                                         else //top
308                                                 panel_pos.y -= f * (panel_pos.y + panel_size.y);
309                                 }
310                         }
311                 }
312         }
313
314         // draw the background, then change the virtual size of it to better fit other items inside
315         if (autocvar_hud_panel_weapons_dynamichud)
316                 HUD_Scale_Enable();
317         else
318                 HUD_Scale_Disable();
319         HUD_Panel_DrawBg();
320
321         if(center.x == -1)
322                 return; // panel has gone off screen
323
324         if(panel_bg_padding)
325         {
326                 panel_pos += '1 1 0' * panel_bg_padding;
327                 panel_size -= '2 2 0' * panel_bg_padding;
328         }
329
330         // after the sizing and animations are done, update the other values
331
332         if(!rows) // if rows is > 0 onlyowned code has already updated these vars
333         {
334                 HUD_WEAPONS_GET_FULL_LAYOUT();
335                 vertical_order = (panel_size.x / panel_size.y >= aspect);
336         }
337
338         // calculate position/size for visual bar displaying ammount of ammo status
339         if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
340         {
341                 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
342                 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
343
344                 if(weapon_size.x/weapon_size.y > aspect)
345                 {
346                         barsize.x = aspect * weapon_size.y;
347                         barsize.y = weapon_size.y;
348                         baroffset.x = (weapon_size.x - barsize.x) / 2;
349                 }
350                 else
351                 {
352                         barsize.y = 1/aspect * weapon_size.x;
353                         barsize.x = weapon_size.x;
354                         baroffset.y = (weapon_size.y - barsize.y) / 2;
355                 }
356         }
357         if(autocvar_hud_panel_weapons_accuracy)
358                 Accuracy_LoadColors();
359
360         // draw items
361         row = column = 0;
362         vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
363         vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
364         float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
365         static vector weapon_pos_current = '-1 0 0';
366         if(weapon_pos_current.x == -1)
367                 weapon_pos_current = panel_pos;
368
369         float switch_speed;
370         if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
371                 switch_speed = 999;
372         else
373                 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
374         vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
375
376         entity wepent = viewmodels[0]; // TODO: unhardcode
377
378         if(wepent.switchweapon == WEP_Null)
379                 panel_switchweapon = NULL;
380         else if(!panel_switchweapon)
381                 panel_switchweapon = wepent.switchweapon;
382
383         // draw background behind currently selected weapon
384         // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
385         if(panel_switchweapon)
386                 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
387
388         for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
389         {
390                 // retrieve information about the current weapon to be drawn
391                 entity it = weaponorder[i];
392                 weapon_id = it.impulse;
393
394                 // skip if this weapon doesn't exist
395                 if(!it || weapon_id < 0) { continue; }
396
397                 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
398                 if(autocvar_hud_panel_weapons_onlyowned)
399                 {
400                         if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
401                                 continue;
402                 }
403                 else
404                 {
405                         if (((it.spawnflags & WEP_FLAG_HIDDEN) || (it.spawnflags & WEP_FLAG_MUTATORBLOCKED)) && !(weapons_stat & WepSet_FromWeapon(it)))
406                                 continue;
407                 }
408
409                 // figure out the drawing position of weapon
410                 weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
411
412                 // update position of the currently selected weapon
413                 if(it == panel_switchweapon)
414                 {
415                         if(weapon_pos_current.y > weapon_pos.y)
416                                 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
417                         else if(weapon_pos_current.y < weapon_pos.y)
418                                 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
419                         if(weapon_pos_current.x > weapon_pos.x)
420                                 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
421                         else if(weapon_pos_current.x < weapon_pos.x)
422                                 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
423                 }
424
425                 // draw the weapon accuracy
426                 if(autocvar_hud_panel_weapons_accuracy)
427                 {
428                         float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
429                         if(panel_weapon_accuracy >= 0)
430                         {
431                                 color = Accuracy_GetColor(panel_weapon_accuracy);
432                                 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
433                         }
434                 }
435
436                 vector weapon_size_real = noncurrent_size;
437                 float weapon_alpha_real = noncurrent_alpha;
438                 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
439                 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
440                 if(radius_factor_x || radius_factor_y)
441                 {
442                         weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
443                         weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
444                         weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
445                 }
446
447                 vector weapon_pos_real = weapon_pos;
448                 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
449                 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
450
451                 // drawing all the weapon items
452                 if(weapons_stat & WepSet_FromWeapon(it))
453                 {
454                         // draw the weapon image
455                         drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
456
457                         // draw weapon label string
458                         switch(autocvar_hud_panel_weapons_label)
459                         {
460                                 case 1: // weapon number
461                                         drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
462                                         break;
463
464                                 case 2: // bind
465                                         drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
466                                         break;
467
468                                 case 3: // weapon name
469                                         drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
470                                         break;
471
472                                 default: // nothing
473                                         break;
474                         }
475
476                         // draw ammo status bar
477                         if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RESOURCE_NONE))
478                         {
479                                 float ammo_full;
480                                 a = getstati(GetAmmoStat(it.ammo_type)); // how much ammo do we have?
481
482                                 if(a > 0)
483                                 {
484                                         switch (it.ammo_type)
485                                         {
486                                                 case RESOURCE_SHELLS:  ammo_full = autocvar_hud_panel_weapons_ammo_full_shells;  break;
487                                                 case RESOURCE_BULLETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails;   break;
488                                                 case RESOURCE_ROCKETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
489                                                 case RESOURCE_CELLS:   ammo_full = autocvar_hud_panel_weapons_ammo_full_cells;   break;
490                                                 case RESOURCE_PLASMA:  ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma;  break;
491                                                 case RESOURCE_FUEL:    ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel;    break;
492                                                 default: ammo_full = 60;
493                                         }
494
495                                         drawsetcliparea(
496                                                 weapon_pos.x + baroffset.x,
497                                                 weapon_pos.y + baroffset.y,
498                                                 barsize.x * bound(0, a/ammo_full, 1),
499                                                 barsize.y
500                                         );
501
502                                         drawpic_aspect_skin(
503                                                 weapon_pos,
504                                                 "weapon_ammo",
505                                                 weapon_size,
506                                                 ammo_color,
507                                                 ammo_alpha,
508                                                 DRAWFLAG_NORMAL
509                                         );
510
511                                         drawresetcliparea();
512                                 }
513                         }
514                 }
515                 else // draw a "ghost weapon icon" if you don't have the weapon
516                 {
517                         drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
518                 }
519
520                 // draw the complain message
521                 if(it.m_id == complain_weapon)
522                 {
523                         if(fadetime)
524                                 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
525                         else
526                                 a = ((complain_weapon_time + when > time) ? 1 : 0);
527
528                         string s;
529                         if(complain_weapon_type == 0) {
530                                 s = _("Out of ammo");
531                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
532                         }
533                         else if(complain_weapon_type == 1) {
534                                 s = _("Don't have");
535                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
536                         }
537                         else {
538                                 s = _("Unavailable");
539                                 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
540                         }
541                         float padding = autocvar_hud_panel_weapons_complainbubble_padding;
542                         drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
543                         drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
544                 }
545
546                 #if 0
547                 /// debug code
548                 if(!autocvar_hud_panel_weapons_onlyowned)
549                 {
550                         drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
551                         drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
552                 }
553                 #endif
554
555                 // continue with new position for the next weapon
556                 if(vertical_order)
557                 {
558                         ++column;
559                         if(column >= columns)
560                         {
561                                 column = 0;
562                                 ++row;
563                         }
564                 }
565                 else
566                 {
567                         ++row;
568                         if(row >= rows)
569                         {
570                                 row = 0;
571                                 ++column;
572                         }
573                 }
574         }
575 }