#include "modicons.qh" #include #include #include #include #include #include #include // Mod icons (#10) void HUD_ModIcons_Export(int fh) { // allow saving cvars that aesthetically change the panel into hud skin files FOREACH(Gametypes, it.m_modicons_export, it.m_modicons_export(fh)); } void HUD_ModIcons_SetFunc() { HUD_ModIcons_GameType = gametype.m_modicons; } float mod_alpha; void HUD_ModIcons() { if(!autocvar__hud_configure) { if(!autocvar_hud_panel_modicons) return; if(!HUD_ModIcons_GameType) return; } if(mod_active || autocvar__hud_configure) mod_alpha = min(mod_alpha + frametime * 2, 1); else mod_alpha = max(mod_alpha - frametime * 2, 0); //if(mod_alpha <= 0) // return; panel_fade_alpha *= mod_alpha; HUD_Panel_LoadCvars(); draw_beginBoldFont(); if (autocvar_hud_panel_modicons_dynamichud) HUD_Scale_Enable(); else HUD_Scale_Disable(); HUD_Panel_DrawBg(); if(panel_bg_padding) { panel_pos += '1 1 0' * panel_bg_padding; panel_size -= '2 2 0' * panel_bg_padding; } if(autocvar__hud_configure) HUD_Mod_CTF(panel_pos, panel_size); else HUD_ModIcons_GameType(panel_pos, panel_size); draw_endBoldFont(); }