#pragma once entity players; entity teams; float team_count; // real teams const int INITPRIO_FIRST = 0; const int INITPRIO_GAMETYPE = 0; const int INITPRIO_GAMETYPE_FALLBACK = 1; const int INITPRIO_FINDTARGET = 10; const int INITPRIO_DROPTOFLOOR = 20; const int INITPRIO_SETLOCATION = 90; const int INITPRIO_LINKDOORS = 91; const int INITPRIO_LAST = 99; void AuditLists(); float RegisterPlayer(entity player); void RemovePlayer(entity player); void MoveToLast(entity e); float RegisterTeam(entity Team); void RemoveTeam(entity Team); entity GetTeam(int Team, bool add); vector HUD_GetFontsize(string cvarname); float PreviewExists(string name); vector rotate(vector v, float a); #define IS_DEAD(s) (((s).classname == "csqcmodel") ? (s).csqcmodel_isdead : ((s).health <= 0)) // decolorizes and team colors the player name when needed string playername(string thename, float teamid); float cvar_or(string cv, float v); vector project_3d_to_2d(vector vec); vector drawfontscale; #define draw_beginBoldFont() MACRO_BEGIN { drawfont = FONT_USER + 2; } MACRO_END #define draw_endBoldFont() MACRO_BEGIN { drawfont = FONT_USER + 1; } MACRO_END float expandingbox_sizefactor_from_fadelerp(float fadelerp); vector expandingbox_resize_centered_box_offset(float sz, vector boxsize, float boxxsizefactor); void drawborderlines(float thickness, vector pos, vector dim, vector color, float theAlpha, float drawflag); void drawpic_tiled(vector pos, string pic, vector sz, vector area, vector color, float theAlpha, float drawflag); void HUD_Scale_Disable(); void HUD_Scale_Enable(); #define HUD_ScaleX(f) (f * hud_scale.x) #define HUD_ScaleY(f) (f * hud_scale.y) #define HUD_ShiftX(f) (f + hud_shift.x + hud_shift.z * (f - hud_scale_center.x)) #define HUD_ShiftY(f) (f + hud_shift.y + hud_shift.z * (f - hud_scale_center.y)) vector HUD_Scale(vector v); vector HUD_Shift(vector v); // The following functions / macros must be called from within // the panel HUD / scoreboard code so that pos and size are scaled // when the hud_dynamic code is running. // Make use of stringwidth_builtin and draw*_builtin everywhere else. float stringwidth(string text, float handleColors, vector sz); #define drawpic(position, pic, size, rgb, alpha, flag) \ drawpic_builtin(HUD_Shift(position), pic, HUD_Scale(size), rgb, alpha, flag) #define drawcharacter(position, character, scale, rgb, alpha, flag) \ drawcharacter_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag) #define drawstring(position, text, scale, rgb, alpha, flag) \ drawstring_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag) #define drawcolorcodedstring(position, text, scale, alpha, flag) \ drawcolorcodedstring_builtin(HUD_Shift(position), text, scale, alpha, flag) #define drawcolorcodedstring2(position, text, scale, rgb, alpha, flag) \ drawcolorcodedstring2_builtin(HUD_Shift(position), text, scale, rgb, alpha, flag) #define drawfill(position, size, rgb, alpha, flag) \ drawfill_builtin(HUD_Shift(position), HUD_Scale(size), rgb, alpha, flag) #define drawsetcliparea(xposition, yposition, w, h) \ drawsetcliparea_builtin(HUD_ShiftX(xposition), HUD_ShiftY(yposition), HUD_ScaleX(w), HUD_ScaleY(h)) // Since drawsubpic usually gets called multiple times from within an // utility function, instead of scaling pos and size in every call // we scale them once for all in the beginning of that utility function. // That's why drawsubpic isn't remapped. /* #define drawsubpic(position, size, pic, srcPosition, srcSize, rgb, alpha, flag) \ drawsubpic_builtin(HUD_Shift(position), HUD_Scale(size), pic, HUD_Shift(srcPosition), HUD_Scale(srcSize), rgb, alpha, flag) */ // drawpic wrapper to draw an image as large as possible with preserved aspect ratio into a box float _drawpic_imgaspect; vector _drawpic_imgsize; vector _drawpic_sz; float _drawpic_oldsz; string _drawpic_picpath; #define drawpic_aspect(pos,pic,mySize,color,theAlpha,drawflag)\ MACRO_BEGIN {\ _drawpic_imgsize = draw_getimagesize(pic);\ if(_drawpic_imgsize != '0 0 0') {\ _drawpic_imgaspect = _drawpic_imgsize.x/_drawpic_imgsize.y;\ _drawpic_sz = mySize;\ if(_drawpic_sz.x/_drawpic_sz.y > _drawpic_imgaspect) {\ _drawpic_oldsz = _drawpic_sz.x;\ _drawpic_sz.x = _drawpic_sz.y * _drawpic_imgaspect;\ if(_drawpic_sz.x)\ drawpic(pos + eX * (_drawpic_oldsz - _drawpic_sz.x) * 0.5, pic, _drawpic_sz, color, theAlpha, drawflag);\ } else {\ _drawpic_oldsz = _drawpic_sz.y;\ _drawpic_sz.y = _drawpic_sz.x / _drawpic_imgaspect;\ if(_drawpic_sz.y)\ drawpic(pos + eY * (_drawpic_oldsz - _drawpic_sz.y) * 0.5, pic, _drawpic_sz, color, theAlpha, drawflag);\ }\ }\ } MACRO_END // draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga #define drawpic_aspect_skin(pos,pic,sz,color,theAlpha,drawflag)\ MACRO_BEGIN {\ _drawpic_picpath = strcat(hud_skin_path, "/", pic);\ if(precache_pic(_drawpic_picpath) == "") {\ _drawpic_picpath = strcat("gfx/hud/default/", pic);\ }\ drawpic_aspect(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\ _drawpic_picpath = string_null;\ } MACRO_END // draw HUD element with image from gfx/hud/hud_skin/foo.tga if it exists, otherwise gfx/hud/default/foo.tga #define drawpic_skin(pos,pic,sz,color,theAlpha,drawflag)\ MACRO_BEGIN {\ _drawpic_picpath = strcat(hud_skin_path, "/", pic);\ if(precache_pic(_drawpic_picpath) == "") {\ _drawpic_picpath = strcat("gfx/hud/default/", pic);\ }\ drawpic(pos, _drawpic_picpath, sz, color, theAlpha, drawflag);\ _drawpic_picpath = string_null;\ } MACRO_END void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp); void drawpic_aspect_skin_expanding_two(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp); #define SET_POS_AND_SZ_Y_ASPECT(allow_colors) MACRO_BEGIN { \ float textaspect, oldsz; \ vector dfs = drawfontscale; \ drawfontscale = '1 1 0'; \ textaspect = stringwidth(text, allow_colors, '1 1 1' * sz.y) / sz.y; \ drawfontscale = dfs; \ if(sz.x/sz.y > textaspect) { \ oldsz = sz.x; \ sz.x = sz.y * textaspect; \ pos.x += (oldsz - sz.x) * 0.5; \ } else { \ oldsz = sz.y; \ sz.y = sz.x / textaspect; \ pos.y += (oldsz - sz.y) * 0.5; \ } \ } MACRO_END // drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag); // drawstring wrapper to draw a colorcodedstring as large as possible with preserved aspect ratio into a box void drawcolorcodedstring_aspect(vector pos, string text, vector sz, float theAlpha, float drawflag); void drawstring_expanding(vector position, string text, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp); // drawstring wrapper to draw a string as large as possible with preserved aspect ratio into a box void drawstring_aspect_expanding(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag, float fadelerp); void drawcolorcodedstring_expanding(vector position, string text, vector theScale, float theAlpha, float flag, float fadelerp); void drawcolorcodedstring_aspect_expanding(vector pos, string text, vector sz, float theAlpha, float drawflag, float fadelerp); // this draws the triangles of a model DIRECTLY. Don't expect high performance, really... float PolyDrawModelSurface(entity e, float i_s); void PolyDrawModel(entity e); void DrawCircleClippedPic(vector centre, float radi, string pic, float f, vector rgb, float a, float drawflag); const int MAX_ACCURACY_LEVELS = 10; float acc_lev[MAX_ACCURACY_LEVELS]; vector acc_col[MAX_ACCURACY_LEVELS]; float acc_col_loadtime; int acc_levels; string acc_color_levels; void Accuracy_LoadLevels(); void Accuracy_LoadColors(); vector Accuracy_GetColor(float accuracy);