]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/hud.qc
Buffs: rename registry globals
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
index eb50ebc094090437a069d5a7fcc87ae368b583b0..1636b11e7d59d64842148bae48860a2f96534f12 100644 (file)
@@ -9,7 +9,7 @@
 
 #include "../dpdefs/keycodes.qh"
 
-#include "../common/buffs.qh"
+#include "../common/buffs/all.qh"
 #include "../common/constants.qh"
 #include "../common/deathtypes.qh"
 #include "../common/items/all.qc"
@@ -334,7 +334,7 @@ void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theA
 
 // Weapon icons (#0)
 //
-entity weaponorder[WEP_MAXCOUNT];
+entity weaponorder[Weapons_MAX];
 void weaponorder_swap(int i, int j, entity pass)
 {
        entity h = weaponorder[i];
@@ -352,7 +352,7 @@ int weaponorder_cmp(int i, int j, entity pass)
 }
 
 void HUD_Weapons(void)
-{
+{SELFPARAM();
        // declarations
        WepSet weapons_stat = WepSet_GetFromStat();
        int i;
@@ -413,14 +413,14 @@ void HUD_Weapons(void)
                weapon_cnt = 0;
                for(i = WEP_FIRST; i <= WEP_LAST; ++i)
                {
-                       self = get_weaponinfo(i);
+                       setself(get_weaponinfo(i));
                        if(self.impulse >= 0)
                        {
                                weaponorder[weapon_cnt] = self;
                                ++weapon_cnt;
                        }
                }
-               for(i = weapon_cnt; i < WEP_MAXCOUNT; ++i)
+               for(i = weapon_cnt; i < Weapons_MAX; ++i)
                        weaponorder[i] = world;
                heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
 
@@ -441,7 +441,7 @@ void HUD_Weapons(void)
                if(cvar("wep_add"))
                {
                        weapons_stat = '0 0 0';
-                       float countw = 1 + floor((floor(time * cvar("wep_add"))) % WEP_COUNT);
+                       float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
                        for(i = WEP_FIRST; i <= countw; ++i)
                                weapons_stat |= WepSet_FromWeapon(i);
                }
@@ -472,7 +472,15 @@ void HUD_Weapons(void)
                vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
 
                // get the all-weapons layout
-               vector table_size = HUD_GetTableSize_BestItemAR(WEP_COUNT, padded_panel_size, aspect);
+               int nHidden = 0;
+               WepSet weapons_stat = WepSet_GetFromStat();
+               for (int i = WEP_FIRST; i <= WEP_LAST; ++i) {
+                       WepSet weapons_wep = WepSet_FromWeapon(i);
+                       if (weapons_stat & weapons_wep) continue;
+                       Weapon w = get_weaponinfo(i);
+                       if (w.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
+               }
+               vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, padded_panel_size, aspect);
                columns = table_size.x;
                rows = table_size.y;
                weapon_size.x = padded_panel_size.x / columns;
@@ -527,7 +535,7 @@ void HUD_Weapons(void)
                        panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
        }
        else
-               weapon_count = WEP_COUNT;
+               weapon_count = (Weapons_COUNT - 1);
 
        // animation for fading in/out the panel respectively when not in use
        if(!autocvar__hud_configure)
@@ -632,7 +640,7 @@ void HUD_Weapons(void)
 
        if(!rows) // if rows is > 0 onlyowned code has already updated these vars
        {
-               vector table_size = HUD_GetTableSize_BestItemAR(WEP_COUNT, panel_size, aspect);
+               vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1), panel_size, aspect);
                columns = table_size.x;
                rows = table_size.y;
                weapon_size.x = panel_size.x / columns;
@@ -673,7 +681,7 @@ void HUD_Weapons(void)
        for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
        {
                // retrieve information about the current weapon to be drawn
-               self = weaponorder[i];
+               setself(weaponorder[i]);
                weapon_id = self.impulse;
                isCurrent = (self.weapon == switchweapon);
 
@@ -1275,7 +1283,7 @@ void HUD_Powerups()
        if(superTime)
                addPowerupItem("Superweapons", "superweapons", autocvar_hud_progressbar_superweapons_color, superTime, 30);
 
-       FOREACH(BUFFS, it.m_itemid & allBuffs, LAMBDA(
+       FOREACH(Buffs, it.m_itemid & allBuffs, LAMBDA(
                addPowerupItem(it.m_prettyName, strcat("buff_", it.m_name), it.m_color, bound(0, getstatf(STAT_BUFF_TIME) - time, 99), 60);
        ));