//float buff_iconalign = autocvar_hud_panel_buffs_iconalign;
vector buff_offset = '0 0 0';
+ /*float strength = ceil(strength_time);
+ if(autocvar_hud_panel_powerups_progressbar)
+ HUD_Panel_DrawProgressBar(pos + strength_offset, mySize, autocvar_hud_panel_powerups_progressbar_strength, strength/maxstrength, is_vertical, strength_baralign, autocvar_hud_progressbar_strength_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+ if(autocvar_hud_panel_powerups_text)
+ {
+ if(strength > 1)
+ DrawNumIcon(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1);
+ if(strength <= 5)
+ DrawNumIcon_expanding(pos + strength_offset, mySize, strength, "strength", is_vertical, strength_iconalign, '1 1 1', 1, bound(0, (strength - strength_time) / 0.5, 1));
+ }*/
+
+ float buff_time, buff_maxtime;
+ buff_time = bound(0, getstatf(STAT_BUFF_TIME) - time, 99);
+ buff_maxtime = 60; // TODO: stat?
for(e = Buff_Type_first; e; e = e.enemy) if(buffs & e.items)
{
+ if(buff_time && autocvar_hud_panel_buffs_progressbar)
+ HUD_Panel_DrawProgressBar(pos + buff_offset, mySize, autocvar_hud_panel_buffs_progressbar_name, buff_time/buff_maxtime, 0, 0,
+ Buff_Color(e.items) * 0.5, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+
//DrawNumIcon(pos + buff_offset, mySize, shield, "shield", is_vertical, buff_iconalign, '1 1 1', 1);
drawcolorcodedstring_aspect(pos + buff_offset, s, mySize, panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
}