#include <common/deathtypes/all.qh>
#include <common/items/all.qc>
#include <common/mapinfo.qh>
+#include <common/vehicles/all.qh>
#include <common/mutators/mutator/waypoints/all.qh>
#include <common/stats.qh>
#include <lib/csqcmodel/cl_player.qh>
-// TODO: remove
-#include <server/mutators/mutator/gamemode_ctf.qc>
+#include <server/mutators/mutator/gamemode_ctf.qh> // TODO: remove
/*
float HUD_GetRowCount(int item_count, vector size, float item_aspect)
{
+ TC(int, item_count);
float aspect = size_y / size_x;
return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
}
vector HUD_GetTableSize_BestItemAR(int item_count, vector psize, float item_aspect)
{
+ TC(int, item_count);
float columns, rows;
float ratio, best_ratio = 0;
float best_columns = 1, best_rows = 1;
//basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag)
{
+ TC(bool, vertical); TC(int, drawflag);
if(!length_ratio || !theAlpha)
return;
if(length_ratio > 1)
void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag)
{
+ TC(int, drawflag);
if(!theAlpha)
return;
void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha, float fadelerp)
{
+ TC(bool, vertical); TC(bool, icon_right_align);
vector newPos = '0 0 0', newSize = '0 0 0';
vector picpos, numpos;
drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
}
-void DrawNumIcon(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha)
+void DrawNumIcon(vector myPos, vector mySize, float x, string icon, bool vertical, int icon_right_align, vector color, float theAlpha)
{
+ TC(bool, vertical); TC(int, icon_right_align);
DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
}
==================
*/
+void CSQC_BUMBLE_GUN_HUD();
+
void HUD_Vehicle()
{
if(autocvar__hud_configure) return;
bool HUD_Panel_CheckFlags(int showflags)
{
+ TC(int, showflags);
if ( HUD_Minigame_Showpanels() )
return showflags & PANEL_SHOW_MINIGAME;
if(intermission == 2)