]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/hud/panel/weapons.qc
Merge branch 'master' into martin-t/damagetext
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / weapons.qc
index 712eb26c58c020140c1743a1ec5471b69b7a1e40..69fd82c9e0d9d79a71890c6e6c3d88f82c334ecb 100644 (file)
@@ -1,5 +1,7 @@
 #include "weapons.qh"
-// Weapon icons (#0)
+
+
+// Weapons (#0)
 
 entity weaponorder[Weapons_MAX];
 void weaponorder_swap(int i, int j, entity pass)
@@ -23,7 +25,7 @@ int weaponorder_cmp(int i, int j, entity pass)
        int nHidden = 0; \
        FOREACH(Weapons, it != WEP_Null, { \
                if (weapons_stat & WepSet_FromWeapon(it)) continue; \
-               if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
+               if (it.spawnflags & WEP_FLAG_HIDDEN || it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
        }); \
        vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
        columns = table_size.x; \
@@ -56,9 +58,13 @@ void HUD_Weapons()
        float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
        float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
 
+       bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
+
        vector weapon_pos, weapon_size = '0 0 0';
        vector color;
 
+       entity panel_switchweapon = NULL;
+
        // check to see if we want to continue
        if(hud != HUD_NORMAL) return;
 
@@ -66,6 +72,8 @@ void HUD_Weapons()
        {
                if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
                        return;
+               if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
+                       return;
                if(timeout && time >= weapontime + timeout + timeout_effect_length)
                if(autocvar_hud_panel_weapons_timeout_effect == 3 || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
                {
@@ -75,7 +83,7 @@ void HUD_Weapons()
        }
 
        // update generic hud functions
-       HUD_Panel_UpdateCvars();
+       HUD_Panel_LoadCvars();
 
        // figure out weapon order (how the weapons are sorted) // TODO make this configurable
        if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
@@ -110,6 +118,8 @@ void HUD_Weapons()
                        FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
                                if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
                                {
+                                       if(!panel_switchweapon || j < 4)
+                                               panel_switchweapon = it;
                                        weapons_stat |= it.m_wepset;
                                        ++j;
                                }
@@ -143,8 +153,8 @@ void HUD_Weapons()
        {
                if(autocvar__hud_configure)
                {
-                       if(menu_enabled != 2)
-                               HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
+                       if(hud_configure_menu_open != 2)
+                               HUD_Panel_DrawBg(); // also draw the bg of the entire panel
                }
 
                // do we own this weapon?
@@ -302,7 +312,11 @@ void HUD_Weapons()
        }
 
        // draw the background, then change the virtual size of it to better fit other items inside
-       HUD_Panel_DrawBg(1);
+       if (autocvar_hud_panel_weapons_dynamichud)
+               HUD_Scale_Enable();
+       else
+               HUD_Scale_Disable();
+       HUD_Panel_DrawBg();
 
        if(center.x == -1)
                return; // panel has gone off screen
@@ -322,7 +336,7 @@ void HUD_Weapons()
        }
 
        // calculate position/size for visual bar displaying ammount of ammo status
-       if (autocvar_hud_panel_weapons_ammo)
+       if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
        {
                ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
                ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
@@ -346,9 +360,8 @@ void HUD_Weapons()
        // draw items
        row = column = 0;
        vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
-       vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
+       vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
        float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
-       bool isCurrent;
        static vector weapon_pos_current = '-1 0 0';
        if(weapon_pos_current.x == -1)
                weapon_pos_current = panel_pos;
@@ -360,9 +373,17 @@ void HUD_Weapons()
                switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
        vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
 
+       entity wepent = viewmodels[0]; // TODO: unhardcode
+
+       if(wepent.switchweapon == WEP_Null)
+               panel_switchweapon = NULL;
+       else if(!panel_switchweapon)
+               panel_switchweapon = wepent.switchweapon;
+
        // draw background behind currently selected weapon
        // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
-       drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+       if(panel_switchweapon)
+               drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
 
        for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
        {
@@ -389,8 +410,7 @@ void HUD_Weapons()
                weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
 
                // update position of the currently selected weapon
-               isCurrent = (it == switchweapon);
-               if(isCurrent)
+               if(it == panel_switchweapon)
                {
                        if(weapon_pos_current.y > weapon_pos.y)
                                weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
@@ -454,7 +474,7 @@ void HUD_Weapons()
                        }
 
                        // draw ammo status bar
-                       if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
+                       if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
                        {
                                float ammo_full;
                                a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?