#include "weapons.qh"
-// Weapon icons (#0)
+
+
+// Weapons (#0)
entity weaponorder[Weapons_MAX];
void weaponorder_swap(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; \
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;
{
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)))
{
}
// 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])
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;
}
{
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?
}
// 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
}
// 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;
// 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_pos = '0 0 0';
- 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;
+
+ float switch_speed;
+ if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
+ switch_speed = 999;
+ else
+ 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
+ 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)
{
// figure out the drawing position of weapon
weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
- noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
- noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
- // draw background behind currently selected weapon
- isCurrent = (it == switchweapon);
- if(isCurrent)
- drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ // update position of the currently selected weapon
+ 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));
+ else if(weapon_pos_current.y < weapon_pos.y)
+ weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
+ if(weapon_pos_current.x > weapon_pos.x)
+ weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
+ else if(weapon_pos_current.x < weapon_pos.x)
+ weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
+ }
// draw the weapon accuracy
if(autocvar_hud_panel_weapons_accuracy)
}
}
+ vector weapon_size_real = noncurrent_size;
+ float weapon_alpha_real = noncurrent_alpha;
+ float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
+ float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
+ if(radius_factor_x || radius_factor_y)
+ {
+ weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
+ weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
+ weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
+ }
+
+ vector weapon_pos_real = weapon_pos;
+ weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
+ weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
+
// drawing all the weapon items
if(weapons_stat & WepSet_FromWeapon(it))
{
// draw the weapon image
- if(isCurrent)
- drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- else
- drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
// draw weapon label string
switch(autocvar_hud_panel_weapons_label)
}
// 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?
}
else // draw a "ghost weapon icon" if you don't have the weapon
{
- drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
}
// draw the complain message