]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into terencehill/hud_code_cleanup
authorterencehill <piuntn@gmail.com>
Mon, 6 Jan 2014 00:07:02 +0000 (01:07 +0100)
committerterencehill <piuntn@gmail.com>
Mon, 6 Jan 2014 00:07:02 +0000 (01:07 +0100)
Conflicts:
qcsrc/client/hud.qc
qcsrc/client/hud.qh
qcsrc/common/items.qh

1  2 
qcsrc/client/Main.qc
qcsrc/client/View.qc
qcsrc/client/autocvars.qh
qcsrc/client/csqcmodel_hooks.qc
qcsrc/client/hud.qc
qcsrc/client/hud.qh
qcsrc/client/hud_config.qc
qcsrc/client/miscfunctions.qc
qcsrc/client/scoreboard.qc
qcsrc/common/items.qh

Simple merge
Simple merge
index eeeff8201e4a878e6f57b13df03a8ad0205977ee,43aab6ae44c73f3c2b0c598bbe4ae3d72014248e..5ba321ae17d89456f3411c36eff91d8144fcdf65
@@@ -337,19 -339,9 +339,19 @@@ float autocvar_hud_panel_weapons_timeou
  float autocvar_hud_panel_weapons_timeout_effect;
  float autocvar_hud_panel_weapons_timeout_fadebgmin;
  float autocvar_hud_panel_weapons_timeout_fadefgmin;
- var float autocvar_hud_panel_weapons_timeout_speed_in = 0.25; 
+ var float autocvar_hud_panel_weapons_timeout_speed_in = 0.25;
  var float autocvar_hud_panel_weapons_timeout_speed_out = 0.75;
 +vector autocvar_hud_progressbar_acceleration_color;
 +vector autocvar_hud_progressbar_acceleration_neg_color;
  float autocvar_hud_progressbar_alpha;
 +vector autocvar_hud_progressbar_armor_color;
 +vector autocvar_hud_progressbar_fuel_color;
 +vector autocvar_hud_progressbar_health_color;
 +vector autocvar_hud_progressbar_nexball_color;
 +vector autocvar_hud_progressbar_shield_color;
 +vector autocvar_hud_progressbar_speed_color;
 +vector autocvar_hud_progressbar_strength_color;
 +vector autocvar_hud_progressbar_superweapons_color;
  float autocvar_hud_showbinds;
  float autocvar_hud_showbinds_limit;
  float autocvar__hud_showbinds_reload;
Simple merge
Simple merge
index 12b3919b8e4fb6c254cb8a63fc59d87feb97c9a5,c2432b97c78191d5d8b38304cf14c414bf66b707..840e802148dfc8659613fa2eb6465c49b80a0351
@@@ -288,26 -333,22 +288,25 @@@ if(panel.update_time <= time) { 
        panel_bg_alpha_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_alpha")); \
        panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
        panel_bg_padding_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_padding")); \
 -      HUD_Panel_GetStringVars()\
 +      HUD_Panel_GetBg()\
 +      if (panel.current_panel_bg != "0") {\
 +              HUD_Panel_GetColorTeam()\
 +              HUD_Panel_GetColor()\
 +              HUD_Panel_GetBgAlpha()\
 +              HUD_Panel_GetBorder()\
 +      }\
 +      HUD_Panel_GetFgAlpha()\
 +      HUD_Panel_GetPadding()\
 +      panel.current_panel_bg_alpha = panel_bg_alpha; \
 +      panel.current_panel_fg_alpha = panel_fg_alpha; \
        if(menu_enabled == 2 && panel == highlightedPanel) {\
 -              HUD_Panel_GetMenuSize()\
 -              HUD_Panel_GetMenuPos()\
 -      } \
 +              HUD_Panel_UpdatePosSize_ForMenu()\
 +      } else {\
 +              panel_bg_alpha *= hud_fade_alpha;\
 +              panel_fg_alpha *= hud_fade_alpha;\
 +      }\
        panel.current_panel_pos = panel_pos; \
        panel.current_panel_size = panel_size; \
 -      if(panel.current_panel_bg) \
 -              strunzone(panel.current_panel_bg); \
 -      if(panel_bg == "")\
 -      {\
 -              /*printf("^xf08 %s panel: panel_bg is empty\n", panel.panel_name);*/\
 -              panel_bg = "0";\
 -      }\
 -      panel.current_panel_bg = strzone(panel_bg); \
--      panel.current_panel_bg_alpha = panel_bg_alpha; \
        panel.current_panel_bg_border = panel_bg_border; \
        panel.current_panel_bg_color = panel_bg_color; \
        panel.current_panel_bg_color_team = panel_bg_color_team; \
Simple merge
Simple merge
Simple merge
index 0bf8fd8efff5e08a1a534022c82401de61c37eab,35cc00232bfd329eab32beeb5907f6707852f7aa..264c9ca73bd56070b6a41d69e0a359ea0f1503db
@@@ -1,56 -1,58 +1,56 @@@
float BOT_PICKUP_RATING_LOW   = 2500;
float BOT_PICKUP_RATING_MID   = 5000;
float BOT_PICKUP_RATING_HIGH  = 10000;
float WEP_TYPE_OTHER        =  0x00; // not for damaging people
float WEP_TYPE_SPLASH       =  0x01; // splash damage
float WEP_TYPE_HITSCAN              =  0x02; // hitscan
- float WEP_TYPEMASK            =  0x0F;
- float WEP_FLAG_CANCLIMB       =  0x10; // can be used for movement
- float WEP_FLAG_NORMAL         =  0x20; // in "most weapons" set
- float WEP_FLAG_HIDDEN         =  0x40; // hides from menu
- float WEP_FLAG_RELOADABLE     =  0x80; // can has reload
- float WEP_FLAG_SUPERWEAPON    = 0x100; // powerup timer
- float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
float IT_UNLIMITED_WEAPON_AMMO     = 1;
const float BOT_PICKUP_RATING_LOW     = 2500;
const float BOT_PICKUP_RATING_MID     = 5000;
const float BOT_PICKUP_RATING_HIGH    = 10000;
const float WEP_TYPE_OTHER          =  0x00; // not for damaging people
const float WEP_TYPE_SPLASH         =  0x01; // splash damage
const float WEP_TYPE_HITSCAN        =  0x02; // hitscan
const float WEP_TYPEMASK            =  0x0F;
const float WEP_FLAG_CANCLIMB       =  0x10; // can be used for movement
const float WEP_FLAG_NORMAL         =  0x20; // in "most weapons" set
const float WEP_FLAG_HIDDEN         =  0x40; // hides from menu
const float WEP_FLAG_RELOADABLE     =  0x80; // can has reload
const float WEP_FLAG_SUPERWEAPON    = 0x100; // powerup timer
const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
const float   IT_UNLIMITED_WEAPON_AMMO     = 1;
  // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
float IT_UNLIMITED_SUPERWEAPONS    = 2;
const float   IT_UNLIMITED_SUPERWEAPONS    = 2;
  // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
- float   IT_CTF_SHIELDED              = 4; // set for the flag shield
- float   IT_USING_JETPACK             = 8; // confirmation that button is pressed
- float   IT_JETPACK                   = 16; // actual item
- float   IT_FUEL_REGEN                = 32; // fuel regeneration trigger
- float   IT_SHELLS                    = 256;
- float   IT_NAILS                     = 512;
- float   IT_ROCKETS                   = 1024;
- float   IT_CELLS                     = 2048;
- float   IT_SUPERWEAPON               = 4096;
- float   IT_FUEL                      = 128;
- float   IT_STRENGTH                  = 8192;
- float   IT_INVINCIBLE                = 16384;
- float   IT_HEALTH                    = 32768;
const float   IT_CTF_SHIELDED              = 4; // set for the flag shield
const float   IT_USING_JETPACK             = 8; // confirmation that button is pressed
const float   IT_JETPACK                   = 16; // actual item
const float   IT_FUEL_REGEN                = 32; // fuel regeneration trigger
WANT_CONST float   IT_SHELLS                    = 256;
WANT_CONST float   IT_NAILS                     = 512;
WANT_CONST float   IT_ROCKETS                   = 1024;
WANT_CONST float   IT_CELLS                     = 2048;
const float   IT_SUPERWEAPON               = 4096;
const float   IT_FUEL                      = 128;
const float   IT_STRENGTH                  = 8192;
const float   IT_INVINCIBLE                = 16384;
const float   IT_HEALTH                    = 32768;
  // union:
        // for items:
-       float   IT_KEY1                                 = 131072;
-       float   IT_KEY2                                 = 262144;
+       WANT_CONST float        IT_KEY1                                 = 131072;
+       WANT_CONST float        IT_KEY2                                 = 262144;
        // for players:
-       float   IT_RED_FLAG_TAKEN               = 32768;
-       float   IT_RED_FLAG_LOST                = 65536;
-       float   IT_RED_FLAG_CARRYING            = 98304;
-       float   IT_BLUE_FLAG_TAKEN              = 131072;
-       float   IT_BLUE_FLAG_LOST               = 262144;
-       float   IT_BLUE_FLAG_CARRYING   = 393216;
+       const float     IT_RED_FLAG_TAKEN               = 32768;
+       const float     IT_RED_FLAG_LOST                = 65536;
+       const float     IT_RED_FLAG_CARRYING            = 98304;
+       const float     IT_BLUE_FLAG_TAKEN              = 131072;
+       const float     IT_BLUE_FLAG_LOST               = 262144;
+       const float     IT_BLUE_FLAG_CARRYING   = 393216;
  // end
- float   IT_5HP                       = 524288;
- float   IT_25HP                      = 1048576;
- float   IT_ARMOR_SHARD               = 2097152;
- float   IT_ARMOR                     = 4194304;
const float   IT_5HP                       = 524288;
const float   IT_25HP                      = 1048576;
const float   IT_ARMOR_SHARD               = 2097152;
const float   IT_ARMOR                     = 4194304;
  
- float   IT_AMMO                      = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
- float   IT_PICKUPMASK                = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
- float   IT_UNLIMITED_AMMO            = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
const float   IT_AMMO                      = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
const float   IT_PICKUPMASK                = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
const float   IT_UNLIMITED_AMMO            = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
  
 -const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
 -
  // variables:
  string weaponorder_byid;