3 #include <client/autocvars.qh>
4 #include <client/draw.qh>
5 #include <client/main.qh>
6 #include <client/view.qh>
7 #include <common/wepent.qh>
11 void HUD_Weapons_Export(int fh)
13 HUD_Write_Cvar("hud_panel_weapons_accuracy");
14 HUD_Write_Cvar("hud_panel_weapons_label");
15 HUD_Write_Cvar("hud_panel_weapons_label_scale");
16 HUD_Write_Cvar("hud_panel_weapons_complainbubble");
17 HUD_Write_Cvar("hud_panel_weapons_complainbubble_padding");
18 HUD_Write_Cvar("hud_panel_weapons_complainbubble_time");
19 HUD_Write_Cvar("hud_panel_weapons_complainbubble_fadetime");
20 HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_outofammo");
21 HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_donthave");
22 HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_unavailable");
23 HUD_Write_Cvar("hud_panel_weapons_ammo");
24 HUD_Write_Cvar("hud_panel_weapons_ammo_color");
25 HUD_Write_Cvar("hud_panel_weapons_ammo_alpha");
26 HUD_Write_Cvar("hud_panel_weapons_aspect");
27 HUD_Write_Cvar("hud_panel_weapons_timeout");
28 HUD_Write_Cvar("hud_panel_weapons_timeout_effect");
29 HUD_Write_Cvar("hud_panel_weapons_timeout_fadebgmin");
30 HUD_Write_Cvar("hud_panel_weapons_timeout_fadefgmin");
31 HUD_Write_Cvar("hud_panel_weapons_timeout_speed_in");
32 HUD_Write_Cvar("hud_panel_weapons_timeout_speed_out");
33 HUD_Write_Cvar("hud_panel_weapons_onlyowned");
34 HUD_Write_Cvar("hud_panel_weapons_noncurrent_alpha");
35 HUD_Write_Cvar("hud_panel_weapons_noncurrent_scale");
36 HUD_Write_Cvar("hud_panel_weapons_selection_radius");
37 HUD_Write_Cvar("hud_panel_weapons_selection_speed");
40 void Accuracy_LoadLevels()
42 if(autocvar_accuracy_color_levels != acc_color_levels)
44 strcpy(acc_color_levels, autocvar_accuracy_color_levels);
45 acc_levels = tokenize_console(acc_color_levels);
46 if(acc_levels > MAX_ACCURACY_LEVELS)
47 acc_levels = MAX_ACCURACY_LEVELS;
49 LOG_INFO("Warning: accuracy_color_levels must contain at least 2 values");
52 for(i = 0; i < acc_levels; ++i)
53 acc_lev[i] = stof(argv(i)) / 100.0;
57 void Accuracy_LoadColors()
59 if(time > acc_col_loadtime)
63 for(i = 0; i < acc_levels; ++i)
64 acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
65 acc_col_loadtime = time + 2;
69 vector Accuracy_GetColor(float accuracy)
74 return '0 0 0'; // return black, can't determine the right color
76 // find the max level lower than acc
78 while(j && accuracy < acc_lev[j])
81 // inject color j+1 in color j, how much depending on how much accuracy is higher than level j
82 factor = (accuracy - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
84 color = color + factor * (acc_col[j+1] - color);
88 entity weaponorder[REGISTRY_MAX(Weapons)];
89 void weaponorder_swap(int i, int j, entity pass)
91 TC(int, i); TC(int, j);
92 entity h = weaponorder[i];
93 weaponorder[i] = weaponorder[j];
97 string weaponorder_cmp_str;
98 int weaponorder_cmp(int i, int j, entity pass)
100 TC(int, i); TC(int, j);
101 int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
102 int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
103 return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
106 #define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN \
108 FOREACH(Weapons, it != WEP_Null, { \
109 if (weapons_stat & WepSet_FromWeapon(it)) continue; \
110 if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)) nHidden += 1; \
112 vector table_size = HUD_GetTableSize_BestItemAR((REGISTRY_COUNT(Weapons) - 1) - nHidden, panel_size, aspect); \
113 columns = table_size.x; \
114 rows = table_size.y; \
115 weapon_size.x = panel_size.x / columns; \
116 weapon_size.y = panel_size.y / rows; \
119 string cl_weaponpriority_old;
120 bool weapons_orderbyimpulse_old;
124 WepSet weapons_stat = WepSet_GetFromStat();
128 vector center = '0 0 0';
129 int weapon_count, weapon_id;
130 int row, column, rows = 0, columns = 0;
131 bool vertical_order = true;
132 float aspect = autocvar_hud_panel_weapons_aspect;
134 float timeout = autocvar_hud_panel_weapons_timeout;
135 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
136 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
138 vector barsize = '0 0 0', baroffset = '0 0 0';
139 vector ammo_color = '1 0 1';
140 float ammo_alpha = 1;
142 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
143 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
145 bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_AMMO);
147 vector weapon_pos, weapon_size = '0 0 0';
150 entity panel_switchweapon = NULL;
152 // check to see if we want to continue
153 if(hud != HUD_NORMAL) return;
155 if(!autocvar__hud_configure)
157 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
159 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
161 if(timeout && time >= weapontime + timeout + timeout_effect_length)
162 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)))
164 weaponprevtime = time;
169 // update generic hud functions
170 HUD_Panel_LoadCvars();
172 if(cl_weaponpriority_old != autocvar_cl_weaponpriority || weapons_orderbyimpulse_old != autocvar_hud_panel_weapons_orderbyimpulse || weaponorder[0] == NULL)
174 weapons_orderbyimpulse_old = autocvar_hud_panel_weapons_orderbyimpulse;
175 strcpy(cl_weaponpriority_old, autocvar_cl_weaponpriority);
176 string weporder = W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(cl_weaponpriority_old));
177 if(autocvar_hud_panel_weapons_orderbyimpulse)
179 weporder = W_FixWeaponOrder_BuildImpulseList(weporder);
182 weaponorder_cmp_str = strcat(" ", weporder, " ");
185 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
186 for(i = weapon_cnt; i < REGISTRY_MAX(Weapons); ++i)
187 weaponorder[i] = NULL;
188 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
190 weaponorder_cmp_str = string_null;
193 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
194 complain_weapon = NULL;
196 entity wepent = viewmodels[0]; // TODO: unhardcode
198 if (wepent.switchweapon == WEP_Null)
199 panel_switchweapon = NULL;
200 else if (!panel_switchweapon)
201 panel_switchweapon = wepent.switchweapon;
203 if(autocvar__hud_configure)
208 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
209 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && !(it.spawnflags & WEP_FLAG_SPECIALATTACK))
211 if(!panel_switchweapon || j < 4)
212 panel_switchweapon = it;
213 weapons_stat |= it.m_wepset;
225 FOREACH(Weapons, it != WEP_Null, {
226 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
228 weapons_stat = '0 0 0';
229 float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((REGISTRY_COUNT(Weapons) - 1) - nHidden));
230 for(i = 0, j = 0; i <= (REGISTRY_COUNT(Weapons) - 1) && j < countw; ++i)
232 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
234 weapons_stat |= weaponorder[i].m_wepset;
241 // determine which weapons are going to be shown
242 if (autocvar_hud_panel_weapons_onlyowned)
244 if(autocvar__hud_configure)
246 if(hud_configure_menu_open != 2)
247 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
250 // do we own this weapon?
252 if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
254 for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
255 if (weaponorder[i] == panel_switchweapon || weaponorder[i] == complain_weapon)
260 for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
261 if ((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || weaponorder[i] == complain_weapon)
265 // might as well commit suicide now, no reason to live ;)
266 if (weapon_count == 0)
269 vector old_panel_size = panel_size;
270 panel_size -= '2 2 0' * panel_bg_padding;
272 HUD_WEAPONS_GET_FULL_LAYOUT();
274 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
275 // we enlarge them a bit when possible to better match the desired aspect ratio
276 if(panel_size.x / panel_size.y < aspect)
278 // maximum number of rows that allows to display items with the desired aspect ratio
279 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
280 columns = min(columns, ceil(weapon_count / max_rows));
281 rows = ceil(weapon_count / columns);
282 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
283 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
284 vertical_order = false;
288 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
289 rows = min(rows, ceil(weapon_count / max_columns));
290 columns = ceil(weapon_count / rows);
291 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
292 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
293 vertical_order = true;
296 // reduce size of the panel
297 panel_size.x = columns * weapon_size.x;
298 panel_size.y = rows * weapon_size.y;
299 panel_size += '2 2 0' * panel_bg_padding;
301 // center the resized panel, or snap it to the screen edge when close enough
302 if(panel_pos.x > vid_conwidth * 0.001)
304 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
305 panel_pos.x += old_panel_size.x - panel_size.x;
307 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
309 else if(old_panel_size.x > vid_conwidth * 0.999)
310 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
312 if(panel_pos.y > vid_conheight * 0.001)
314 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
315 panel_pos.y += old_panel_size.y - panel_size.y;
317 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
319 else if(old_panel_size.y > vid_conheight * 0.999)
320 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
323 weapon_count = (REGISTRY_COUNT(Weapons) - 1);
325 // animation for fading in/out the panel respectively when not in use
326 if(!autocvar__hud_configure)
328 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
330 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
332 // fade the panel alpha
333 if(autocvar_hud_panel_weapons_timeout_effect == 1)
335 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
336 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
338 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
340 panel_bg_alpha *= (1 - f);
341 panel_fg_alpha *= (1 - f);
344 // move the panel off the screen
345 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
347 f *= f; // for a cooler movement
348 center.x = panel_pos.x + panel_size.x/2;
349 center.y = panel_pos.y + panel_size.y/2;
350 screen_ar = vid_conwidth/vid_conheight;
351 if (center.x/center.y < screen_ar) //bottom left
353 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
354 panel_pos.y += f * (vid_conheight - panel_pos.y);
356 panel_pos.x -= f * (panel_pos.x + panel_size.x);
360 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
361 panel_pos.x += f * (vid_conwidth - panel_pos.x);
363 panel_pos.y -= f * (panel_pos.y + panel_size.y);
366 center.x = -1; // mark the panel as off screen
368 weaponprevtime = time - (1 - f) * timein_effect_length;
370 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
372 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
374 // fade the panel alpha
375 if(autocvar_hud_panel_weapons_timeout_effect == 1)
377 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
378 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
380 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
382 panel_bg_alpha *= (f);
383 panel_fg_alpha *= (f);
386 // move the panel back on screen
387 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
389 f *= f; // for a cooler movement
391 center.x = panel_pos.x + panel_size.x/2;
392 center.y = panel_pos.y + panel_size.y/2;
393 screen_ar = vid_conwidth/vid_conheight;
394 if (center.x/center.y < screen_ar) //bottom left
396 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
397 panel_pos.y += f * (vid_conheight - panel_pos.y);
399 panel_pos.x -= f * (panel_pos.x + panel_size.x);
403 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
404 panel_pos.x += f * (vid_conwidth - panel_pos.x);
406 panel_pos.y -= f * (panel_pos.y + panel_size.y);
412 // draw the background, then change the virtual size of it to better fit other items inside
413 if (autocvar_hud_panel_weapons_dynamichud)
420 return; // panel has gone off screen
424 panel_pos += '1 1 0' * panel_bg_padding;
425 panel_size -= '2 2 0' * panel_bg_padding;
428 // after the sizing and animations are done, update the other values
430 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
432 HUD_WEAPONS_GET_FULL_LAYOUT();
433 vertical_order = (panel_size.x / panel_size.y >= aspect);
436 // calculate position/size for visual bar displaying ammount of ammo status
437 if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
439 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
440 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
442 if(weapon_size.x/weapon_size.y > aspect)
444 barsize.x = aspect * weapon_size.y;
445 barsize.y = weapon_size.y;
446 baroffset.x = (weapon_size.x - barsize.x) / 2;
450 barsize.y = 1/aspect * weapon_size.x;
451 barsize.x = weapon_size.x;
452 baroffset.y = (weapon_size.y - barsize.y) / 2;
455 if(autocvar_hud_panel_weapons_accuracy)
456 Accuracy_LoadColors();
460 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
461 vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
462 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
463 static vector weapon_pos_current = '-1 0 0';
464 if(weapon_pos_current.x == -1)
465 weapon_pos_current = panel_pos;
468 if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
471 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
472 vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
474 // draw background behind currently selected weapon
475 // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
476 if(panel_switchweapon)
477 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
479 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
481 // retrieve information about the current weapon to be drawn
482 entity it = weaponorder[i];
483 weapon_id = it.impulse;
485 // skip if this weapon doesn't exist
486 if(!it || weapon_id < 0) { continue; }
488 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
489 if (autocvar_hud_panel_weapons_onlyowned)
491 if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
493 if (!(it == panel_switchweapon || it == complain_weapon))
498 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it == complain_weapon)))
504 if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)
505 && !(weapons_stat & WepSet_FromWeapon(it)))
511 // figure out the drawing position of weapon
512 weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
514 // update position of the currently selected weapon
515 if(it == panel_switchweapon)
517 if(weapon_pos_current.y > weapon_pos.y)
518 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
519 else if(weapon_pos_current.y < weapon_pos.y)
520 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
521 if(weapon_pos_current.x > weapon_pos.x)
522 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
523 else if(weapon_pos_current.x < weapon_pos.x)
524 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
527 // draw the weapon accuracy
528 if(autocvar_hud_panel_weapons_accuracy)
530 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
531 if(panel_weapon_accuracy >= 0)
533 color = Accuracy_GetColor(panel_weapon_accuracy);
534 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
538 vector weapon_size_real = noncurrent_size;
539 float weapon_alpha_real = noncurrent_alpha;
540 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
541 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
542 if(radius_factor_x || radius_factor_y)
544 weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
545 weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
546 weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
549 vector weapon_pos_real = weapon_pos;
550 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
551 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
553 // drawing all the weapon items
554 if(weapons_stat & WepSet_FromWeapon(it))
556 // draw the weapon image
557 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
559 // draw weapon label string
560 switch(autocvar_hud_panel_weapons_label)
562 case 1: // weapon number
563 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
567 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
570 case 3: // weapon name
571 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
578 // draw ammo status bar
579 if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RES_NONE))
582 a = getstati(GetAmmoStat(it.ammo_type)); // how much ammo do we have?
586 switch (it.ammo_type)
588 case RES_SHELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
589 case RES_BULLETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
590 case RES_ROCKETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
591 case RES_CELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
592 case RES_PLASMA: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
593 case RES_FUEL: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
594 default: ammo_full = 60;
598 weapon_pos.x + baroffset.x,
599 weapon_pos.y + baroffset.y,
600 barsize.x * bound(0, a/ammo_full, 1),
617 else // draw a "ghost weapon icon" if you don't have the weapon
619 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
622 // draw the complain message
623 if(it == complain_weapon)
626 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
628 a = ((complain_weapon_time + when > time) ? 1 : 0);
631 if(complain_weapon_type == 0) {
632 s = _("Out of ammo");
633 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
635 else if(complain_weapon_type == 1) {
637 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
640 s = _("Unavailable");
641 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
643 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
644 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
645 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
650 if(!autocvar_hud_panel_weapons_onlyowned)
652 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
653 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
657 // continue with new position for the next weapon
661 if(column >= columns)