3 #include <client/draw.qh>
4 #include <client/view.qh>
5 #include <common/wepent.qh>
9 void HUD_Weapons_Export(int fh)
11 HUD_Write_Cvar("hud_panel_weapons_accuracy");
12 HUD_Write_Cvar("hud_panel_weapons_label");
13 HUD_Write_Cvar("hud_panel_weapons_label_scale");
14 HUD_Write_Cvar("hud_panel_weapons_complainbubble");
15 HUD_Write_Cvar("hud_panel_weapons_complainbubble_padding");
16 HUD_Write_Cvar("hud_panel_weapons_complainbubble_time");
17 HUD_Write_Cvar("hud_panel_weapons_complainbubble_fadetime");
18 HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_outofammo");
19 HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_donthave");
20 HUD_Write_Cvar("hud_panel_weapons_complainbubble_color_unavailable");
21 HUD_Write_Cvar("hud_panel_weapons_ammo");
22 HUD_Write_Cvar("hud_panel_weapons_ammo_color");
23 HUD_Write_Cvar("hud_panel_weapons_ammo_alpha");
24 HUD_Write_Cvar("hud_panel_weapons_aspect");
25 HUD_Write_Cvar("hud_panel_weapons_timeout");
26 HUD_Write_Cvar("hud_panel_weapons_timeout_effect");
27 HUD_Write_Cvar("hud_panel_weapons_timeout_fadebgmin");
28 HUD_Write_Cvar("hud_panel_weapons_timeout_fadefgmin");
29 HUD_Write_Cvar("hud_panel_weapons_timeout_speed_in");
30 HUD_Write_Cvar("hud_panel_weapons_timeout_speed_out");
31 HUD_Write_Cvar("hud_panel_weapons_onlyowned");
32 HUD_Write_Cvar("hud_panel_weapons_noncurrent_alpha");
33 HUD_Write_Cvar("hud_panel_weapons_noncurrent_scale");
34 HUD_Write_Cvar("hud_panel_weapons_selection_radius");
35 HUD_Write_Cvar("hud_panel_weapons_selection_speed");
38 void Accuracy_LoadLevels()
40 if(autocvar_accuracy_color_levels != acc_color_levels)
42 strcpy(acc_color_levels, autocvar_accuracy_color_levels);
43 acc_levels = tokenize_console(acc_color_levels);
44 if(acc_levels > MAX_ACCURACY_LEVELS)
45 acc_levels = MAX_ACCURACY_LEVELS;
47 LOG_INFO("Warning: accuracy_color_levels must contain at least 2 values");
50 for(i = 0; i < acc_levels; ++i)
51 acc_lev[i] = stof(argv(i)) / 100.0;
55 void Accuracy_LoadColors()
57 if(time > acc_col_loadtime)
61 for(i = 0; i < acc_levels; ++i)
62 acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
63 acc_col_loadtime = time + 2;
67 vector Accuracy_GetColor(float accuracy)
72 return '0 0 0'; // return black, can't determine the right color
74 // find the max level lower than acc
76 while(j && accuracy < acc_lev[j])
79 // inject color j+1 in color j, how much depending on how much accuracy is higher than level j
80 factor = (accuracy - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
82 color = color + factor * (acc_col[j+1] - color);
86 entity weaponorder[REGISTRY_MAX(Weapons)];
87 void weaponorder_swap(int i, int j, entity pass)
89 TC(int, i); TC(int, j);
90 entity h = weaponorder[i];
91 weaponorder[i] = weaponorder[j];
95 string weaponorder_cmp_str;
96 int weaponorder_cmp(int i, int j, entity pass)
98 TC(int, i); TC(int, j);
99 int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
100 int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
101 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)
104 #define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN \
106 FOREACH(Weapons, it != WEP_Null, { \
107 if (weapons_stat & WepSet_FromWeapon(it)) continue; \
108 if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)) nHidden += 1; \
110 vector table_size = HUD_GetTableSize_BestItemAR((REGISTRY_COUNT(Weapons) - 1) - nHidden, panel_size, aspect); \
111 columns = table_size.x; \
112 rows = table_size.y; \
113 weapon_size.x = panel_size.x / columns; \
114 weapon_size.y = panel_size.y / rows; \
117 string cl_weaponpriority_old;
118 bool weapons_orderbyimpulse_old;
122 WepSet weapons_stat = WepSet_GetFromStat();
126 vector center = '0 0 0';
127 int weapon_count, weapon_id;
128 int row, column, rows = 0, columns = 0;
129 bool vertical_order = true;
130 float aspect = max(0.001, autocvar_hud_panel_weapons_aspect);
132 float timeout = autocvar_hud_panel_weapons_timeout;
133 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
134 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
136 vector barsize = '0 0 0', baroffset = '0 0 0';
137 vector ammo_color = '1 0 1';
138 float ammo_alpha = 1;
140 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
141 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
143 bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_AMMO);
145 vector weapon_pos, weapon_size = '0 0 0';
148 entity panel_switchweapon = NULL;
150 // check to see if we want to continue
151 if(hud != HUD_NORMAL) return;
153 if(!autocvar__hud_configure)
155 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
157 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
159 if(timeout && time >= weapontime + timeout + timeout_effect_length)
160 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)))
162 weaponprevtime = time;
167 // update generic hud functions
168 HUD_Panel_LoadCvars();
170 if(cl_weaponpriority_old != autocvar_cl_weaponpriority || weapons_orderbyimpulse_old != autocvar_hud_panel_weapons_orderbyimpulse || weaponorder[0] == NULL)
172 weapons_orderbyimpulse_old = autocvar_hud_panel_weapons_orderbyimpulse;
173 strcpy(cl_weaponpriority_old, autocvar_cl_weaponpriority);
174 string weporder = W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(cl_weaponpriority_old));
175 if(autocvar_hud_panel_weapons_orderbyimpulse)
177 weporder = W_FixWeaponOrder_BuildImpulseList(weporder);
180 weaponorder_cmp_str = strcat(" ", weporder, " ");
183 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
184 for(i = weapon_cnt; i < REGISTRY_MAX(Weapons); ++i)
185 weaponorder[i] = NULL;
186 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
188 weaponorder_cmp_str = string_null;
191 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
192 complain_weapon = NULL;
194 entity wepent = viewmodels[0]; // TODO: unhardcode
196 if (wepent.switchweapon == WEP_Null)
197 panel_switchweapon = NULL;
198 else if (!panel_switchweapon)
199 panel_switchweapon = wepent.switchweapon;
201 if(autocvar__hud_configure)
206 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
207 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && !(it.spawnflags & WEP_FLAG_SPECIALATTACK))
209 if(!panel_switchweapon || j < 4)
210 panel_switchweapon = it;
211 weapons_stat |= it.m_wepset;
223 FOREACH(Weapons, it != WEP_Null, {
224 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
226 weapons_stat = '0 0 0';
227 float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((REGISTRY_COUNT(Weapons) - 1) - nHidden));
228 for(i = 0, j = 0; i <= (REGISTRY_COUNT(Weapons) - 1) && j < countw; ++i)
230 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
232 weapons_stat |= weaponorder[i].m_wepset;
239 // determine which weapons are going to be shown
240 if (autocvar_hud_panel_weapons_onlyowned)
242 if(autocvar__hud_configure)
244 if(hud_configure_menu_open != 2)
245 HUD_Panel_DrawBg(); // also draw the bg of the entire panel
248 // do we own this weapon?
250 if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
252 for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
253 if (weaponorder[i] == panel_switchweapon || weaponorder[i] == complain_weapon)
258 for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
259 if ((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || weaponorder[i] == complain_weapon)
263 // might as well commit suicide now, no reason to live ;)
264 if (weapon_count == 0)
267 vector old_panel_size = panel_size;
268 panel_size -= '2 2 0' * panel_bg_padding;
270 HUD_WEAPONS_GET_FULL_LAYOUT();
272 // NOTE: although weapons should aways look the same even if onlyowned is enabled,
273 // we enlarge them a bit when possible to better match the desired aspect ratio
274 if(panel_size.x / panel_size.y < aspect)
276 // maximum number of rows that allows to display items with the desired aspect ratio
277 int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
278 columns = min(columns, ceil(weapon_count / max_rows));
279 rows = ceil(weapon_count / columns);
280 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
281 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
282 vertical_order = false;
286 int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
287 rows = min(rows, ceil(weapon_count / max_columns));
288 columns = ceil(weapon_count / rows);
289 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
290 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
291 vertical_order = true;
294 // reduce size of the panel
295 panel_size.x = columns * weapon_size.x;
296 panel_size.y = rows * weapon_size.y;
297 panel_size += '2 2 0' * panel_bg_padding;
299 // center the resized panel, or snap it to the screen edge when close enough
300 if(panel_pos.x > vid_conwidth * 0.001)
302 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
303 panel_pos.x += old_panel_size.x - panel_size.x;
305 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
307 else if(old_panel_size.x > vid_conwidth * 0.999)
308 panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
310 if(panel_pos.y > vid_conheight * 0.001)
312 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
313 panel_pos.y += old_panel_size.y - panel_size.y;
315 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
317 else if(old_panel_size.y > vid_conheight * 0.999)
318 panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
321 weapon_count = (REGISTRY_COUNT(Weapons) - 1);
323 // animation for fading in/out the panel respectively when not in use
324 if(!autocvar__hud_configure)
326 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
328 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
330 // fade the panel alpha
331 if(autocvar_hud_panel_weapons_timeout_effect == 1)
333 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
334 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
336 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
338 panel_bg_alpha *= (1 - f);
339 panel_fg_alpha *= (1 - f);
342 // move the panel off the screen
343 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
345 f *= f; // for a cooler movement
346 center.x = panel_pos.x + panel_size.x/2;
347 center.y = panel_pos.y + panel_size.y/2;
348 screen_ar = vid_conwidth/vid_conheight;
349 if (center.x/center.y < screen_ar) //bottom left
351 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
352 panel_pos.y += f * (vid_conheight - panel_pos.y);
354 panel_pos.x -= f * (panel_pos.x + panel_size.x);
358 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
359 panel_pos.x += f * (vid_conwidth - panel_pos.x);
361 panel_pos.y -= f * (panel_pos.y + panel_size.y);
364 center.x = -1; // mark the panel as off screen
366 weaponprevtime = time - (1 - f) * timein_effect_length;
368 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
370 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
372 // fade the panel alpha
373 if(autocvar_hud_panel_weapons_timeout_effect == 1)
375 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
376 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
378 else if(autocvar_hud_panel_weapons_timeout_effect == 3)
380 panel_bg_alpha *= (f);
381 panel_fg_alpha *= (f);
384 // move the panel back on screen
385 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
387 f *= f; // for a cooler movement
389 center.x = panel_pos.x + panel_size.x/2;
390 center.y = panel_pos.y + panel_size.y/2;
391 screen_ar = vid_conwidth/vid_conheight;
392 if (center.x/center.y < screen_ar) //bottom left
394 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
395 panel_pos.y += f * (vid_conheight - panel_pos.y);
397 panel_pos.x -= f * (panel_pos.x + panel_size.x);
401 if ((vid_conwidth - center.x)/center.y < screen_ar) //right
402 panel_pos.x += f * (vid_conwidth - panel_pos.x);
404 panel_pos.y -= f * (panel_pos.y + panel_size.y);
410 // draw the background, then change the virtual size of it to better fit other items inside
411 if (autocvar_hud_panel_weapons_dynamichud)
418 return; // panel has gone off screen
422 panel_pos += '1 1 0' * panel_bg_padding;
423 panel_size -= '2 2 0' * panel_bg_padding;
426 // after the sizing and animations are done, update the other values
428 if(!rows) // if rows is > 0 onlyowned code has already updated these vars
430 HUD_WEAPONS_GET_FULL_LAYOUT();
431 vertical_order = (panel_size.x / panel_size.y >= aspect);
434 // calculate position/size for visual bar displaying ammount of ammo status
435 if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
437 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
438 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
440 if(weapon_size.x/weapon_size.y > aspect)
442 barsize.x = aspect * weapon_size.y;
443 barsize.y = weapon_size.y;
444 baroffset.x = (weapon_size.x - barsize.x) / 2;
448 barsize.y = 1/aspect * weapon_size.x;
449 barsize.x = weapon_size.x;
450 baroffset.y = (weapon_size.y - barsize.y) / 2;
453 if(autocvar_hud_panel_weapons_accuracy)
454 Accuracy_LoadColors();
458 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
459 vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
460 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
461 static vector weapon_pos_current = '-1 0 0';
462 if(weapon_pos_current.x == -1)
463 weapon_pos_current = panel_pos;
466 if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
469 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
470 vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
472 // draw background behind currently selected weapon
473 // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
474 if(panel_switchweapon)
475 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
477 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
479 // retrieve information about the current weapon to be drawn
480 entity it = weaponorder[i];
481 weapon_id = it.impulse;
483 // skip if this weapon doesn't exist
484 if(!it || weapon_id < 0) { continue; }
486 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
487 if (autocvar_hud_panel_weapons_onlyowned)
489 if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
491 if (!(it == panel_switchweapon || it == complain_weapon))
496 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it == complain_weapon)))
502 if (it.spawnflags & (WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)
503 && !(weapons_stat & WepSet_FromWeapon(it)))
509 // figure out the drawing position of weapon
510 weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
512 // update position of the currently selected weapon
513 if(it == panel_switchweapon)
515 if(weapon_pos_current.y > weapon_pos.y)
516 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
517 else if(weapon_pos_current.y < weapon_pos.y)
518 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
519 if(weapon_pos_current.x > weapon_pos.x)
520 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
521 else if(weapon_pos_current.x < weapon_pos.x)
522 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
525 // draw the weapon accuracy
526 if(autocvar_hud_panel_weapons_accuracy)
528 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
529 if(panel_weapon_accuracy >= 0)
531 color = Accuracy_GetColor(panel_weapon_accuracy);
532 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
536 vector weapon_size_real = noncurrent_size;
537 float weapon_alpha_real = noncurrent_alpha;
538 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
539 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
540 if(radius_factor_x || radius_factor_y)
542 weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
543 weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
544 weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
547 vector weapon_pos_real = weapon_pos;
548 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
549 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
551 // drawing all the weapon items
552 if(weapons_stat & WepSet_FromWeapon(it))
554 // draw the weapon image
555 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
557 // draw weapon label string
558 switch(autocvar_hud_panel_weapons_label)
560 case 1: // weapon number
561 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
565 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
568 case 3: // weapon name
569 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
576 // draw ammo status bar
577 if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RES_NONE))
580 a = getstati(GetAmmoStat(it.ammo_type)); // how much ammo do we have?
584 // TODO: registry handles
585 switch (it.ammo_type)
587 case RES_SHELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
588 case RES_BULLETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
589 case RES_ROCKETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
590 case RES_CELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
591 case RES_PLASMA: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
592 case RES_FUEL: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
593 default: ammo_full = 60;
597 weapon_pos.x + baroffset.x,
598 weapon_pos.y + baroffset.y,
599 barsize.x * bound(0, a/ammo_full, 1),
616 else // draw a "ghost weapon icon" if you don't have the weapon
618 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
621 // draw the complain message
622 if(it == complain_weapon)
625 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
627 a = ((complain_weapon_time + when > time) ? 1 : 0);
630 if(complain_weapon_type == 0) {
631 s = _("Out of ammo");
632 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
634 else if(complain_weapon_type == 1) {
636 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
639 s = _("Unavailable");
640 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
642 float padding = autocvar_hud_panel_weapons_complainbubble_padding;
643 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
644 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
649 if(!autocvar_hud_panel_weapons_onlyowned)
651 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
652 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
656 // continue with new position for the next weapon
660 if(column >= columns)