// Author: Juhu #include "strafehud.qh" #include #include #include #include // non-essential #include // for v_flipped state // non-local players #include // anim_implicit_state #include // CSQCModel_server2csqc() // start speed #include // checkpoint information (race_*) // jump height #include // for IS_PLAYER() macro #include // IS_DEAD() macro // StrafeHUD (#25) void HUD_StrafeHUD_Export(int fh) { // allow saving cvars that aesthetically change the panel into hud skin files } float GeomLerp(float a, float _lerp, float b); // declare GeomLerp here since there's no header file for it void HUD_StrafeHUD() { static float hud_lasttime = 0; entity strafeplayer; bool islocal; // generic hud routines if(!autocvar__hud_configure) { if(!autocvar_hud_panel_strafehud || (spectatee_status == -1 && (autocvar_hud_panel_strafehud == 1 || autocvar_hud_panel_strafehud == 3)) || (autocvar_hud_panel_strafehud == 3 && !MUTATOR_CALLHOOK(HUD_StrafeHUD_showoptional))) { hud_lasttime = time; return; } } HUD_Panel_LoadCvars(); if(autocvar_hud_panel_strafehud_dynamichud) HUD_Scale_Enable(); else HUD_Scale_Disable(); HUD_Panel_DrawBg(); if(panel_bg_padding) { panel_pos += '1 1 0' * panel_bg_padding; panel_size -= '2 2 0' * panel_bg_padding; } // find out whether the local csqcmodel entity is valid if(spectatee_status > 0 || isdemo()) { islocal = false; strafeplayer = CSQCModel_server2csqc(player_localentnum - 1); } else { islocal = true; strafeplayer = csqcplayer; } // draw strafehud if(csqcplayer && strafeplayer) { float strafe_waterlevel; // check the player waterlevel without affecting the player entity, this way we can fetch waterlevel even if client prediction is disabled { // store old values void old_contentstransition(int, int) = strafeplayer.contentstransition; float old_watertype = strafeplayer.watertype; float old_waterlevel = strafeplayer.waterlevel; strafeplayer.contentstransition = func_null; // unset the contentstransition function if present _Movetype_CheckWater(strafeplayer); strafe_waterlevel = strafeplayer.waterlevel; // store the player waterlevel // restore old values strafeplayer.contentstransition = old_contentstransition; strafeplayer.watertype = old_watertype; strafeplayer.waterlevel = old_waterlevel; } int keys = STAT(PRESSED_KEYS); // try to ignore if track_canjump is enabled, doesn't work in spectator mode if spectated player uses +jetpack or cl_movement_track_canjump bool jumpheld = false; if(islocal) { if((PHYS_INPUT_BUTTON_JUMP(strafeplayer) || PHYS_INPUT_BUTTON_JETPACK(strafeplayer)) && !PHYS_CL_TRACK_CANJUMP(strafeplayer)) jumpheld = true; } else { if((keys & KEY_JUMP) && !PHYS_TRACK_CANJUMP(strafeplayer)) jumpheld = true; } // persistent static float onground_lasttime = 0; static bool onslick_last = false; static float turn_lasttime = 0; static bool turn = false; static float turnangle; static float dt_update = 0; static int dt_time = 0; static float dt_sum = 0; static float dt = 0; // physics // doesn't get changed by ground timeout and isn't affected by jump input bool real_onground = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR); // doesn't get changed by ground timeout bool real_onslick = false; // if jump is held assume we are in air, avoids flickering of the hud when hitting the ground bool onground = real_onground && !jumpheld; bool onslick = real_onslick; bool onground_expired; bool strafekeys; // the hud will not work well while swimming bool swimming = strafe_waterlevel >= WATERLEVEL_SWIMMING; // use local csqcmodel entity for this even when spectating, flickers too much otherwise float speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337; // only the local csqcplayer entity contains this information even when spectating float maxspeed_mod = IS_DUCKED(csqcplayer) ? .5 : 1; float maxspeed_phys = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer); float maxspeed = !autocvar__hud_configure ? maxspeed_phys * maxspeed_mod : 320; float movespeed; float bestspeed; float maxaccel_phys = onground ? PHYS_ACCELERATE(strafeplayer) : PHYS_AIRACCELERATE(strafeplayer); float maxaccel = !autocvar__hud_configure ? maxaccel_phys : 1; float airstopaccel = PHYS_AIRSTOPACCELERATE(strafeplayer); float aircontrol = PHYS_AIRCONTROL(strafeplayer); bool aircontrol_backwards = PHYS_AIRCONTROL_BACKWARDS(strafeplayer) == 1; bool airaccel_qw = PHYS_AIRACCEL_QW(strafeplayer) == 1; // change the range from 0° - 360° to -180° - 180° to match how view_angle represents angles float vel_angle = vectoangles(strafeplayer.velocity).y - (vectoangles(strafeplayer.velocity).y > 180 ? 360 : 0); float view_angle = PHYS_INPUT_ANGLES(strafeplayer).y; float angle; vector movement = PHYS_INPUT_MOVEVALUES(strafeplayer); bool fwd; // left & right variables are flipped when !fwd int keys_fwd; float wishangle; int direction; float strafity = 0; // HUD int mode; float speed_conversion_factor = GetSpeedUnitFactor(autocvar_hud_speed_unit); float length_conversion_factor = GetLengthUnitFactor(autocvar_hud_speed_unit); // use more decimals when displaying km or miles int length_decimals = autocvar_hud_speed_unit >= 3 && autocvar_hud_speed_unit <= 5 ? 6 : 2; float antiflicker_angle = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180); float minspeed; float shift_offset = 0; bool straight_overturn = false; bool immobile = speed <= 0; float hudangle; float hidden_width; float neutral_offset; float neutral_width; vector currentangle_color = autocvar_hud_panel_strafehud_angle_neutral_color; float currentangle_offset; vector currentangle_size; float bestangle; float prebestangle; float overturn_angle; float odd_bestangle; float bestangle_offset = 0; float switch_bestangle_offset = 0; bool odd_angles = false; float odd_bestangle_offset = 0; float switch_odd_bestangle_offset = 0; float switch_bestangle_width = 0; float wturn_bestangle = 0; float wturn_left_bestangle_offset = 0; float wturn_right_bestangle_offset = 0; float wturn_bestangle_width = 0; float accelzone_left_offset; float accelzone_right_offset; float accelzone_width; float preaccelzone_left_offset; float preaccelzone_right_offset; float preaccelzone_width; float overturn_offset; float overturn_width; float slickdetector_height; vector direction_size_vertical = '0 0 0'; vector direction_size_horizontal = '0 0 0'; float range_minangle; float text_offset_top = 0; float text_offset_bottom = 0; // real_* variables which are always positive with no wishangle offset float real_bestangle; float real_prebestangle; float real_overturn_angle; float real_wturn_bestangle = 0; if(autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1) mode = autocvar_hud_panel_strafehud_mode; else mode = STRAFEHUD_MODE_VIEW_CENTERED; // there's only one size cvar for the arrows, they will always have a 45° angle to ensure proper rendering without antialiasing float arrow_size = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_arrow_size, 10), 0); if(onground) { if(PHYS_FRICTION(strafeplayer) == 0) { onslick = true; } else // don't use IS_ONSLICK(), it only works for the local player and only if client prediction is enabled { trace_dphitq3surfaceflags = 0; tracebox(strafeplayer.origin, strafeplayer.mins, strafeplayer.maxs, strafeplayer.origin - '0 0 1', MOVE_NOMONSTERS, strafeplayer); onslick = trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK; } real_onslick = onslick; onground_lasttime = time; onslick_last = onslick; } else if(jumpheld || swimming) { onground_lasttime = 0; } if(onground_lasttime == 0) onground_expired = true; else onground_expired = (time - onground_lasttime) >= autocvar_hud_panel_strafehud_timeout_ground; // timeout for slick ramps if(!onground && !onground_expired) // if ground timeout hasn't expired yet use ground physics { onground = true; onslick = onslick_last; if(!autocvar__hud_configure) { maxspeed = PHYS_MAXSPEED(strafeplayer) * maxspeed_mod; maxaccel = PHYS_ACCELERATE(strafeplayer); } } movespeed = vlen(vec2(movement)); if(movespeed == 0) movespeed = maxspeed; else movespeed = min(movespeed, maxspeed); if(!autocvar_hud_panel_strafehud_uncapped) arrow_size = max(arrow_size, 1); // determine frametime if((csqcplayer_status == CSQCPLAYERSTATUS_PREDICTED) && (input_timelength > 0)) { float dt_client = input_timelength; if(dt_client > .05) // server splits frames longer than 50 ms into two moves dt_client /= 2; // doesn't ensure frames are smaller than 50 ms, just splits large frames in half, matches server behaviour // calculate average frametime dt_sum += dt_client * dt_client; dt_time += dt_client; if(((time - dt_update) > autocvar_hud_panel_strafehud_fps_update) || (dt_update == 0)) { dt = dt_sum / dt_time; dt_update = time; dt_time = dt_sum = 0; } } else // when spectating other players server ticrate will be used, this may not be accurate but there is no way to find other player's frametime { dt = ticrate; dt_update = dt_time = dt_sum = 0; } // determine whether the player is pressing forwards or backwards keys if(islocal) // if entity is local player { if(movement.x > 0) keys_fwd = STRAFEHUD_KEYS_FORWARD; else if(movement.x < 0) keys_fwd = STRAFEHUD_KEYS_BACKWARD; else keys_fwd = STRAFEHUD_KEYS_NONE; } else // alternatively determine direction by querying pressed keys { if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD)) keys_fwd = STRAFEHUD_KEYS_FORWARD; else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD)) keys_fwd = STRAFEHUD_KEYS_BACKWARD; else keys_fwd = STRAFEHUD_KEYS_NONE; } // determine player wishdir if(islocal) // if entity is local player { if(movement.x == 0) { if(movement.y < 0) wishangle = -90; else if(movement.y > 0) wishangle = 90; else wishangle = 0; } else { if(movement.y == 0) { wishangle = 0; } else { wishangle = RAD2DEG * atan2(movement.y, movement.x); // wrap the wish angle if it exceeds ±90° if(fabs(wishangle) > 90) { if(wishangle < 0) wishangle += 180; else wishangle -= 180; wishangle *= -1; } } } } else // alternatively calculate wishdir by querying pressed keys { if((keys & KEY_FORWARD) || (keys & KEY_BACKWARD)) wishangle = 45; else wishangle = 90; if(keys & KEY_LEFT) wishangle *= -1; else if(!(keys & KEY_RIGHT)) wishangle = 0; // wraps at 180° } float real_wishangle = fabs(wishangle); // unmodified by side strafing code strafekeys = real_wishangle > 45; // detect air strafe turning if((!strafekeys && vlen(vec2(movement)) > 0) || onground || autocvar__hud_configure) { turn = false; } else // air strafe only { bool turn_expired = (time - turn_lasttime) >= autocvar_hud_panel_strafehud_timeout_turn; // timeout for jumping with strafe keys only if(strafekeys) turn = true; else if(turn_expired) turn = false; if(turn) // side strafing (A/D) { if(strafekeys) { turn_lasttime = time; turnangle = wishangle; } else // retain last state until strafe turning times out { wishangle = turnangle; } // calculate the maximum air strafe speed and acceleration strafity = 1 - (90 - fabs(wishangle)) / 45; if(PHYS_MAXAIRSTRAFESPEED(strafeplayer) != 0) maxspeed = min(maxspeed, GeomLerp(PHYS_MAXAIRSPEED(strafeplayer), strafity, PHYS_MAXAIRSTRAFESPEED(strafeplayer))); movespeed = min(movespeed, maxspeed); if(PHYS_AIRSTRAFEACCELERATE(strafeplayer) != 0) maxaccel = GeomLerp(PHYS_AIRACCELERATE(strafeplayer), strafity, PHYS_AIRSTRAFEACCELERATE(strafeplayer)); } } maxaccel *= dt * movespeed; bestspeed = max(movespeed - maxaccel, 0); // target speed to gain maximum acceleration float frictionspeed; // speed lost from friction float strafespeed; // speed minus friction if((speed > 0) && onground) { float strafefriction = onslick ? PHYS_FRICTION_SLICK(strafeplayer) : PHYS_FRICTION(strafeplayer); frictionspeed = speed * dt * strafefriction * max(PHYS_STOPSPEED(strafeplayer) / speed, 1); strafespeed = max(speed - frictionspeed, 0); } else { frictionspeed = 0; strafespeed = speed; } minspeed = autocvar_hud_panel_strafehud_switch_minspeed; if(minspeed < 0) minspeed = bestspeed + frictionspeed; // get current strafing angle ranging from -180° to +180° if(!autocvar__hud_configure) { if(speed > 0) { // calculate view angle relative to the players current velocity direction angle = vel_angle - view_angle; // if the angle goes above 180° or below -180° wrap it to the opposite side since we want the interior angle if(angle > 180) angle -= 360; else if(angle < -180) angle += 360; // determine whether the player is strafing forwards or backwards // if the player isn't strafe turning use forwards/backwards keys to determine direction if(fabs(wishangle) != 90) { if(keys_fwd == STRAFEHUD_KEYS_FORWARD) fwd = true; else if(keys_fwd == STRAFEHUD_KEYS_BACKWARD) fwd = false; else fwd = fabs(angle) <= 90; } // otherwise determine by examining the strafe angle else { if(wishangle < 0) // detect direction using wishangle since the direction is not yet set fwd = angle <= -wishangle; else fwd = angle >= -wishangle; } // shift the strafe angle by 180° when strafing backwards if(!fwd) { if(angle < 0) angle += 180; else angle -= 180; } // don't make the angle indicator switch side too much at ±180° if anti flicker is turned on if(angle > (180 - antiflicker_angle) || angle < (-180 + antiflicker_angle)) straight_overturn = true; } else { angle = 0; fwd = true; } } else // simulate turning for HUD setup { const float demo_maxangle = 55; // maximum angle before changing direction const float demo_turnspeed = 40; // turning speed in degrees per second static float demo_position = -37 / demo_maxangle; // current positioning value between -1 and +1 if(autocvar__hud_panel_strafehud_demo) { float demo_dt = time - hud_lasttime; float demo_step = (demo_turnspeed / demo_maxangle) * demo_dt; demo_position = ((demo_position + demo_step) % 4 + 4) % 4; } // triangle wave function if(demo_position > 3) angle = -1 + (demo_position - 3); else if(demo_position > 1) angle = +1 - (demo_position - 1); else angle = demo_position; angle *= demo_maxangle; fwd = true; wishangle = 45; if(angle < 0) wishangle *= -1; } // invert the wish angle when strafing backwards if(!fwd) wishangle *= -1; // flip angles if v_flipped is enabled if(autocvar_v_flipped) { angle *= -1; wishangle *= -1; } // determine whether the player is strafing left or right if(wishangle > 0) { direction = STRAFEHUD_DIRECTION_RIGHT; } else if(wishangle < 0) { direction = STRAFEHUD_DIRECTION_LEFT; } else { if(angle > antiflicker_angle && angle < (180 - antiflicker_angle)) direction = STRAFEHUD_DIRECTION_RIGHT; else if(angle < -antiflicker_angle && angle > (-180 + antiflicker_angle)) direction = STRAFEHUD_DIRECTION_LEFT; else direction = STRAFEHUD_DIRECTION_NONE; } if(airstopaccel == 0) airstopaccel = 1; // values of 0 are equivalent to 1 // best angle to strafe at if(immobile) { // these are unused (neutral fills whole strafe bar) prebestangle = bestangle = 0; overturn_angle = 180; } else if(onground && autocvar_hud_panel_strafehud_onground_friction) { // draw ground angles { // delta_opt = acos((s - a) / v_f), same in air bestangle = strafespeed > bestspeed ? acos(bestspeed / strafespeed) * RAD2DEG // case 1 : 0; // case 2 // case 1: normal. case 2: low speed, best angle is forwards } { // needed later if autocvar_hud_panel_strafehud_wturn != STRAFEHUD_WTURN_NONE, // ... so calculate even if autocvar_hud_panel_strafehud_bar_preaccel == 0 float prebestangle_sqrt = movespeed * movespeed + strafespeed * strafespeed - speed * speed; // delta_min = acos(sqrt(s^2 - v_f^2 + v^2) / v_f), or just acos(s / v) in air prebestangle = (prebestangle_sqrt > 0 && strafespeed > sqrt(prebestangle_sqrt)) ? acos(sqrt(prebestangle_sqrt) / strafespeed) * RAD2DEG // case 1 : (prebestangle_sqrt > 0 ? 0 : 90); // case 2 : case 3 // case 1: normal. case 2: low speed, best angle is forwards. case 3: landed at high speed, neutral zone is very large (see explanation below) } { float overturn_numer = speed * speed - strafespeed * strafespeed - maxaccel * maxaccel; float overturn_denom = 2 * maxaccel * strafespeed; // delta_max = acos((v^2 - v_f^2 - a^2) / (2av_f)), or just acos(-a / 2v) if in air overturn_angle = overturn_denom > fabs(overturn_numer) ? acos(overturn_numer / overturn_denom) * RAD2DEG // case 1 : (overturn_numer < 0 ? 180 : 0); // case 2 : case 3 // case 1: normal. case 2: low speed, turning anywhere will gain speed. case 3: landed at high speed, turning anywhere will lose speed (due to friction) } if(overturn_angle < bestangle || bestangle < prebestangle) { // these conditions occur when you land at high speed (above max onground speed), such that every wishangle will result in a speed loss due to friction if(autocvar_hud_panel_strafehud_onground_mode == STRAFEHUD_ONGROUND_OVERTURN) { // make overturn fill the whole strafe bar // most correct option by the true definition of accel, since every angle results in deceleration prebestangle = bestangle = 0; overturn_angle = 0; } else if(autocvar_hud_panel_strafehud_onground_mode == STRAFEHUD_ONGROUND_GROUND) { /* k9er: these aren't the true angles -- the real ones are very convoluted and difficult to understand * essentially the prior definitions of the zones now overlap, * ... with the overturn zone extending below bestangle, and eventually covering the whole hud * ... and somehow the neutral zone extends above bestangle, and eventually covers the whole hud (i think) * overall showing it accurately is just confusing and unnecessary to add * thankfully the bestangle formula is unchanged, so the least confusing option is likely as follows: */ overturn_angle = bestangle; prebestangle = bestangle; } else { // use angles as if in air // no need to check if numerator < denominator, since all numerators < max onground speed < speed = all denominators bestangle = acos(bestspeed / speed) * RAD2DEG; prebestangle = acos(movespeed / speed) * RAD2DEG; overturn_angle = acos(-(airstopaccel * maxaccel / 2) / speed) * RAD2DEG; } } } else { // draw airborne angles. see above for documentation bestangle = speed > bestspeed ? acos(bestspeed / speed) * RAD2DEG : 0; prebestangle = speed > movespeed ? acos(movespeed / speed) * RAD2DEG : 0; // with airstopaccel, delta_max = acos(airstopaccel * -a / 2v), only in air overturn_angle = speed > airstopaccel * maxaccel / 2 ? acos(-(airstopaccel * maxaccel / 2) / speed) * RAD2DEG : 180; } real_bestangle = bestangle; real_prebestangle = prebestangle; real_overturn_angle = overturn_angle; /* * k9er: proper W-turn angle assuming sv_aircontrol_power == 2 is acos(-speed/a * (cos((acos(V) + M_PI * 2) / 3) * 2 + 1)) rad, * ... where a=dt*32*aircontrol, and V=1-(a*a)/(speed*speed), * ... but this very quickly loses accuracy -- should be a strictly decreasing function, yet it increases at only speed=722 with 125 fps * also note this is only valid when such angle is not in the accelzone, formula taking acceleration into account is unfathomably complicated * afaik there's no simplified version of this formula that doesn't involve complex numbers, other than one valid for only speed<27.1 roughly * furthermore, this function quite rapidly approaches its asymptote of ~35.26, e.g. being ~0.68 away when at only speed=600 * this asymptote is independent of whether the player is crouching or has haste, although they must be airborne * thus, the best option is to just draw the asymptote (acos(sqrt(2/3))), * ... but the proper angle can be drawn too if the player wants (hud_panel_strafehud_wturn_proper 1) * this is only enabled if sv_airaccel_qw == 1 since otherwise W-turning gives acceleration, unless hud_panel_strafehud_wturn_unrestricted 1 * when sv_aircontrol_power != 2 (abbr. "p"), the asymptote is instead acos(sqrt(p/(p+1))). full formula is too difficult to calculate, * ... so the angle will only be shown with hud_panel_strafehud_wturn_proper 0 * this doesn't have support for sv_aircontrol_sideways == 1 */ bool wturning = !onground && wishangle == 0 && (keys_fwd == STRAFEHUD_KEYS_FORWARD || (aircontrol_backwards && keys_fwd == STRAFEHUD_KEYS_BACKWARD)); bool wturn_valid = aircontrol && PHYS_AIRCONTROL_PENALTY(strafeplayer) == 0 && (airaccel_qw || autocvar_hud_panel_strafehud_wturn_unrestricted == 1); bool wturn_check = autocvar_hud_panel_strafehud_wturn && !immobile && wturn_valid; if(wturn_check) { float wturn_power = PHYS_AIRCONTROL_POWER(strafeplayer); if(wturn_power == 2) { float wturn_a = 32 * aircontrol * dt; float wturn_V = 1 - (wturn_a * wturn_a) / (speed * speed); if(autocvar_hud_panel_strafehud_wturn_proper && wturn_a > 1 && wturn_V < 1 && wturn_V > -1) wturn_bestangle = acos(-speed / wturn_a * (cos((acos(wturn_V) + M_PI * 2) / 3) * 2 + 1)) * RAD2DEG; else wturn_bestangle = ACOS_SQRT2_3_DEG; real_wturn_bestangle = wturn_bestangle; } else if(!autocvar_hud_panel_strafehud_wturn_proper && wturn_power >= 0) { wturn_bestangle = acos(sqrt(wturn_power / (wturn_power + 1))) * RAD2DEG; real_wturn_bestangle = wturn_bestangle; } else { wturn_valid = false; wturn_check = false; } } // draw the switch indicators as if strafing normally (W+A style), while W-turning or side strafing float n_bestangle = 0; float n_odd_bestangle; float n_bestangle_offset = 0; float n_switch_bestangle_offset = 0; float n_odd_bestangle_offset = 0; float n_switch_odd_bestangle_offset = 0; bool draw_normal = ((autocvar_hud_panel_strafehud_switch >= STRAFEHUD_SWITCH_NORMAL && wturning) || (autocvar_hud_panel_strafehud_switch == STRAFEHUD_SWITCH_SIDESTRAFE && turn)); if(draw_normal) { // recalculate bestangle as if strafing normally float n_maxspeed = PHYS_MAXAIRSPEED(strafeplayer) * maxspeed_mod; float n_movespeed = n_maxspeed; float n_maxaccel = PHYS_AIRACCELERATE(strafeplayer) * dt * n_movespeed; float n_bestspeed = max(n_movespeed - n_maxaccel, 0); n_bestangle = speed > n_bestspeed ? acos(n_bestspeed / speed) * RAD2DEG - 45 : -45; } // determine the minimal required HUD angle to contain the full strafing angle range // this is useful for the velocity centered mode where the zones do not follow the strafing angle // how it works: // the angle where the most acceleration occurs moves relative to the player velocity // from 0 - wishangle to real_overturn_angle - wishangle // the angle farther away from the center is the maximum the optimal strafing angle can // diverge from the direction of velocity // this angle has to be multiplied by two since the HUD extends in both directions which // halves the amount it extends in a single direction range_minangle = max(real_wishangle, real_overturn_angle - real_wishangle) * 2; float range_normal = autocvar_hud_panel_strafehud_range; float range_side = autocvar_hud_panel_strafehud_range_sidestrafe; float range_used; if(range_normal == 0) range_normal = autocvar__hud_configure ? 90 : range_minangle; // use minimum angle required if dynamically setting hud angle if(range_side == -1) // use the normal range range_used = range_normal; else { if(range_side == 0) range_side = autocvar__hud_configure ? 90 : range_minangle; range_used = GeomLerp(range_normal, strafity, range_side); } hudangle = bound(0, fabs(range_used), 360); // limit HUD range to 360 degrees, higher values don't make sense if(direction == STRAFEHUD_DIRECTION_LEFT) // the angle becomes negative in case we strafe left { n_bestangle *= -1; bestangle *= -1; prebestangle *= -1; overturn_angle *= -1; } odd_bestangle = -bestangle - wishangle; n_odd_bestangle = -n_bestangle - wishangle; bestangle -= wishangle; prebestangle -= wishangle; overturn_angle -= wishangle; // various offsets and size calculations of hud indicator elements // how much is hidden by the current hud angle hidden_width = (360 - hudangle) / hudangle * panel_size.x; // current angle currentangle_size.x = autocvar_hud_panel_strafehud_angle_width; currentangle_size.y = autocvar_hud_panel_strafehud_angle_height; currentangle_size.z = 0; if(!autocvar_hud_panel_strafehud_uncapped) { currentangle_size.x = min(currentangle_size.x, 10); currentangle_size.y = min(currentangle_size.y, 10); } currentangle_size.x *= panel_size.x; currentangle_size.y *= panel_size.y; if(!autocvar_hud_panel_strafehud_uncapped) { currentangle_size.x = max(currentangle_size.x, 1); currentangle_size.y = max(currentangle_size.y, 1); } else { currentangle_size.y = max(currentangle_size.y, 0); } if(mode == STRAFEHUD_MODE_VIEW_CENTERED) currentangle_offset = angle / hudangle * panel_size.x; else currentangle_offset = bound(-hudangle / 2, angle, hudangle / 2) / hudangle * panel_size.x + panel_size.x / 2; // best strafe acceleration angle if((autocvar_hud_panel_strafehud_switch || autocvar_hud_panel_strafehud_bestangle) && speed >= minspeed) { bestangle_offset = bestangle / hudangle * panel_size.x + panel_size.x / 2; switch_bestangle_offset = -bestangle / hudangle * panel_size.x + panel_size.x / 2; switch_bestangle_width = panel_size.x * autocvar_hud_panel_strafehud_switch_width; if(!autocvar_hud_panel_strafehud_uncapped) switch_bestangle_width = max(switch_bestangle_width, 1); if((angle > -wishangle && direction == STRAFEHUD_DIRECTION_LEFT) || (angle < -wishangle && direction == STRAFEHUD_DIRECTION_RIGHT)) { odd_angles = true; odd_bestangle_offset = odd_bestangle / hudangle * panel_size.x + panel_size.x / 2; switch_odd_bestangle_offset = (odd_bestangle + bestangle * 2) / hudangle * panel_size.x + panel_size.x / 2; } if(draw_normal) { n_bestangle_offset = n_bestangle / hudangle * panel_size.x + panel_size.x / 2; n_switch_bestangle_offset = -n_bestangle / hudangle * panel_size.x + panel_size.x / 2; if(odd_angles) { n_odd_bestangle_offset = n_odd_bestangle / hudangle * panel_size.x + panel_size.x / 2; n_switch_odd_bestangle_offset = (n_odd_bestangle + n_bestangle * 2) / hudangle * panel_size.x + panel_size.x / 2; } } } // best angle to aim at when W-turning to maximally rotate velocity vector if(wturn_check) { bool wturn_show = autocvar_hud_panel_strafehud_wturn == STRAFEHUD_WTURN_SIDESTRAFE ? (fwd || aircontrol_backwards) : autocvar_hud_panel_strafehud_wturn == STRAFEHUD_WTURN_NORMAL ? ((fwd || aircontrol_backwards) && !turn) : autocvar_hud_panel_strafehud_wturn == STRAFEHUD_WTURN_NONE ? false : wturning; if(wturn_show && real_wturn_bestangle < real_prebestangle && !onground) { wturn_left_bestangle_offset = wturn_bestangle / hudangle * panel_size.x + panel_size.x / 2; wturn_right_bestangle_offset = -wturn_bestangle / hudangle * panel_size.x + panel_size.x / 2; wturn_bestangle_width = panel_size.x * autocvar_hud_panel_strafehud_wturn_width; if(!autocvar_hud_panel_strafehud_uncapped) wturn_bestangle_width = max(wturn_bestangle_width, 1); } } // the neutral zone fills the whole strafe bar if(immobile) { // draw neutral zone if(panel_size.x > 0 && panel_size.y > 0 && autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha > 0) { switch(autocvar_hud_panel_strafehud_style) { default: case STRAFEHUD_STYLE_DRAWFILL: drawfill( panel_pos, panel_size, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); break; case STRAFEHUD_STYLE_PROGRESSBAR: HUD_Panel_DrawProgressBar( panel_pos, panel_size, "progressbar", 1, 0, 0, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); } } } else { // calculate various zones of the strafe-o-meter if(autocvar_hud_panel_strafehud_bar_preaccel) preaccelzone_width = fabs(real_bestangle - real_prebestangle) / hudangle * panel_size.x; else preaccelzone_width = 0; accelzone_width = (real_overturn_angle - real_bestangle) / hudangle * panel_size.x; overturn_width = (360 - real_overturn_angle * 2) / hudangle * panel_size.x; neutral_width = 360 / hudangle * panel_size.x - accelzone_width * 2 - preaccelzone_width * 2 - overturn_width; { float current_offset = 0; preaccelzone_right_offset = current_offset; current_offset += preaccelzone_width; accelzone_right_offset = current_offset; current_offset += accelzone_width; overturn_offset = current_offset; current_offset += overturn_width; accelzone_left_offset = current_offset; current_offset += accelzone_width; preaccelzone_left_offset = current_offset; current_offset += preaccelzone_width; // the wrapping code may struggle if we always append it on the right side neutral_offset = direction == STRAFEHUD_DIRECTION_LEFT ? current_offset : -neutral_width; } // shift hud if operating in view angle centered mode if(mode == STRAFEHUD_MODE_VIEW_CENTERED) { shift_offset = -currentangle_offset; bestangle_offset += shift_offset; switch_bestangle_offset += shift_offset; odd_bestangle_offset += shift_offset; switch_odd_bestangle_offset += shift_offset; n_bestangle_offset += shift_offset; n_switch_bestangle_offset += shift_offset; n_odd_bestangle_offset += shift_offset; n_switch_odd_bestangle_offset += shift_offset; wturn_left_bestangle_offset += shift_offset; wturn_right_bestangle_offset += shift_offset; } if(direction == STRAFEHUD_DIRECTION_LEFT) shift_offset += -360 / hudangle * panel_size.x; // calculate how far off-center the strafe zones currently are shift_offset += (panel_size.x + neutral_width) / 2 - wishangle / hudangle * panel_size.x; // shift strafe zones into correct place neutral_offset += shift_offset; accelzone_left_offset += shift_offset; accelzone_right_offset += shift_offset; preaccelzone_left_offset += shift_offset; preaccelzone_right_offset += shift_offset; overturn_offset += shift_offset; // draw left acceleration zone if(accelzone_width > 0) HUD_Panel_DrawStrafeHUD( accelzone_left_offset, accelzone_width, hidden_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_LEFT, false); if(autocvar_hud_panel_strafehud_bar_preaccel && preaccelzone_width > 0) HUD_Panel_DrawStrafeHUD( preaccelzone_left_offset, preaccelzone_width, hidden_width, autocvar_hud_panel_strafehud_bar_preaccel_color, autocvar_hud_panel_strafehud_bar_preaccel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_RIGHT, false); // draw right acceleration zone if(accelzone_width > 0) HUD_Panel_DrawStrafeHUD( accelzone_right_offset, accelzone_width, hidden_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_RIGHT, false); if(autocvar_hud_panel_strafehud_bar_preaccel && preaccelzone_width > 0) HUD_Panel_DrawStrafeHUD( preaccelzone_right_offset, preaccelzone_width, hidden_width, autocvar_hud_panel_strafehud_bar_preaccel_color, autocvar_hud_panel_strafehud_bar_preaccel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_LEFT, false); // draw overturn zone if(overturn_width > 0) HUD_Panel_DrawStrafeHUD( overturn_offset, overturn_width, hidden_width, autocvar_hud_panel_strafehud_bar_overturn_color, autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_BOTH, false); // draw neutral zone if(neutral_width > 0) HUD_Panel_DrawStrafeHUD( neutral_offset, neutral_width, hidden_width, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_NONE, false); // only draw switch indicators if minspeed is reached (switch_bestangle_width init to 0) if(autocvar_hud_panel_strafehud_switch && switch_bestangle_width > 0 && autocvar_hud_panel_strafehud_switch_alpha > 0) { // draw the switch indicator(s) float offset = draw_normal ? (odd_angles ? n_odd_bestangle_offset : n_bestangle_offset) : (odd_angles ? odd_bestangle_offset : bestangle_offset); float switch_offset = draw_normal ? (odd_angles ? n_switch_odd_bestangle_offset : n_switch_bestangle_offset) : (odd_angles ? switch_odd_bestangle_offset : switch_bestangle_offset); HUD_Panel_DrawStrafeHUD( switch_offset, switch_bestangle_width, hidden_width, autocvar_hud_panel_strafehud_switch_color, autocvar_hud_panel_strafehud_switch_alpha * panel_fg_alpha, STRAFEHUD_STYLE_DRAWFILL, STRAFEHUD_GRADIENT_NONE, true); if(direction == STRAFEHUD_DIRECTION_NONE || draw_normal) HUD_Panel_DrawStrafeHUD( offset, switch_bestangle_width, hidden_width, autocvar_hud_panel_strafehud_switch_color, autocvar_hud_panel_strafehud_switch_alpha * panel_fg_alpha, STRAFEHUD_STYLE_DRAWFILL, STRAFEHUD_GRADIENT_NONE, true); } // only draw wturn indicators if conditions were met (wturn_bestangle_width init to 0) if(autocvar_hud_panel_strafehud_wturn && wturn_bestangle_width > 0 && autocvar_hud_panel_strafehud_wturn_alpha > 0) { // draw the wturn indicators HUD_Panel_DrawStrafeHUD( wturn_left_bestangle_offset, wturn_bestangle_width, hidden_width, autocvar_hud_panel_strafehud_wturn_color, autocvar_hud_panel_strafehud_wturn_alpha * panel_fg_alpha, STRAFEHUD_STYLE_DRAWFILL, STRAFEHUD_GRADIENT_NONE, true); HUD_Panel_DrawStrafeHUD( wturn_right_bestangle_offset, wturn_bestangle_width, hidden_width, autocvar_hud_panel_strafehud_wturn_color, autocvar_hud_panel_strafehud_wturn_alpha * panel_fg_alpha, STRAFEHUD_STYLE_DRAWFILL, STRAFEHUD_GRADIENT_NONE, true); } } // slick detector slickdetector_height = max(autocvar_hud_panel_strafehud_slickdetector_height, 0); if(!autocvar_hud_panel_strafehud_uncapped) slickdetector_height = min(slickdetector_height, 1); slickdetector_height *= panel_size.y; if(autocvar_hud_panel_strafehud_slickdetector && autocvar_hud_panel_strafehud_slickdetector_range > 0 && autocvar_hud_panel_strafehud_slickdetector_alpha > 0 && slickdetector_height > 0 && panel_size.x > 0) { float slicksteps = max(autocvar_hud_panel_strafehud_slickdetector_granularity, 0); bool slickdetected = false; if(!autocvar_hud_panel_strafehud_uncapped) slicksteps = min(slicksteps, 4); slicksteps = 90 * DEG2RAD / 2 ** slicksteps; slickdetected = real_onslick; // don't need to traceline if already touching slick // traceline into every direction trace_dphitq3surfaceflags = 0; vector traceorigin = strafeplayer.origin + eZ * strafeplayer.mins.z; for(float i = 0; i < 90 * DEG2RAD - 0.00001 && !slickdetected; i += slicksteps) { vector slickoffset; float slickrotate; slickoffset.z = -cos(i) * autocvar_hud_panel_strafehud_slickdetector_range; slickrotate = sin(i) * autocvar_hud_panel_strafehud_slickdetector_range; for(float j = 0; j < 360 * DEG2RAD - 0.00001 && !slickdetected; j += slicksteps) { slickoffset.x = sin(j) * slickrotate; slickoffset.y = cos(j) * slickrotate; traceline(traceorigin, traceorigin + slickoffset, MOVE_NOMONSTERS, strafeplayer); if((PHYS_FRICTION(strafeplayer) == 0 && trace_fraction < 1) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)) slickdetected = true; if(i == 0) break; } } // if a traceline hit a slick surface if(slickdetected) { vector slickdetector_size = panel_size; slickdetector_size.y = slickdetector_height; // top horizontal line drawfill( panel_pos - eY * slickdetector_size.y, slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color, autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); // bottom horizontal line drawfill( panel_pos + eY * panel_size.y, slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color, autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); } text_offset_top = text_offset_bottom = slickdetector_height; } // direction indicator if(autocvar_hud_panel_strafehud_direction) { direction_size_vertical.x = autocvar_hud_panel_strafehud_direction_width; if(!autocvar_hud_panel_strafehud_uncapped) direction_size_vertical.x = min(direction_size_vertical.x, 1); direction_size_vertical.x *= panel_size.y; if(!autocvar_hud_panel_strafehud_uncapped) direction_size_vertical.x = max(direction_size_vertical.x, 1); direction_size_vertical.y = panel_size.y + direction_size_vertical.x * 2; direction_size_vertical.z = 0; direction_size_horizontal.x = panel_size.x * min(autocvar_hud_panel_strafehud_direction_length, .5); direction_size_horizontal.y = direction_size_vertical.x; direction_size_horizontal.z = 0; } if(autocvar_hud_panel_strafehud_direction && direction != STRAFEHUD_DIRECTION_NONE && direction_size_vertical.x > 0 && autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha > 0) { bool indicator_direction = direction == STRAFEHUD_DIRECTION_LEFT; // invert left/right when strafing backwards or when strafing towards the opposite side indicated by the direction variable // if both conditions are true then it's inverted twice hence not inverted at all if(!fwd != odd_angles) indicator_direction = !indicator_direction; // draw the direction indicator caps at the sides of the hud // vertical line if(direction_size_vertical.y > 0) drawfill( panel_pos - eY * direction_size_horizontal.y + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x), direction_size_vertical, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); // top horizontal line drawfill( panel_pos + eX * (indicator_direction ? 0 : panel_size.x - direction_size_horizontal.x) - eY * direction_size_horizontal.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); // bottom horizontal line drawfill( panel_pos + eX * (indicator_direction ? 0 : panel_size.x - direction_size_horizontal.x) + eY * panel_size.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); } // draw the actual strafe angle if(!immobile) { float moveangle = fabs(angle + wishangle); if(moveangle > 180) moveangle = 360 - moveangle; // restricted to between 0 and 180 float strafe_ratio = 0; // player is overturning if(moveangle >= real_overturn_angle) { if(moveangle == real_overturn_angle && real_overturn_angle == 180) ; // everywhere gives acceleration, keep strafe_ratio as 0 else { currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color; strafe_ratio = (moveangle - real_overturn_angle) / (180 - real_overturn_angle); // moveangle is always <= 180, so this code won't run if real_overturn_angle == 180 strafe_ratio *= -1; } } // player gains speed by strafing else if(moveangle >= real_bestangle) { currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color; strafe_ratio = (real_overturn_angle - moveangle) / (real_overturn_angle - real_bestangle); // if real_overturn_angle == real_bestangle, this code won't run, no need to check if their difference is 0 } else if(moveangle >= real_prebestangle) { if(autocvar_hud_panel_strafehud_bar_preaccel) currentangle_color = autocvar_hud_panel_strafehud_angle_preaccel_color; strafe_ratio = (moveangle - real_prebestangle) / (real_bestangle - real_prebestangle); } if(autocvar_hud_panel_strafehud_style == STRAFEHUD_STYLE_GRADIENT) currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, currentangle_color, fabs(strafe_ratio)); } if(mode == STRAFEHUD_MODE_VIEW_CENTERED || straight_overturn) currentangle_offset = panel_size.x / 2; float angleheight_offset = currentangle_size.y; float ghost_offset = 0; bool draw_bestangle = autocvar_hud_panel_strafehud_bestangle && (autocvar_hud_panel_strafehud_bestangle == 1 || turn) && direction != STRAFEHUD_DIRECTION_NONE; if(draw_bestangle) ghost_offset = bound(0, (odd_angles ? odd_bestangle_offset : bestangle_offset), panel_size.x); switch(autocvar_hud_panel_strafehud_angle_style) { case STRAFEHUD_INDICATOR_SOLID: if(currentangle_size.x > 0 && currentangle_size.y > 0) { if(draw_bestangle) drawfill( panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (ghost_offset - currentangle_size.x / 2), currentangle_size, autocvar_hud_panel_strafehud_bestangle_color, autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); drawfill( panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (currentangle_offset - currentangle_size.x / 2), currentangle_size, currentangle_color, autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); } break; case STRAFEHUD_INDICATOR_DASHED: if(currentangle_size.x > 0 && currentangle_size.y > 0) { vector line_size = currentangle_size; line_size.y = currentangle_size.y / (bound(2, autocvar_hud_panel_strafehud_angle_dashes, currentangle_size.y) * 2 - 1); for(float i = 0; i < currentangle_size.y; i += line_size.y * 2) { if(i + line_size.y * 2 >= currentangle_size.y) line_size.y = currentangle_size.y - i; if(draw_bestangle) drawfill( panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2 - i) + eX * (ghost_offset - line_size.x / 2), line_size, autocvar_hud_panel_strafehud_bestangle_color, autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); drawfill( panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2 - i) + eX * (currentangle_offset - line_size.x / 2), line_size, currentangle_color, autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL); } } break; case STRAFEHUD_INDICATOR_NONE: default: // don't offset text and arrows if the angle indicator line isn't drawn angleheight_offset = panel_size.y; currentangle_size = '0 0 0'; } float angle_offset_top = 0, angle_offset_bottom = 0; // offset text if any angle indicator is drawn if((autocvar_hud_panel_strafehud_angle_alpha > 0) || (autocvar_hud_panel_strafehud_bestangle && autocvar_hud_panel_strafehud_bestangle_alpha > 0)) { // offset text by amount the angle indicator extrudes from the strafehud bar angle_offset_top = angle_offset_bottom = (angleheight_offset - panel_size.y) / 2; } if(autocvar_hud_panel_strafehud_angle_arrow > 0) { if(arrow_size > 0) { if(autocvar_hud_panel_strafehud_angle_arrow == 1 || autocvar_hud_panel_strafehud_angle_arrow >= 3) { if(draw_bestangle) StrafeHUD_drawStrafeArrow( panel_pos + eY * ((panel_size.y - angleheight_offset) / 2) + eX * ghost_offset, arrow_size, autocvar_hud_panel_strafehud_bestangle_color, autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha, true, currentangle_size.x); StrafeHUD_drawStrafeArrow( panel_pos + eY * ((panel_size.y - angleheight_offset) / 2) + eX * currentangle_offset, arrow_size, currentangle_color, autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, true, currentangle_size.x); angle_offset_top += arrow_size; // further offset the top text offset if the top arrow is drawn } if(autocvar_hud_panel_strafehud_angle_arrow >= 2) { if(draw_bestangle) StrafeHUD_drawStrafeArrow( panel_pos + eY * ((panel_size.y - angleheight_offset) / 2 + angleheight_offset) + eX * ghost_offset, arrow_size, autocvar_hud_panel_strafehud_bestangle_color, autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha, false, currentangle_size.x); StrafeHUD_drawStrafeArrow( panel_pos + eY * ((panel_size.y - angleheight_offset) / 2 + angleheight_offset) + eX * currentangle_offset, arrow_size, currentangle_color, autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, false, currentangle_size.x); angle_offset_bottom += arrow_size; // further offset the bottom text offset if the bottom arrow is drawn } } } // make sure text doesn't draw inside the strafehud bar text_offset_top = max(angle_offset_top, text_offset_top); text_offset_bottom = max(angle_offset_bottom, text_offset_bottom); draw_beginBoldFont(); // show speed when crossing the start trigger { static float startspeed = 0, starttime = 0; // displayed value and timestamp for fade out // check if the start trigger was hit (will also trigger if the finish trigger was hit if those have the same ID) if((race_nextcheckpoint == 1) || (race_checkpoint == 254 && race_nextcheckpoint == 255)) { if((race_checkpointtime > 0) && (starttime != race_checkpointtime)) { starttime = race_checkpointtime; startspeed = speed; } } if(autocvar_hud_panel_strafehud_startspeed) { float startspeed_height = autocvar_hud_panel_strafehud_startspeed_size * panel_size.y; string startspeed_text = ftos_decimals(startspeed * speed_conversion_factor, 2); if(autocvar_hud_panel_strafehud_unit_show) startspeed_text = strcat(startspeed_text, GetSpeedUnit(autocvar_hud_speed_unit)); bool was_drawn = StrafeHUD_drawTextIndicator( startspeed_text, startspeed_height, autocvar_hud_panel_strafehud_startspeed_color, autocvar_hud_panel_strafehud_startspeed_fade, starttime, text_offset_bottom, STRAFEHUD_TEXT_BOTTOM); if(was_drawn) text_offset_bottom += startspeed_height; } } // show height achieved by a single jump // FIXME: checking z position differences is unreliable (warpzones, teleporter, kill, etc) but using velocity to calculate jump height would be // inaccurate in hud code (possibly different tick rate than physics, doesn't run when hud isn't drawn, rounding errors) { static float height_min = 0, height_max = 0; // ground and peak of jump z coordinates static float jumpheight = 0, jumptime = 0; // displayed value and timestamp for fade out // tries to catch kill and spectate but those are not reliable if((strafeplayer.velocity.z <= 0) || real_onground || swimming || IS_DEAD(strafeplayer) || !IS_PLAYER(strafeplayer)) { height_min = height_max = strafeplayer.origin.z; } else if(strafeplayer.origin.z > height_max) { height_max = strafeplayer.origin.z; float jumpheight_new = height_max - height_min; if((jumpheight_new * length_conversion_factor) > max(autocvar_hud_panel_strafehud_jumpheight_min, 0)) { jumpheight = jumpheight_new; jumptime = time; } } if(autocvar_hud_panel_strafehud_jumpheight) { float jumpheight_height = autocvar_hud_panel_strafehud_jumpheight_size * panel_size.y; string jumpheight_text = ftos_decimals(jumpheight * length_conversion_factor, length_decimals); if(autocvar_hud_panel_strafehud_unit_show) jumpheight_text = strcat(jumpheight_text, GetLengthUnit(autocvar_hud_speed_unit)); bool was_drawn = StrafeHUD_drawTextIndicator( jumpheight_text, jumpheight_height, autocvar_hud_panel_strafehud_jumpheight_color, autocvar_hud_panel_strafehud_jumpheight_fade, jumptime, text_offset_top, STRAFEHUD_TEXT_TOP); if(was_drawn) text_offset_top += jumpheight_height; } } draw_endBoldFont(); } hud_lasttime = time; } // functions to make hud elements align perfectly in the hud area void HUD_Panel_DrawStrafeHUD(float offset, float width, float hidden_width, vector color, float alpha, int type, int gradientType, bool offset_centered) { float mirror_offset, mirror_width; vector size = panel_size; vector mirror_size = panel_size; float overflow_width = 0, overflow_mirror_width = 0; float original_width = width; // required for gradient if(offset_centered) // offset gives the center of the bar, not left edge offset -= original_width / 2; if(type == STRAFEHUD_STYLE_GRADIENT && gradientType == STRAFEHUD_GRADIENT_NONE) type = STRAFEHUD_STYLE_DRAWFILL; if(alpha <= 0 && type != STRAFEHUD_STYLE_GRADIENT || width <= 0) return; if(offset < 0) { mirror_width = min(fabs(offset), width); mirror_offset = panel_size.x + hidden_width - fabs(offset); width += offset; offset = 0; } else { mirror_width = min(offset + width - panel_size.x - hidden_width, width); mirror_offset = max(offset - panel_size.x - hidden_width, 0); } width = max(width, 0); if((offset + width) > panel_size.x) { overflow_width = (offset + width) - panel_size.x; width = panel_size.x - offset; } size.x = width; if(mirror_offset < 0) { mirror_width += mirror_offset; mirror_offset = 0; } mirror_width = max(mirror_width, 0); if((mirror_offset + mirror_width) > panel_size.x) { overflow_mirror_width = (mirror_offset + mirror_width) - panel_size.x; mirror_width = panel_size.x - mirror_offset; } mirror_size.x = mirror_width; switch(type) { default: case STRAFEHUD_STYLE_DRAWFILL: // no styling (drawfill) if(mirror_size.x > 0 && mirror_size.y > 0) drawfill(panel_pos + eX * mirror_offset, mirror_size, color, alpha, DRAWFLAG_NORMAL); if(size.x > 0 && size.y > 0) drawfill(panel_pos + eX * offset, size, color, alpha, DRAWFLAG_NORMAL); break; case STRAFEHUD_STYLE_PROGRESSBAR: // progress bar style if(mirror_size.x > 0 && mirror_size.y > 0) HUD_Panel_DrawProgressBar( panel_pos + eX * mirror_offset, mirror_size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL); if(size.x > 0 && size.y > 0) HUD_Panel_DrawProgressBar( panel_pos + eX * offset, size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL); break; case STRAFEHUD_STYLE_GRADIENT: // gradient style (types: 1 = left, 2 = right, 3 = both) // determine whether the gradient starts in the mirrored or the non-mirrored area int gradient_start; float gradient_offset, gradient_mirror_offset; if(offset == 0 && mirror_offset == 0) gradient_start = width > mirror_width ? 2 : 1; else if(offset == 0) gradient_start = 2; else if(mirror_offset == 0) gradient_start = 1; else gradient_start = 0; switch(gradient_start) { default: case 0: // no offset required gradient_offset = gradient_mirror_offset = 0; break; case 1: // offset starts in non-mirrored area, mirrored area requires offset gradient_offset = 0; gradient_mirror_offset = original_width - (mirror_width + overflow_mirror_width); break; case 2: // offset starts in mirrored area, non-mirrored area requires offset gradient_offset = original_width - (width + overflow_width); gradient_mirror_offset = 0; } StrafeHUD_drawGradient( color, autocvar_hud_panel_strafehud_bar_neutral_color, mirror_size, original_width, mirror_offset, alpha, gradient_mirror_offset, gradientType); StrafeHUD_drawGradient( color, autocvar_hud_panel_strafehud_bar_neutral_color, size, original_width, offset, alpha, gradient_offset, gradientType); } } vector StrafeHUD_mixColors(vector color1, vector color2, float ratio) { vector mixedColor; if(ratio <= 0) return color1; if(ratio >= 1) return color2; mixedColor.x = color1.x + (color2.x - color1.x) * ratio; mixedColor.y = color1.y + (color2.y - color1.y) * ratio; mixedColor.z = color1.z + (color2.z - color1.z) * ratio; return mixedColor; } void StrafeHUD_drawGradient(vector color1, vector color2, vector size, float original_width, float offset, float alpha, float gradientOffset, int gradientType) { float color_ratio, alpha1, alpha2; vector segment_size = size; alpha1 = bound(0, alpha, 1); alpha2 = bound(0, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, 1); if((alpha1 + alpha2) == 0) return; color_ratio = alpha1 / (alpha1 + alpha2); for(int i = 0; i < size.x; ++i) { float ratio, alpha_ratio, combine_ratio1, combine_ratio2; segment_size.x = min(size.x - i, 1); // each gradient segment is 1 unit wide except if there is less than 1 unit of gradient remaining ratio = (i + segment_size.x / 2 + gradientOffset) / original_width * (gradientType == STRAFEHUD_GRADIENT_BOTH ? 2 : 1); if(ratio > 1) ratio = 2 - ratio; if(gradientType != STRAFEHUD_GRADIENT_RIGHT) ratio = 1 - ratio; alpha_ratio = alpha1 - (alpha1 - alpha2) * ratio; combine_ratio1 = ratio * (1 - color_ratio); combine_ratio2 = (1 - ratio) * color_ratio; ratio = (combine_ratio1 + combine_ratio2) == 0 ? 1 : combine_ratio1 / (combine_ratio1 + combine_ratio2); if(alpha_ratio > 0) drawfill( panel_pos + eX * (offset + i), segment_size, StrafeHUD_mixColors(color1, color2, ratio), alpha_ratio, DRAWFLAG_NORMAL); } } // draw the strafe arrows (inspired by drawspritearrow() in common/mutators/mutator/waypoints/waypointsprites.qc) void StrafeHUD_drawStrafeArrow(vector origin, float size, vector color, float alpha, bool flipped, float connection_width) { origin = HUD_Shift(origin); float width = HUD_ScaleX(size * 2 + connection_width); float height = HUD_ScaleY(size); if(flipped) origin -= size * eY; R_BeginPolygon("", DRAWFLAG_NORMAL, true); if(connection_width > 0) { R_PolygonVertex(origin + (connection_width / 2 * eX) + (flipped ? height * eY : '0 0 0'), '0 0 0', color, alpha); R_PolygonVertex(origin - (connection_width / 2 * eX) + (flipped ? height * eY : '0 0 0'), '0 0 0', color, alpha); } else { R_PolygonVertex(origin + (flipped ? height * eY : '0 0 0'), '0 0 0', color, alpha); } R_PolygonVertex(origin + (flipped ? '0 0 0' : height * eY) - (width / 2) * eX, '0 0 0', color, alpha); R_PolygonVertex(origin + (flipped ? '0 0 0' : height * eY) + (width / 2) * eX, '0 0 0', color, alpha); R_EndPolygon(); } // draw a fading text indicator above or below the strafe meter, return true if something was displayed bool StrafeHUD_drawTextIndicator(string text, float height, vector color, float fadetime, float lasttime, float offset, int position) { if((height <= 0) || (lasttime <= 0) || (fadetime <= 0) || ((time - lasttime) >= fadetime)) return false; float alpha = cos(((time - lasttime) / fadetime) * M_PI_2); // fade non-linear like the physics panel does vector size = panel_size; size.y = height; switch(position) { case STRAFEHUD_TEXT_TOP: offset += size.y; offset *= -1; break; case STRAFEHUD_TEXT_BOTTOM: offset += panel_size.y; break; } drawstring_aspect(panel_pos + eY * offset, text, size, color, alpha * panel_fg_alpha, DRAWFLAG_NORMAL); return true; } // length unit conversion (km and miles are only included to match the GetSpeedUnit* functions) float GetLengthUnitFactor(int length_unit) { switch(length_unit) { default: case 1: return 1.0; case 2: return 0.0254; case 3: return 0.0254 * 0.001; case 4: return 0.0254 * 0.001 * 0.6213711922; case 5: return 0.0254 * 0.001 * 0.5399568035; } } string GetLengthUnit(int length_unit) { switch(length_unit) { // translator-friendly strings without the initial space default: case 1: return strcat(" ", _("qu")); case 2: return strcat(" ", _("m")); case 3: return strcat(" ", _("km")); case 4: return strcat(" ", _("mi")); case 5: return strcat(" ", _("nmi")); } }