- //x = red
- //y = green
- //z = blue
-
- wcross_color.z = 0;
-
- if(hp > 200)
- {
- wcross_color.x = 0;
- wcross_color.y = 1;
- }
- else if(hp > 150)
- {
- wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
- wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
- }
- else if(hp > 100)
- {
- wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
- wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
- wcross_color.z = 1 - (hp-100)*0.02;
- }
- else if(hp > 50)
- {
- wcross_color.x = 1;
- wcross_color.y = 1;
- wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
- }
- else if(hp > 20)
- {
- wcross_color.x = 1;
- wcross_color.y = (hp-20)*90/27/100;
- wcross_color.z = (hp-20)*90/27/100 * 0.2;
- }
- else
- {
- wcross_color.x = 1;
- wcross_color.y = 0;
- }
- break;
- }
-
- case 3: // crosshair_color_rainbow
- {
- if(time >= rainbow_last_flicker)
- {
- rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
- rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
- }
- wcross_color = rainbow_prev_color;
- break;
- }
-LABEL(normalcolor)
- default: { wcross_color = stov(autocvar_crosshair_color); break; }
- }
-
- return wcross_color;
-}
-
-void HUD_Crosshair(entity this)
-{
- float f, i, j;
- vector v;
- if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
- spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
- !HUD_MinigameMenu_IsOpened() )
- {
- if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
- return;
-
- if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
- return;
-
- if (hud != HUD_NORMAL)
- {
- HUD_Crosshair_Vehicle(this);
- return;
- }
-
- string wcross_style;
- float wcross_alpha, wcross_resolution;
- wcross_style = autocvar_crosshair;
- if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
- wcross_style = autocvar_crosshair_2d;
- if (wcross_style == "0")
- return;
- wcross_resolution = autocvar_crosshair_size;
- if (wcross_resolution == 0)
- return;
- wcross_alpha = autocvar_crosshair_alpha;
- if (wcross_alpha == 0)
- return;
-
- // TrueAim check
- float shottype;
-
- // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
- if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
- wcross_origin = viewloc_mousepos;
- else
- wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
- wcross_origin.z = 0;
- if(autocvar_crosshair_hittest)
- {
- vector wcross_oldorigin;
- entity thiswep = viewmodels[0]; // TODO: unhardcode
- wcross_oldorigin = wcross_origin;
- shottype = TrueAimCheck(thiswep);
- if(shottype == SHOTTYPE_HITWORLD)
- {
- v = wcross_origin - wcross_oldorigin;
- v.x /= vid_conwidth;
- v.y /= vid_conheight;
- if(vdist(v, >, 0.01))
- shottype = SHOTTYPE_HITOBSTRUCTION;
- }
- if(!autocvar_crosshair_hittest_showimpact)
- wcross_origin = wcross_oldorigin;
- }
- else
- shottype = SHOTTYPE_HITWORLD;
-
- vector wcross_color = '0 0 0', wcross_size = '0 0 0';
- string wcross_name = "";
- float wcross_scale, wcross_blur;
-
- entity e = WEP_Null;
- if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
- {
- entity wepent = viewmodels[0]; // TODO: unhardcode
- e = wepent.switchingweapon;
- if(e)
- {
- if(autocvar_crosshair_per_weapon)
- {
- // WEAPONTODO: access these through some general settings (with non-balance config settings)
- //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
- //if (wcross_resolution == 0)
- //return;
-
- //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
- wcross_resolution *= e.w_crosshair_size;
- wcross_name = e.w_crosshair;
- }
- }
- }
-
- if(wcross_name == "")
- wcross_name = strcat("gfx/crosshair", wcross_style);
-
- // MAIN CROSSHAIR COLOR DECISION
- wcross_color = crosshair_getcolor(e, STAT(HEALTH));
-
- if(autocvar_crosshair_effect_scalefade)
- {
- wcross_scale = wcross_resolution;
- wcross_resolution = 1;
- }
- else
- {
- wcross_scale = 1;
- }
-
- if(autocvar_crosshair_pickup)
- {
- float stat_pickup_time = STAT(LAST_PICKUP);
-
- if(pickup_crosshair_time < stat_pickup_time)
- {
- if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
- pickup_crosshair_size = 1;
-
- pickup_crosshair_time = stat_pickup_time;
- }
-
- if(pickup_crosshair_size > 0)
- pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
- else
- pickup_crosshair_size = 0;
-
- wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
- }
-
- // todo: make crosshair hit indication dependent on damage dealt
- if(autocvar_crosshair_hitindication)
- {
- vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
-
- if(unaccounted_damage)
- {
- hitindication_crosshair_size = 1;
- }
-
- if(hitindication_crosshair_size > 0)
- hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
- else
- hitindication_crosshair_size = 0;
-
- wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
- wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
- wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
- wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
- }
-
- if(shottype == SHOTTYPE_HITENEMY)
- wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
- if(shottype == SHOTTYPE_HITTEAM)
- wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
-
- f = fabs(autocvar_crosshair_effect_time);
- if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
- {
- wcross_changedonetime = time + f;
- }
- if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
- {
- wcross_name_changestarttime = time;
- wcross_name_changedonetime = time + f;
- if(wcross_name_goal_prev_prev)
- strunzone(wcross_name_goal_prev_prev);
- wcross_name_goal_prev_prev = wcross_name_goal_prev;
- wcross_name_goal_prev = strzone(wcross_name);
- wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
- wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
- wcross_resolution_goal_prev = wcross_resolution;
- }
-
- wcross_scale_goal_prev = wcross_scale;
- wcross_alpha_goal_prev = wcross_alpha;
- wcross_color_goal_prev = wcross_color;
-
- if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
- {
- wcross_blur = 1;
- wcross_alpha *= 0.75;
- }
- else
- wcross_blur = 0;
- // *_prev is at time-frametime
- // * is at wcross_changedonetime+f
- // what do we have at time?
- if(time < wcross_changedonetime)
- {
- f = frametime / (wcross_changedonetime - time + frametime);
- wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
- wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
- wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
- }
-
- wcross_scale_prev = wcross_scale;
- wcross_alpha_prev = wcross_alpha;
- wcross_color_prev = wcross_color;
-
- MUTATOR_CALLHOOK(UpdateCrosshair);
-
- wcross_scale *= 1 - autocvar__menu_alpha;
- wcross_alpha *= 1 - autocvar__menu_alpha;
- wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
-
- if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
- {
- // crosshair rings for weapon stats
- if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
- {
- // declarations and stats
- float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
- string ring_image = string_null, ring_inner_image = string_null;
- vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
-
- ring_scale = autocvar_crosshair_ring_size;
-
- entity wepent = viewmodels[0]; // TODO: unhardcode
-
- int weapon_clipload = wepent.clip_load;
- int weapon_clipsize = wepent.clip_size;
-
- float arc_heat = wepent.arc_heat_percent;
- float vcharge = wepent.vortex_charge;
- float vchargepool = wepent.vortex_chargepool_ammo;
- float oknex_charge_ = wepent.oknex_charge;
- float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
-
- if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
- vortex_charge_movingavg = vcharge;
-
- // handle the values
- if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
- {
- if (vchargepool || use_vortex_chargepool) {
- use_vortex_chargepool = 1;
- ring_inner_value = vchargepool;
- } else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
- }
-
- ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
- ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
- ring_inner_image = "gfx/crosshair_ring_inner.tga";
-
- // draw the outer ring to show the current charge of the weapon
- ring_value = vcharge;
- ring_alpha = autocvar_crosshair_ring_vortex_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring_nexgun.tga";
- }
- else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
- {
- if (oknex_chargepool_ || use_vortex_chargepool) {
- use_vortex_chargepool = 1;
- ring_inner_value = oknex_chargepool_;
- } else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
- ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
- }
-
- ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
- ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
- ring_inner_image = "gfx/crosshair_ring_inner.tga";
-
- // draw the outer ring to show the current charge of the weapon
- ring_value = oknex_charge_;
- ring_alpha = autocvar_crosshair_ring_vortex_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring_nexgun.tga";
- }
- else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
- {
- ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
- ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
- else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
- {
- ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
- ring_alpha = autocvar_crosshair_ring_hagar_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
- else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
- {
- ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
- ring_scale = autocvar_crosshair_ring_reload_size;
- ring_alpha = autocvar_crosshair_ring_reload_alpha;
- ring_rgb = wcross_color;
-
- // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
- // if a new image for another weapon is added, add the code (and its respective file/value) here
- if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
- ring_image = "gfx/crosshair_ring_rifle.tga";
- else
- ring_image = "gfx/crosshair_ring.tga";
- }
- else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
- {
- ring_value = arc_heat;
- ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
- arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
- ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
-
- // if in weapon switch animation, fade ring out/in
- if(autocvar_crosshair_effect_time > 0)
- {
- f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
- if (f >= 1)
- {
- wcross_ring_prev = ((ring_image) ? true : false);
- }
-
- if(wcross_ring_prev)
- {
- if(f < 1)
- ring_alpha *= fabs(1 - bound(0, f, 1));
- }
- else
- {
- if(f < 1)
- ring_alpha *= bound(0, f, 1);
- }
- }
-
- if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
- DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
-
- if (ring_value)
- DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
- }
-
-#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
- MACRO_BEGIN \
- vector scaled_sz = sz * wcross_size; \
- if(wcross_blur > 0) \
- { \
- for(i = -2; i <= 2; ++i) \
- for(j = -2; j <= 2; ++j) \
- M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
- } \
- else \
- { \
- M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
- } \
- MACRO_END
-
-#define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
- drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
-
-#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
- CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
-
- if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
- {
- f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
- wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
- CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
- f = 1 - f;
- }
- else
- {
- f = 1;
- }
- wcross_name_alpha_goal_prev = f;
-
- wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
- CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
-
- if(autocvar_crosshair_dot)
- {
- vector wcross_color_old;
- wcross_color_old = wcross_color;
-
- if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
- wcross_color = stov(autocvar_crosshair_dot_color);
-
- CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
- // FIXME why don't we use wcross_alpha here?
- wcross_color = wcross_color_old;
- }
- }
- }
- else
- {
- wcross_scale_prev = 0;
- wcross_alpha_prev = 0;
- wcross_scale_goal_prev = 0;
- wcross_alpha_goal_prev = 0;
- wcross_changedonetime = 0;
- strfree(wcross_name_goal_prev);
- strfree(wcross_name_goal_prev_prev);
- wcross_name_changestarttime = 0;
- wcross_name_changedonetime = 0;
- wcross_name_alpha_goal_prev = 0;
- wcross_name_alpha_goal_prev_prev = 0;
- wcross_resolution_goal_prev = 0;
- wcross_resolution_goal_prev_prev = 0;
- }
-}
-
-const int MAX_SPECIALCOMMAND = 15;
-vector specialcommand_slots[MAX_SPECIALCOMMAND];
-vector specialcommand_colors[MAX_SPECIALCOMMAND];
-const float SPECIALCOMMAND_SPEED = 150;
-const float SPECIALCOMMAND_TURNSPEED = 2;
-const float SPECIALCOMMAND_SIZE = 0.025;
-const float SPECIALCOMMAND_CHANCE = 0.35;
-float sc_spawntime, sc_changetime;
-vector sc_color = '1 1 1';
-void SpecialCommand()
-{
- if(!STAT(MOVEVARS_SPECIALCOMMAND))
- return;
-
- if(time >= sc_changetime)
- {
- sc_changetime = time + 1;
- sc_color = randomvec() * 1.5;
- sc_color.x = bound(0.2, sc_color.x, 0.75);
- sc_color.y = bound(0.2, sc_color.y, 0.75);
- sc_color.z = bound(0.2, sc_color.z, 0.75);
- }
- drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
-
- if(!precache_pic("gfx/smile"))
- return; // damn party poopers
-
- for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
- {
- vector slot = specialcommand_slots[j];
- if(slot.y)
- slot.y += SPECIALCOMMAND_SPEED * frametime;
- //if(slot.z)
- //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
- if(slot.y >= vid_conheight)
- slot = '0 0 0';
-
- if(slot == '0 0 0')
- {
- if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
- {
- slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
- slot.y = 1; // start it off 0 so we can use it
- slot.z = floor(random() * Weapons_MAX);
- sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
- vector newcolor = randomvec() * 2;
- newcolor.x = bound(0.4, newcolor.x, 1);
- newcolor.y = bound(0.4, newcolor.y, 1);
- newcolor.z = bound(0.4, newcolor.z, 1);
- specialcommand_colors[j] = newcolor;
- }
- }
- else
- {
- vector splash_size = '0 0 0';
- splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
- splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
- entity wep = Weapons_from(slot.z);
- if(wep == WEP_Null)
- drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
- else
- drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
- //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
- }
-
- specialcommand_slots[j] = slot;
- }
-}
-
-void HUD_Draw(entity this)
-{
- // if we don't know gametype and scores yet avoid drawing the scoreboard
- // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
- // e.g. since initial player's health is 0 hud would display the hud_damage effect,
- // cl_deathscoreboard would show the scoreboard and so on
- if(!gametype)
- return;
-
- Hud_Dynamic_Frame();
-
- if(!intermission)
- if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
- {
- drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
- }
- else if(STAT(FROZEN))
- {
- vector col = '0.25 0.90 1';
- if(STAT(REVIVE_PROGRESS))
- col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
- drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- }
-
- HUD_Scale_Enable();
- if(!intermission)
- if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
- {
- vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
- }
- else if(STAT(CAPTURE_PROGRESS))
- {
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
- }
- else if(STAT(REVIVE_PROGRESS))
- {
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
- }
- HUD_Scale_Disable();