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)
}
+#define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \
+ int nHidden = 0; \
+ FOREACH(Weapons, it != WEP_Null, { \
+ if (weapons_stat & WepSet_FromWeapon(it)) continue; \
+ if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
+ }); \
+ vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
+ columns = table_size.x; \
+ rows = table_size.y; \
+ weapon_size.x = panel_size.x / columns; \
+ weapon_size.y = panel_size.y / rows; \
+} MACRO_END
+
void HUD_Weapons()
{
// declarations
float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
+ bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO);
+
vector weapon_pos, weapon_size = '0 0 0';
vector color;
+ entity panel_switchweapon = NULL;
+
// check to see if we want to continue
if(hud != HUD_NORMAL) return;
{
if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
return;
+ if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
+ return;
if(timeout && time >= weapontime + timeout + timeout_effect_length)
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)))
{
if(autocvar__hud_configure)
{
if(!weapons_stat)
- for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
- weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
+ {
+ int j = 0;
+ FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
+ if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED))
+ {
+ if(!panel_switchweapon || j < 4)
+ panel_switchweapon = it;
+ weapons_stat |= it.m_wepset;
+ ++j;
+ }
+ });
+ }
#if 0
/// debug code
if(cvar("wep_add"))
{
+ int j;
+ int nHidden = 0;
+ FOREACH(Weapons, it != WEP_Null, {
+ if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
+ });
weapons_stat = '0 0 0';
- float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1));
- for(i = WEP_FIRST; i <= countw; ++i)
- weapons_stat |= WepSet_FromWeapon(Weapons_from(i));
+ float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden));
+ for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i)
+ {
+ if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ continue;
+ weapons_stat |= weaponorder[i].m_wepset;
+ ++j;
+ }
}
#endif
}
{
if(autocvar__hud_configure)
{
- if(menu_enabled != 2)
+ if(hud_configure_menu_open != 2)
HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
}
return;
vector old_panel_size = panel_size;
- vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
-
- // get the all-weapons layout
- int nHidden = 0;
- WepSet weapons_stat = WepSet_GetFromStat();
- FOREACH(Weapons, it != WEP_Null, {
- if (weapons_stat & it.m_wepset) continue;
- if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
- });
- vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, padded_panel_size, aspect);
- columns = table_size.x;
- rows = table_size.y;
- weapon_size.x = padded_panel_size.x / columns;
- weapon_size.y = padded_panel_size.y / rows;
+ panel_size -= '2 2 0' * panel_bg_padding;
+
+ HUD_WEAPONS_GET_FULL_LAYOUT();
// NOTE: although weapons should aways look the same even if onlyowned is enabled,
// we enlarge them a bit when possible to better match the desired aspect ratio
- if(padded_panel_size.x / padded_panel_size.y < aspect)
+ if(panel_size.x / panel_size.y < aspect)
{
// maximum number of rows that allows to display items with the desired aspect ratio
- int max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
+ int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
columns = min(columns, ceil(weapon_count / max_rows));
rows = ceil(weapon_count / columns);
- weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
- weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
+ weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
+ weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
vertical_order = false;
}
else
{
- int max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
+ int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
rows = min(rows, ceil(weapon_count / max_columns));
columns = ceil(weapon_count / rows);
- weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
- weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
+ weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
+ weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
vertical_order = true;
}
}
// draw the background, then change the virtual size of it to better fit other items inside
+ if (autocvar_hud_panel_weapons_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(center.x == -1)
- return;
+ return; // panel has gone off screen
if(panel_bg_padding)
{
if(!rows) // if rows is > 0 onlyowned code has already updated these vars
{
- vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1), panel_size, aspect);
- columns = table_size.x;
- rows = table_size.y;
- weapon_size.x = panel_size.x / columns;
- weapon_size.y = panel_size.y / rows;
+ HUD_WEAPONS_GET_FULL_LAYOUT();
vertical_order = (panel_size.x / panel_size.y >= aspect);
}
// calculate position/size for visual bar displaying ammount of ammo status
- if (autocvar_hud_panel_weapons_ammo)
+ if (!infinite_ammo && autocvar_hud_panel_weapons_ammo)
{
ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
// draw items
row = column = 0;
vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
- vector noncurrent_pos = '0 0 0';
- vector noncurrent_size = weapon_size * bound(0, autocvar_hud_panel_weapons_noncurrent_scale, 1);
+ vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
- bool isCurrent;
+ static vector weapon_pos_current = '-1 0 0';
+ if(weapon_pos_current.x == -1)
+ weapon_pos_current = panel_pos;
+
+ float switch_speed;
+ if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
+ switch_speed = 999;
+ else
+ switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
+ vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
+
+ if(switchweapon == WEP_Null)
+ panel_switchweapon = NULL;
+ else if(!panel_switchweapon)
+ panel_switchweapon = switchweapon;
+
+ // draw background behind currently selected weapon
+ // do it earlier to make sure bg is drawn behind every weapon icons while it's moving
+ if(panel_switchweapon)
+ drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
{
// retrieve information about the current weapon to be drawn
entity it = weaponorder[i];
weapon_id = it.impulse;
- isCurrent = (it == switchweapon);
// skip if this weapon doesn't exist
if(!it || weapon_id < 0) { continue; }
// skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
if(autocvar_hud_panel_weapons_onlyowned)
- if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
- continue;
+ {
+ if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
+ continue;
+ }
+ else
+ {
+ if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it)))
+ continue;
+ }
// figure out the drawing position of weapon
weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
- noncurrent_pos.x = weapon_pos.x + (weapon_size.x - noncurrent_size.x) / 2;
- noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2;
- // draw background behind currently selected weapon
- if(isCurrent)
- drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ // update position of the currently selected weapon
+ if(it == panel_switchweapon)
+ {
+ if(weapon_pos_current.y > weapon_pos.y)
+ weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
+ else if(weapon_pos_current.y < weapon_pos.y)
+ weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
+ if(weapon_pos_current.x > weapon_pos.x)
+ weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
+ else if(weapon_pos_current.x < weapon_pos.x)
+ weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
+ }
// draw the weapon accuracy
if(autocvar_hud_panel_weapons_accuracy)
}
}
+ vector weapon_size_real = noncurrent_size;
+ float weapon_alpha_real = noncurrent_alpha;
+ float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
+ float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
+ if(radius_factor_x || radius_factor_y)
+ {
+ weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
+ weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
+ weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y);
+ }
+
+ vector weapon_pos_real = weapon_pos;
+ weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2;
+ weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
+
// drawing all the weapon items
if(weapons_stat & WepSet_FromWeapon(it))
{
// draw the weapon image
- if(isCurrent)
- drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- else
- drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
// draw weapon label string
switch(autocvar_hud_panel_weapons_label)
}
// draw ammo status bar
- if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
+ if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
{
float ammo_full;
a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
}
else // draw a "ghost weapon icon" if you don't have the weapon
{
- drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL);
}
// draw the complain message