WEPSET_COPY_AS(weapons_stat);
float i, f, a, j, factor;
float screen_ar, center_x, center_y;
- float weapon_count, weapon_id, weapon_alpha;
+ float weapon_count, weapon_id;
float row, column, rows, columns;
float aspect = autocvar_hud_panel_weapons_aspect;
float show_accuracy = false, panel_weapon_accuracy;
float timeout = autocvar_hud_panel_weapons_timeout;
- float timein_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.375 : 0);
- float timeout_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.75 : 0);
+ float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
+ float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
float ammo_type, ammo_full;
float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
{
if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
return;
- else if(timeout && time >= weapontime + timeout + timeout_effect_length)
+ else if(timeout && time >= weapontime + timeout + timeout_effect_length && ((autocvar_hud_panel_weapons_timeout_effect != 1) && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
{
weaponprevtime = time;
return;
draw_beginBoldFont();
- // calculate fading effect to weapon images for when the panel is idle
- if(autocvar_hud_panel_weapons_fade)
- {
- weapon_alpha = 3.2 - 2 * (time - weapontime);
- weapon_alpha = bound(0.7, weapon_alpha, 1) * panel_fg_alpha;
- }
- else
- weapon_alpha = panel_fg_alpha;
-
// figure out weapon order (how the weapons are sorted) // TODO make this configurable
if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
{
{
if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
{
- f = (time - (weapontime + timeout)) / timeout_effect_length;
- if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
+ f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
+
+ // fade the panel alpha
+ if(autocvar_hud_panel_weapons_timeout_effect == 1)
+ {
+ panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
+ panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
+ }
+ else if(autocvar_hud_panel_weapons_timeout_effect == 3)
{
panel_bg_alpha *= (1 - f);
panel_fg_alpha *= (1 - f);
}
+
+ // move the panel off the screen
if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
{
f *= f; // for a cooler movement
}
else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
{
- f = (time - weaponprevtime) / timein_effect_length;
- if (autocvar_hud_panel_weapons_timeout_effect == 1 || autocvar_hud_panel_weapons_timeout_effect == 3)
+ f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
+
+ // fade the panel alpha
+ if(autocvar_hud_panel_weapons_timeout_effect == 1)
+ {
+ panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
+ panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
+ }
+ else if(autocvar_hud_panel_weapons_timeout_effect == 3)
{
panel_bg_alpha *= (f);
panel_fg_alpha *= (f);
}
+
+ // move the panel back on screen
if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
{
f *= f; // for a cooler movement
// draw background behind currently selected weapon
if(self.weapon == switchweapon)
- drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
// draw the weapon accuracy
if(show_accuracy)
if(WEPSET_CONTAINS_AW(weapons_stat, self.weapon))
{
// draw the weapon image
- drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
// draw weapon label string
switch(autocvar_hud_panel_weapons_label)
void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, float vertical, float icon_right_align, vector color, float theAlpha, float fadelerp)
{
- vector newPos, newSize;
+ vector newPos = '0 0 0', newSize = '0 0 0';
vector picpos, numpos;
if (vertical)
}
// always force 4:1 aspect
- vector newSize;
+ vector newSize = '0 0 0';
if(mySize_x/mySize_y > 4)
{
newSize_x = 4 * mySize_y;
if(race_mycheckpointtime)
{
a = bound(0, 2 - (time - race_mycheckpointtime), 1);
- s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -!race_mycheckpointenemy, race_mycheckpointlapsdelta, race_mycheckpointenemy);
+ s = MakeRaceString(race_mycheckpoint, TIME_DECODE(race_mycheckpointdelta), -(race_mycheckpointenemy == ""), race_mycheckpointlapsdelta, race_mycheckpointenemy);
drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
}
if(race_othercheckpointtime && race_othercheckpointenemy != "")
{
a = bound(0, 2 - (time - race_othercheckpointtime), 1);
- s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -!race_othercheckpointenemy, race_othercheckpointlapsdelta, race_othercheckpointenemy);
+ s = MakeRaceString(race_othercheckpoint, -TIME_DECODE(race_othercheckpointdelta), -(race_othercheckpointenemy == ""), race_othercheckpointlapsdelta, race_othercheckpointenemy);
drawcolorcodedstring(pos + eX * 0.5 * mySize_x - '0.5 0 0' * stringwidth(s, TRUE, '1 1 0' * 0.2 * mySize_y) + eY * 0.6 * mySize_y, s, '1 1 0' * 0.2 * mySize_y, panel_fg_alpha * a, DRAWFLAG_NORMAL);
}
}
// always force 3:1 aspect
- vector newSize;
+ vector newSize = '0 0 0';
if(mySize_x/mySize_y > 3)
{
newSize_x = 3 * mySize_y;
float kh_keys;
float keyteam;
float a, aa;
- vector p, pa, kh_size, kh_asize;
+ vector p = '0 0 0', pa, kh_size = '0 0 0', kh_asize = '0 0 0';
kh_keys = getstati(STAT_KH_KEYS);
float aspect = autocvar_hud_panel_pressedkeys_aspect;
if(aspect)
{
- vector newSize;
+ vector newSize = '0 0 0';
if(mySize_x/mySize_y > aspect)
{
newSize_x = aspect * mySize_y;
}
// always force 5:1 aspect
- vector newSize;
+ vector newSize = '0 0 0';
if(mySize_x/mySize_y > 5)
{
newSize_x = 5 * mySize_y;
HUD_Panel_GetProgressBarColor(speed);
HUD_Panel_DrawProgressBar(panel_pos + speed_offset, panel_size, "progressbar", speed/max_speed, 0, speed_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
}
- vector tmp_offset = '0 0 0', tmp_size;
+ vector tmp_offset = '0 0 0', tmp_size = '0 0 0';
if (autocvar_hud_panel_physics_text == 1 || autocvar_hud_panel_physics_text == 2)
{
tmp_size_x = panel_size_x * 0.75;
if(autocvar_hud_panel_physics_progressbar == 1 || autocvar_hud_panel_physics_progressbar == 2)
{
float peak_offset_x;
- vector peak_size;
+ vector peak_size = '0 0 0';
if (speed_baralign == 0)
peak_offset_x = min(top_speed, max_speed)/max_speed * panel_size_x;
else if (speed_baralign == 1)
return;
// Drawing stuff
- if (hud_skin_path != autocvar_hud_skin)
+ if (hud_skin_prev != autocvar_hud_skin)
{
if (hud_skin_path)
strunzone(hud_skin_path);
hud_skin_path = strzone(strcat("gfx/hud/", autocvar_hud_skin));
+ if (hud_skin_prev)
+ strunzone(hud_skin_prev);
+ hud_skin_prev = strzone(autocvar_hud_skin);
}
// HUD configure visible grid