// declarations
WEPSET_DECLARE_A(weapons_stat);
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 i, f, a;
+ float screen_ar, center_x = 0, center_y;
+ 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 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)
+ 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)))
{
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 //top
panel_pos_y -= f * (panel_pos_y + panel_size_y);
}
+ if(f == 1)
+ center_x = -1; // mark the panel as off screen
}
weaponprevtime = time - (1 - f) * timein_effect_length;
}
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 the background, then change the virtual size of it to better fit other items inside
HUD_Panel_DrawBg(1);
+
+ if(center_x == -1)
+ return;
+
if(panel_bg_padding)
{
panel_pos += '1 1 0' * panel_bg_padding;
baroffset_y = (weapon_size_y - barsize_y) / 2;
}
}
-
- if(autocvar_hud_panel_weapons_accuracy && acc_levels)
- {
- show_accuracy = true;
- if (acc_col[0] == '-1 0 0')
- for (i = 0; i < acc_levels; ++i)
- acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
- }
+ if(autocvar_hud_panel_weapons_accuracy)
+ Accuracy_LoadColors();
row = column = 0;
for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
// 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(autocvar_hud_panel_weapons_accuracy)
{
panel_weapon_accuracy = weapon_accuracy[self.weapon-WEP_FIRST];
if(panel_weapon_accuracy >= 0)
{
- // find the max level lower than weapon_accuracy
- j = acc_levels-1;
- while ( j && panel_weapon_accuracy < acc_lev[j] )
- --j;
-
- // inject color j+1 in color j, how much depending on how much weapon_accuracy is higher than level j
- factor = (panel_weapon_accuracy - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
- color = acc_col[j];
- color = color + factor * (acc_col[j+1] - color);
-
+ color = Accuracy_GetColor(panel_weapon_accuracy);
drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
}
}
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)
if(superweapons_is == 0)
{
- superweapons_offset = '0 0 0';
superweapons_iconalign = strength_iconalign;
superweapons_baralign = 2;
}
{
s = "notify_melee_shotgun";
}
- else if(type & HITTYPE_HEADSHOT && (w == WEP_RIFLE || w == WEP_MINSTANEX)) // all headshot weapons go here
- {
- s = "notify_headshot";
- }
else if(WEP_VALID(w))
{
self = get_weaponinfo(w);
HUD_Panel_UpdateCvars(radar);
HUD_Panel_ApplyFadeAlpha();
+
+ float f = 0;
if (hud_panel_radar_maximized && !autocvar__hud_configure)
{
panel_bg = strcat(hud_skin_path, "/border_default"); // always use the default border when maximized
if(precache_pic(panel_bg) == "") { panel_bg = "gfx/hud/default/border_default"; } // fallback
+
+ switch(hud_panel_radar_maximized_zoommode)
+ {
+ default:
+ case 0:
+ f = current_zoomfraction;
+ break;
+ case 1:
+ f = 1 - current_zoomfraction;
+ break;
+ case 2:
+ f = 0;
+ break;
+ case 3:
+ f = 1;
+ break;
+ }
+
+ switch(hud_panel_radar_maximized_rotation)
+ {
+ case 0:
+ teamradar_angle = view_angles_y - 90;
+ break;
+ default:
+ teamradar_angle = 90 * hud_panel_radar_maximized_rotation;
+ break;
+ }
+ }
+ if (!hud_panel_radar_maximized && !autocvar__hud_configure)
+ {
+ switch(hud_panel_radar_zoommode)
+ {
+ default:
+ case 0:
+ f = current_zoomfraction;
+ break;
+ case 1:
+ f = 1 - current_zoomfraction;
+ break;
+ case 2:
+ f = 0;
+ break;
+ case 3:
+ f = 1;
+ break;
+ }
+
+ switch(hud_panel_radar_rotation)
+ {
+ case 0:
+ teamradar_angle = view_angles_y - 90;
+ break;
+ default:
+ teamradar_angle = 90 * hud_panel_radar_rotation;
+ break;
+ }
}
vector pos, mySize;
float color2;
entity tm;
float scale2d, normalsize, bigsize;
- float f;
teamradar_origin2d = pos + 0.5 * mySize;
teamradar_size2d = mySize;
teamradar_loadcvars();
- switch(hud_panel_radar_zoommode)
- {
- default:
- case 0:
- f = current_zoomfraction;
- break;
- case 1:
- f = 1 - current_zoomfraction;
- break;
- case 2:
- f = 0;
- break;
- case 3:
- f = 1;
- break;
- }
-
- switch(hud_panel_radar_rotation)
- {
- case 0:
- teamradar_angle = view_angles_y - 90;
- break;
- default:
- teamradar_angle = 90 * hud_panel_radar_rotation;
- break;
- }
-
scale2d = vlen_maxnorm2d(mi_picmax - mi_picmin);
teamradar_size2d = mySize;
teamradar_extraclip_mins = teamradar_extraclip_maxs = '0 0 0'; // we always center
// pixels per world qu to match the teamradar_size2d_x range in the longest dimension
- if(hud_panel_radar_rotation == 0)
+ if((hud_panel_radar_rotation == 0 && !hud_panel_radar_maximized) || (hud_panel_radar_maximized_rotation == 0 && hud_panel_radar_maximized))
{
// max-min distance must fit the radar in any rotation
bigsize = vlen_minnorm2d(teamradar_size2d) * scale2d / (1.05 * vlen2d(mi_scale));
}
// 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
HUD_Panel_UpdatePosSizeForId(highlightedPanel);
HUD_Panel_HlBorder(panel_bg_border + 1.5 * hlBorderSize, '0 0.5 1', 0.25 * (1 - autocvar__menu_alpha));
}
- if (!hud_configure_prev)
+ if(!hud_configure_prev || hud_configure_prev == -1)
{
if(autocvar_hud_cursormode) { setcursormode(1); }
hudShiftState = 0;