#include "announcer.qh"
#include "hook.qh"
-#include "hud.qh"
-#include "hud_config.qh"
+#include "hud/all.qh"
#include "mapvoting.qh"
#include "scoreboard.qh"
#include "shownames.qh"
#include "mutators/events.qh"
#include "../common/constants.qh"
+#include "../common/debug.qh"
#include "../common/mapinfo.qh"
#include "../common/gamemodes/all.qh"
#include "../common/nades/all.qh"
void Porto_Init()
{
- porto = spawn();
- porto.classname = "porto";
+ porto = new(porto);
+ make_pure(porto);
porto.draw = Porto_Draw;
porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
}
void TrueAim_Init()
{
- trueaim = spawn();
- trueaim.classname = "trueaim";
+ trueaim = new(trueaim);
+ make_pure(trueaim);
trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- trueaim_rifle = spawn();
- trueaim_rifle.classname = "trueaim_rifle";
+ trueaim_rifle = new(trueaim_rifle);
+ make_pure(trueaim_rifle);
trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
}
vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
- vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
+ vecs = decompressShotOrigin(STAT(SHOTORG));
traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
trueaimpoint = trace_endpos;
return SHOTTYPE_HITWORLD;
}
-void PostInit(void);
+void PostInit();
void CSQC_Demo_Camera();
float HUD_WouldDrawScoreboard();
float camera_mode;
{
// accumulate damage with each stat update
static float damage_total_prev = 0;
- float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
+ float damage_total = STAT(DAMAGE_DEALT_TOTAL);
float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
damage_total_prev = damage_total;
static float damage_dealt_time_prev = 0;
- float damage_dealt_time = getstatf(STAT_HIT_TIME);
+ float damage_dealt_time = STAT(HIT_TIME);
if (damage_dealt_time != damage_dealt_time_prev)
{
unaccounted_damage += unaccounted_damage_new;
}
static float typehit_time_prev = 0;
- float typehit_time = getstatf(STAT_TYPEHIT_TIME);
+ float typehit_time = STAT(TYPEHIT_TIME);
if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
{
sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
if(autocvar_crosshair_pickup)
{
- float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
+ float stat_pickup_time = STAT(LAST_PICKUP);
if(pickup_crosshair_time < stat_pickup_time)
{
ring_scale = autocvar_crosshair_ring_size;
float weapon_clipload, weapon_clipsize;
- weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
- weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+ weapon_clipload = STAT(WEAPON_CLIPLOAD);
+ weapon_clipsize = STAT(WEAPON_CLIPSIZE);
float ok_ammo_charge, ok_ammo_chargepool;
ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
float vortex_charge, vortex_chargepool;
- vortex_charge = getstatf(STAT_VORTEX_CHARGE);
- vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
+ vortex_charge = STAT(VORTEX_CHARGE);
+ vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
- float arc_heat = getstatf(STAT_ARC_HEAT);
+ float arc_heat = STAT(ARC_HEAT);
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
vortex_charge_movingavg = vortex_charge;
}
else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
{
- ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 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_value = bound(0, STAT(LAYED_MINES) / minelayer_maxmines, 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 (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ else if (activeweapon == WEP_HAGAR.m_id && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
{
- ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+ ring_value = bound(0, STAT(HAGAR_LOAD) / hagar_maxrockets, 1);
ring_alpha = autocvar_crosshair_ring_hagar_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
else if (getstatf(STAT_HEALING_ORB)>time)
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
if(!intermission)
- if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
+ if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
- DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
}
else if(getstatf(STAT_REVIVE_PROGRESS))
++framecount;
- hud = getstati(STAT_HUD);
+ stats_get();
+ hud = STAT(HUD);
if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
vh_notice_time = time + autocvar_cl_vehicles_notify_time;
ColorTranslateMode = autocvar_cl_stripcolorcodes;
- // next WANTED weapon (for HUD)
- switchweapon = getstati(STAT_SWITCHWEAPON);
-
// currently switching-to weapon (for crosshair)
- switchingweapon = getstati(STAT_SWITCHINGWEAPON);
+ switchingweapon = STAT(SWITCHINGWEAPON);
// actually active weapon (for zoom)
activeweapon = getstati(STAT_ACTIVEWEAPON);
if(!nightvision_noise)
{
- nightvision_noise = spawn();
- nightvision_noise.classname = "nightvision_noise";
+ nightvision_noise = new(nightvision_noise);
}
if(!nightvision_noise2)
{
- nightvision_noise2 = spawn();
- nightvision_noise2.classname = "nightvision_noise2";
+ nightvision_noise2 = new(nightvision_noise2);
}
// color tint in yellow
if(autocvar_cl_gentle_damage == 2)
{
if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
- {
myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
- }
}
else
myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+ if(myhealth_flash_temp > 0)
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
else if(myhealth_flash_temp > 0)
drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
// edge detection postprocess handling done second (used by hud_powerup)
- float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
+ float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
else if(cvar("r_glsl_postprocess") == 2)
cvar_set("r_glsl_postprocess", "0");
- if(menu_visible)
- menu_show();
-
/*if(gametype == MAPINFO_TYPE_CTF)
{
ctf_view();
WITH(entity, self, e, e.draw2d(e));
}
Draw_ShowNames_All();
+ Debug_Draw();
scoreboard_active = HUD_WouldDrawScoreboard();