if(length < 1)
return;
- steps = floor(length / seglength);
+ // Use at most 16 te_lightning1 segments, as these eat up beam list segments.
+ // TODO: Change this to R_BeginPolygon code, then we no longer have this limit.
+ steps = min(16, floor(length / seglength));
if(steps < 1)
{
te_lightning1(world,from,to);
dirnew = normalize(direction * (1 - drift) + randomvec() * drift);
pos = pos_l + dirnew * steplength;
te_lightning1(world,pos_l,pos);
- if(random() < branchfactor)
- cl_effects_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
+ // WTF endless recursion if branchfactor is 1.0 (possibly due to adding branchfactor_add). FIXME
+ // if(random() < branchfactor)
+ // cl_effects_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
pos_l = pos;
}
return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
}
+vector HUD_GetTableSize(float item_count, vector psize, float item_aspect)
+{
+ float columns, rows;
+ float ratio, best_ratio = 0;
+ float best_columns = 1, best_rows = 1;
+ bool vertical = (psize.x / psize.y >= item_aspect);
+ if(vertical)
+ {
+ psize = eX * psize.y + eY * psize.x;
+ item_aspect = 1 / item_aspect;
+ }
+
+ rows = ceil(sqrt(item_count));
+ columns = ceil(item_count/rows);
+ while(columns >= 1)
+ {
+ ratio = (psize.x/columns) / (psize.y/rows);
+ if(ratio > item_aspect)
+ ratio = item_aspect * item_aspect / ratio;
+
+ if(ratio <= best_ratio)
+ break; // ratio starts decreasing by now, skip next configurations
+
+ best_columns = columns;
+ best_rows = rows;
+ best_ratio = ratio;
+
+ if(columns == 1)
+ break;
+
+ --columns;
+ rows = ceil(item_count/columns);
+ }
+
+ if(vertical)
+ return eX * best_rows + eY * best_columns;
+ else
+ return eX * best_columns + eY * best_rows;
+}
+
float stringwidth_colors(string s, vector theSize)
{
return stringwidth(s, true, theSize);
float screen_ar;
vector center = '0 0 0';
float weapon_count, weapon_id;
- float row, column, rows = 0, columns;
+ float row, column, rows = 0, columns = 0;
+ bool vertical_order = true;
float aspect = autocvar_hud_panel_weapons_aspect;
float timeout = autocvar_hud_panel_weapons_timeout;
if(!weapons_stat)
for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
weapons_stat |= WepSet_FromWeapon(i);
+
+ #if 0
+ /// debug code
+ if(cvar("wep_add"))
+ {
+ weapons_stat = '0 0 0';
+ float countw = 1 + floor((floor(time * cvar("wep_add"))) % WEP_COUNT);
+ for(i = WEP_FIRST; i <= countw; ++i)
+ weapons_stat |= WepSet_FromWeapon(i);
+ }
+ #endif
}
// determine which weapons are going to be shown
if((weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon)) || (weaponorder[i].weapon == complain_weapon))
++weapon_count;
+
// might as well commit suicide now, no reason to live ;)
if (weapon_count == 0)
{
vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
// get the all-weapons layout
- rows = HUD_GetRowCount(WEP_COUNT, padded_panel_size, aspect);
- columns = ceil(WEP_COUNT / rows);
+ vector table_size = HUD_GetTableSize(WEP_COUNT, 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;
- // reduce rows and columns as needed
// 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.y > padded_panel_size.x)
+ if(padded_panel_size.x / padded_panel_size.y < aspect)
{
- columns = ceil(weapon_count / rows);
+ // maximum number of rows that allows to display items with the desired aspect ratio
+ float max_rows = floor(padded_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);
+ vertical_order = false;
}
else
{
- rows = ceil(weapon_count / columns);
+ float max_columns = floor(padded_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);
+ vertical_order = true;
}
// reduce size of the panel
if(!rows) // if rows is > 0 onlyowned code has already updated these vars
{
- rows = HUD_GetRowCount(weapon_count, panel_size, aspect);
- columns = ceil(weapon_count/rows);
- weapon_size = eX * panel_size.x*(1/columns) + eY * panel_size.y*(1/rows);
+ vector table_size = HUD_GetTableSize(WEP_COUNT, 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;
+ vertical_order = (panel_size.x / panel_size.y >= aspect);
}
// calculate position/size for visual bar displaying ammount of ammo status
drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
}
+ #if 0
+ /// debug code
+ if(!autocvar_hud_panel_weapons_onlyowned)
+ {
+ drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
+ drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+ #endif
+
// continue with new position for the next weapon
- ++row;
- if(row >= rows)
+ if(vertical_order)
{
- row = 0;
++column;
+ if(column >= columns)
+ {
+ column = 0;
+ ++row;
+ }
+ }
+ else
+ {
+ ++row;
+ if(row >= rows)
+ {
+ row = 0;
+ ++column;
+ }
}
}
self.dropped_origin = self.origin;
if(self.mdl_dead == "")
- self.model = "";
+ self.effects |= EF_NODRAW;
else {
if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
floorZ = self.absmin.z;
self.origin_z = floorZ;
}
setmodel(self, self.mdl_dead);
+ self.effects &= ~EF_NODRAW;
}
+ CSQCMODEL_AUTOUPDATE();
+
self.solid = SOLID_NOT;
}
void func_breakable_look_restore()
{
setmodel(self, self.mdl);
+ self.effects &= ~EF_NODRAW;
+
if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
setorigin(self, self.dropped_origin);
+
+ CSQCMODEL_AUTOUPDATE();
+
self.solid = SOLID_BSP;
}
self.event_damage = func_null;
self.state = 1;
func_breakable_colormod();
+ if (self.noise1)
+ stopsound (self, CH_TRIGGER_SINGLE);
}
void func_breakable_behave_restore()
self.state = 0;
self.nextthink = 0; // cancel auto respawn
func_breakable_colormod();
+ if (self.noise1)
+ sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+}
+
+void func_breakable_init_for_player(entity player)
+{
+ if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
+ {
+ msg_entity = player;
+ soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ }
}
void func_breakable_destroyed()
precache_model(argv(i));
if(self.noise)
precache_sound(self.noise);
+ if(self.noise1)
+ precache_sound(self.noise1);
self.team_saved = self.team;
self.dropped_origin = self.origin;
self.reset = func_breakable_reset;
func_breakable_reset();
+ self.init_for_player_needed = 1;
+ self.init_for_player = func_breakable_init_for_player;
+
CSQCMODEL_AUTOINIT();
}