4 // Powerup item fields (reusing existing fields)
5 .string message; // Human readable name
6 .string netname; // Icon name
7 .vector colormod; // Color
8 .float count; // Time left
9 .float lifetime; // Maximum time
12 int powerupItemsCount;
14 void resetPowerupItems()
17 for(item = powerupItems; item; item = item.chain)
20 powerupItemsCount = 0;
23 void addPowerupItem(string name, string icon, vector color, float currentTime, float lifeTime)
26 powerupItems = spawn();
29 for(item = powerupItems; item.count; item = item.chain)
35 item.colormod = color;
36 item.count = currentTime;
37 item.lifetime = lifeTime;
42 int getPowerupItemAlign(int align, int column, int row, int columns, int rows, bool isVertical)
47 bool isTop = isVertical && rows > 1 && row == 0;
48 bool isBottom = isVertical && rows > 1 && row == rows-1;
49 bool isLeft = !isVertical && columns > 1 && column == 0;
50 bool isRight = !isVertical && columns > 1 && column == columns-1;
52 if(isTop || isLeft) return (align == 2) ? 1 : 0;
53 if(isBottom || isRight) return (align == 2) ? 0 : 1;
60 int allItems = STAT(ITEMS);
61 int allBuffs = STAT(BUFFS);
62 int strengthTime, shieldTime, superTime;
65 if(!autocvar__hud_configure)
67 if(!autocvar_hud_panel_powerups) return;
68 if(spectatee_status == -1) return;
69 if(STAT(HEALTH) <= 0) return;
70 if(!(allItems & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON)) && !allBuffs) return;
72 strengthTime = bound(0, STAT(STRENGTH_FINISHED) - time, 99);
73 shieldTime = bound(0, STAT(INVINCIBLE_FINISHED) - time, 99);
74 superTime = bound(0, STAT(SUPERWEAPONS_FINISHED) - time, 99);
76 if(allItems & IT_UNLIMITED_SUPERWEAPONS)
79 // Prevent stuff to show up on mismatch that will be fixed next frame
80 if(!(allItems & IT_SUPERWEAPON))
91 // Add items to linked list
95 addPowerupItem("Strength", "strength", autocvar_hud_progressbar_strength_color, strengthTime, 30);
97 addPowerupItem("Shield", "shield", autocvar_hud_progressbar_shield_color, shieldTime, 30);
99 addPowerupItem("Superweapons", "superweapons", autocvar_hud_progressbar_superweapons_color, superTime, 30);
101 MUTATOR_CALLHOOK(HUD_Powerups_add);
103 if(!powerupItemsCount)
106 // Draw panel background
107 HUD_Panel_UpdateCvars();
111 vector pos = panel_pos;
112 vector size = panel_size;
113 bool isVertical = size.y > size.x;
117 pos += '1 1 0' * panel_bg_padding;
118 size -= '2 2 0' * panel_bg_padding;
121 // Find best partitioning of the drawing area
122 const float DESIRED_ASPECT = 6;
130 c = floor(powerupItemsCount / i);
131 r = ceil(powerupItemsCount / c);
132 a = isVertical ? (size.y/r) / (size.x/c) : (size.x/c) / (size.y/r);
134 if(i == 1 || fabs(DESIRED_ASPECT - a) < fabs(DESIRED_ASPECT - aspect))
141 while(++i <= powerupItemsCount);
143 // Prevent single items from getting too wide
144 if(powerupItemsCount == 1 && aspect > DESIRED_ASPECT)
149 pos.y += size.y * 0.5;
154 pos.x += size.x * 0.5;
158 // Draw items from linked list
159 vector itemPos = pos;
160 vector itemSize = eX * (size.x / columns) + eY * (size.y / rows);
161 vector textColor = '1 1 1';
168 draw_beginBoldFont();
169 for(entity item = powerupItems; item.count; item = item.chain)
171 itemPos = eX * (pos.x + column * itemSize.x) + eY * (pos.y + row * itemSize.y);
174 if(autocvar_hud_panel_powerups_progressbar)
176 align = getPowerupItemAlign(autocvar_hud_panel_powerups_baralign, column, row, columns, rows, isVertical);
177 HUD_Panel_DrawProgressBar(itemPos, itemSize, "progressbar", item.count / item.lifetime, isVertical, align, item.colormod, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
180 // Draw icon and text
181 if(autocvar_hud_panel_powerups_text)
183 align = getPowerupItemAlign(autocvar_hud_panel_powerups_iconalign, column, row, columns, rows, isVertical);
184 fullSeconds = ceil(item.count);
185 textColor = '0.6 0.6 0.6' + (item.colormod * 0.4);
188 DrawNumIcon(itemPos, itemSize, fullSeconds, item.netname, isVertical, align, textColor, panel_fg_alpha);
190 DrawNumIcon_expanding(itemPos, itemSize, fullSeconds, item.netname, isVertical, align, textColor, panel_fg_alpha, bound(0, (fullSeconds - item.count) / 0.5, 1));
193 // Determine next section
196 if(++column >= columns)