3 #include "strafehud.qh"
5 #include <client/autocvars.qh>
6 #include <client/miscfunctions.qh>
7 #include <common/animdecide.qh>
8 #include <common/ent_cs.qh>
9 #include <common/mapinfo.qh>
10 #include <common/physics/movetypes/movetypes.qh>
11 #include <common/physics/player.qh>
12 #include <lib/csqcmodel/cl_player.qh>
16 void HUD_StrafeHUD_Export(int fh)
18 // allow saving cvars that aesthetically change the panel into hud skin files
23 float demo_angle = -37;
24 float demo_direction = 1;
26 bool state_onground = false;
27 float state_onground_time = 0;
28 bool state_strafekeys = false;
29 float state_strafekeys_time = 0;
33 bool state_fwd = true;
34 bool state_fwd_prev = true;
35 float state_fwd_time = 0;
37 // provide basic panel cvars to old clients
38 // TODO remove them after a future release (0.8.2+)
39 noref string autocvar_hud_panel_strafehud_pos = "0.320000 0.570000";
40 noref string autocvar_hud_panel_strafehud_size = "0.360000 0.020000";
41 noref string autocvar_hud_panel_strafehud_bg = "0";
42 noref string autocvar_hud_panel_strafehud_bg_color = "";
43 noref string autocvar_hud_panel_strafehud_bg_color_team = "";
44 noref string autocvar_hud_panel_strafehud_bg_alpha = "0.7";
45 noref string autocvar_hud_panel_strafehud_bg_border = "";
46 noref string autocvar_hud_panel_strafehud_bg_padding = "";
53 // generic hud routines
54 if(!autocvar__hud_configure)
56 if(!autocvar_hud_panel_strafehud ||
57 (spectatee_status == -1 && (autocvar_hud_panel_strafehud == 1 || autocvar_hud_panel_strafehud == 3)) ||
58 (autocvar_hud_panel_strafehud == 3 && !(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))) return;
61 HUD_Panel_LoadCvars();
63 if(autocvar_hud_panel_strafehud_dynamichud)
76 panel_pos += '1 1 0' * panel_bg_padding;
77 panel_size -= '2 2 0' * panel_bg_padding;
80 // find out whether the local csqcmodel entity is valid
81 if(spectatee_status > 0 || isdemo())
84 strafeplayer = CSQCModel_server2csqc(player_localentnum - 1);
89 strafeplayer = csqcplayer;
93 if(csqcplayer && strafeplayer)
96 bool onground = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
98 bool swimming = strafeplayer.waterlevel >= WATERLEVEL_SWIMMING;
99 float speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337; // use local csqcmodel entity for this even when spectating, flickers too much otherwise
100 float maxspeed_crouch_mod = IS_DUCKED(strafeplayer) && !swimming ? .5 : 1;
101 float maxspeed_water_mod = swimming ? .7 : 1; // very simplified water physics, the hud will not work well (and is not supposed to) while swimming
102 float maxspeed_phys = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
103 float maxspeed = !autocvar__hud_configure ? maxspeed_phys * maxspeed_crouch_mod * maxspeed_water_mod : 320;
104 float vel_angle = vectoangles(strafeplayer.velocity).y;
105 float view_angle = view_angles.y + 180;
107 vector movement = PHYS_INPUT_MOVEVALUES(strafeplayer);
108 int keys = STAT(PRESSED_KEYS);
113 int mode = autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1 ? autocvar_hud_panel_strafehud_mode : 0;
114 float antiflicker_angle = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180);
115 float antiflicker_speed = max(0, autocvar_hud_panel_strafehud_antiflicker_speed);
117 float shift_offset = 0;
118 bool straight_overturn = false;
119 bool immobile = speed <= (swimming ? antiflicker_speed : 0);
121 float neutral_offset;
123 vector currentangle_color = autocvar_hud_panel_strafehud_angle_neutral_color;
124 float currentangle_offset;
125 vector currentangle_size = '0 0 0';
128 bool bestangle_anywhere = false;
129 float bestangle_offset;
130 float switch_bestangle_offset;
131 bool odd_angles = false;
132 float odd_bestangle_offset = 0;
133 float switch_odd_bestangle_offset = 0;
134 float bestangle_width;
135 float accelzone_left_offset;
136 float accelzone_right_offset;
137 float accelzone_width;
138 float overturn_offset;
139 float overturn_width;
140 vector direction_size_vertical = '0 0 0';
141 vector direction_size_horizontal = '0 0 0';
142 float range_minangle;
144 // determine whether the player is pressing forwards or backwards keys
145 if(islocal) // if entity is local player
151 else if(movement.x < 0)
160 else // alternatively determine direction by querying pressed keys
162 if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD))
166 else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD))
176 // determine player wishdir
177 if(islocal) // if entity is local player
185 else if(movement.y > 0)
202 wishangle = RAD2DEG * atan2(movement.y, movement.x);
203 // wrap the wish angle if it exceeds ±90°
204 if(fabs(wishangle) > 90)
206 if(wishangle < 0) wishangle += 180;
207 else wishangle -= 180;
208 wishangle = -wishangle;
213 else // alternatively calculate wishdir by querying pressed keys
215 if(keys & KEY_FORWARD || keys & KEY_BACKWARD)
227 else if(!(keys & KEY_RIGHT))
229 wishangle = 0; // wraps at 180°
233 strafekeys = fabs(wishangle) == 90;
235 // determine minimum required angle to display full strafe range
236 range_minangle = fabs(wishangle) % 90; // maximum range is 90 degree
237 if(range_minangle > 45) // minimum angle range is 45
239 range_minangle = 45 - fabs(wishangle) % 45;
241 range_minangle = 90 - range_minangle; // calculate value which is never >90 or <45
242 range_minangle *= 2; // multiply to accommodate for both sides of the hud
244 if(autocvar_hud_panel_strafehud_range == 0)
246 if(autocvar__hud_configure)
252 hudangle = range_minangle; // use minimum angle required if dynamically setting hud angle
257 hudangle = bound(0, fabs(autocvar_hud_panel_strafehud_range), 360); // limit HUD range to 360 degrees, higher values don't make sense
260 // detect air strafe turning
261 if(onground != state_onground)
263 state_onground_time = time;
265 state_onground = onground;
267 if(strafekeys != state_strafekeys)
269 state_strafekeys_time = time;
271 state_strafekeys = strafekeys;
273 if((keys & KEY_FORWARD) || (keys & KEY_BACKWARD) || swimming || autocvar__hud_configure)
279 if((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_ground) // timeout for strafe jumping in general
284 else // air strafe only
288 if(((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_air) || (keys & KEY_JUMP)) // timeout for slick ramps
290 turn = true; // CPMA turning
291 turnangle = wishangle;
294 else if((time - state_strafekeys_time) >= autocvar_hud_panel_strafehud_timeout_turn) // timeout for jumping with strafe keys only
301 maxspeed = PHYS_MAXAIRSTRAFESPEED(strafeplayer); // no modifiers here because they don't affect air strafing
302 wishangle = turnangle;
305 minspeed = autocvar_hud_panel_strafehud_switch_minspeed < 0 ? maxspeed + antiflicker_speed : autocvar_hud_panel_strafehud_switch_minspeed;
307 // get current strafing angle ranging from -180° to +180°
308 if(!autocvar__hud_configure)
312 // calculate view angle relative to the players current velocity direction
313 angle = vel_angle - view_angle;
315 // if the angle goes above 180° or below -180° wrap it to the opposite side
316 if (angle > 180) angle -= 360;
317 else if(angle < -180) angle += 360;
319 // shift the strafe angle by 180° for hud calculations
320 if(angle < 0) angle += 180;
323 // determine whether the player is strafing forwards or backwards
324 // if the player isn't strafe turning use forwards/backwards keys to determine direction
331 else if(keys_fwd < 0)
337 state_fwd = fabs(angle) <= 90;
340 // otherwise determine by examining the strafe angle
343 if(wishangle < 0) // detect direction using wishangle since the direction is not yet set
345 state_fwd = angle <= -wishangle;
349 state_fwd = angle >= -wishangle;
353 if(state_fwd_prev != state_fwd)
355 state_fwd_time = time;
357 state_fwd_prev = state_fwd;
359 if((time - state_fwd_time) >= autocvar_hud_panel_strafehud_timeout_direction || speed < maxspeed || (strafekeys && mode == 0)) // timeout when changing between forwards and backwards movement
364 // shift the strafe angle by 180° when strafing backwards
367 if(angle < 0) angle += 180;
371 // don't make the angle indicator switch side too much at ±180° if anti flicker is turned on
372 if(angle > (180 - antiflicker_angle) || angle < (-180 + antiflicker_angle))
374 straight_overturn = true;
382 else // simulate turning for HUD setup
384 if(autocvar__hud_panel_strafehud_demo && ((time - demo_time) >= .025))
387 demo_angle += demo_direction;
388 if(fabs(demo_angle) >= 55)
390 demo_direction = -demo_direction;
394 wishangle = 45 * (demo_angle > 0 ? 1 : -1);
397 // invert the wish angle when strafing backwards
400 wishangle = -wishangle;
403 // flip angles if v_flipped is enabled
404 if(autocvar_v_flipped)
407 wishangle = -wishangle;
410 // determine whether the player is strafing left or right
413 direction = wishangle > 0 ? 1 : -1;
417 direction = (angle > antiflicker_angle && angle < (180 - antiflicker_angle)) ? 1 : (angle < -antiflicker_angle && angle > (-180 + antiflicker_angle)) ? -1 : 0;
420 // best angle to strafe at
421 bestangle = (speed > maxspeed ? acos(maxspeed / speed) : 0) * RAD2DEG * (direction < 0 ? -1 : 1);
422 odd_bestangle = -bestangle - wishangle;
423 bestangle -= wishangle;
425 // various offsets and size calculations of hud indicator elements
426 // how much is hidden by the current hud angle
427 hidden_width = (360 - hudangle) / hudangle * panel_size.x;
429 currentangle_size.x = max(panel_size.x * autocvar_hud_panel_strafehud_angle_width, 1);
432 currentangle_offset = angle/hudangle * panel_size.x;
436 currentangle_offset = bound(-hudangle/2, angle, hudangle/2)/hudangle * panel_size.x + panel_size.x/2;
438 currentangle_size.y = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_height, 2), 1);
439 // best strafe acceleration angle
440 bestangle_offset = bestangle/hudangle * panel_size.x + panel_size.x/2;
441 switch_bestangle_offset = -bestangle/hudangle * panel_size.x + panel_size.x/2;
442 bestangle_width = max(panel_size.x * autocvar_hud_panel_strafehud_switch_width, 1);
444 if(((angle > -wishangle && direction < 0) || (angle < -wishangle && direction > 0)) && (direction != 0))
447 odd_bestangle_offset = odd_bestangle/hudangle * panel_size.x + panel_size.x/2;
448 switch_odd_bestangle_offset = (odd_bestangle+bestangle*2)/hudangle * panel_size.x + panel_size.x/2;
450 // direction indicator
451 direction_size_vertical.x = max(panel_size.y * min(autocvar_hud_panel_strafehud_direction_width, .5), 1);
452 direction_size_vertical.y = panel_size.y;
453 direction_size_horizontal.x = max(panel_size.x * min(autocvar_hud_panel_strafehud_direction_length, .5), direction_size_vertical.x);
454 direction_size_horizontal.y = direction_size_vertical.x;
456 overturn_width = 180/hudangle * panel_size.x;
458 // the neutral zone fills the whole strafe bar
462 if(panel_size.x > 0 && panel_size.y > 0 && autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha > 0)
464 switch(autocvar_hud_panel_strafehud_style)
468 drawfill(panel_pos, panel_size, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
472 HUD_Panel_DrawProgressBar(panel_pos, panel_size, "progressbar", 1, 0, 0, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
478 // calculate various zones of the strafe-o-meter
479 accelzone_width = overturn_offset = (90 - fabs(bestangle + wishangle))/hudangle * panel_size.x;
480 accelzone_right_offset = 0;
481 accelzone_left_offset = overturn_offset + overturn_width;
482 neutral_width = 360/hudangle * panel_size.x - accelzone_width*2 - overturn_width;
483 neutral_offset = direction < 0 ? accelzone_left_offset + accelzone_width : -neutral_width;
485 // remove switch indicator width from offset
488 bestangle_offset -= bestangle_width;
489 switch_odd_bestangle_offset -= bestangle_width;
493 switch_bestangle_offset -= bestangle_width;
494 odd_bestangle_offset -= bestangle_width;
497 // shift hud if operating in view angle centered mode
500 shift_offset = -currentangle_offset;
501 bestangle_offset += shift_offset;
502 switch_bestangle_offset += shift_offset;
503 odd_bestangle_offset += shift_offset;
504 switch_odd_bestangle_offset += shift_offset;
506 if(direction < 0) shift_offset += -360/hudangle * panel_size.x;
507 // calculate how far off-center the strafe zones currently are
508 shift_offset += (panel_size.x + neutral_width)/2 - wishangle/hudangle * panel_size.x;
509 // shift strafe zones into correct place
510 neutral_offset += shift_offset;
511 accelzone_left_offset += shift_offset;
512 accelzone_right_offset += shift_offset;
513 overturn_offset += shift_offset;
515 // draw left acceleration zone
516 HUD_Panel_DrawStrafeHUD(accelzone_left_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 1);
518 // draw right acceleration zone
519 HUD_Panel_DrawStrafeHUD(accelzone_right_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 2);
521 // draw overturn zone
522 HUD_Panel_DrawStrafeHUD(overturn_offset, overturn_width, autocvar_hud_panel_strafehud_bar_overturn_color, autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 3);
525 HUD_Panel_DrawStrafeHUD(neutral_offset, neutral_width, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 0);
527 if(direction != 0 && direction_size_vertical.x > 0 && autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha > 0)
529 bool indicator_direction = direction < 0;
530 // invert left/right when strafing backwards or when strafing towards the opposite side indicated by the direction variable
531 // if both conditions are true then it's inverted twice hence not inverted at all
532 if(!fwd != odd_angles)
534 indicator_direction = !indicator_direction;
536 // draw the direction indicator caps at the sides of the hud
538 if(direction_size_vertical.y > 0) drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x), direction_size_vertical, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
539 // top horizontal line
540 drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) - eY * direction_size_horizontal.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
541 // bottom horizontal line
542 drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) + eY * panel_size.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
545 if(speed >= minspeed) // only draw indicators if minspeed is reached
547 // draw best angles for acceleration
548 float offset = !odd_angles ? bestangle_offset : odd_bestangle_offset;
549 float switch_offset = !odd_angles ? switch_bestangle_offset : switch_odd_bestangle_offset;
550 // both indicators are inactive if no direction can be determined
551 vector switch_color = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_color : autocvar_hud_panel_strafehud_switch_inactive_color;
552 float switch_alpha = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_alpha : autocvar_hud_panel_strafehud_switch_inactive_alpha;
553 // draw the switch indicators
554 HUD_Panel_DrawStrafeHUD(switch_offset, bestangle_width, autocvar_hud_panel_strafehud_switch_inactive_color, autocvar_hud_panel_strafehud_switch_inactive_alpha * panel_fg_alpha, 0, 0);
555 HUD_Panel_DrawStrafeHUD(offset, bestangle_width, switch_color, switch_alpha * panel_fg_alpha, 0, 0);
559 if(speed < (maxspeed + antiflicker_speed) && !immobile)
561 bestangle_anywhere = true; // moving forward should suffice to gain speed
564 // draw the actual strafe angle
565 if(!bestangle_anywhere && !immobile) // player gains speed with strafing
567 if((direction > 0 && (angle >= bestangle || angle <= -(bestangle + wishangle*2))) ||
568 (direction < 0 && (angle <= bestangle || angle >= -(bestangle + wishangle*2))))
569 currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
572 if(fabs(angle + wishangle) > 90) // player is overturning
574 currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color;
576 else if(bestangle_anywhere) // player gains speed without strafing
578 currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
581 if(mode == 0 || straight_overturn)
583 currentangle_offset = panel_size.x/2;
586 if(autocvar_hud_panel_strafehud_style == 2 && !immobile)
588 float moveangle = angle + wishangle;
589 float strafeangle = (bestangle + wishangle) * (direction < 0 ? -1 : 1);
590 float strafe_ratio = 0;
591 if(fabs(moveangle) > 90)
593 strafe_ratio = -((fabs(moveangle) - 90) / 90);
594 if(strafe_ratio < -1) strafe_ratio = -1 - strafe_ratio%1;
598 if(moveangle >= strafeangle)
600 strafe_ratio = 1 - (moveangle - strafeangle) / (90 - strafeangle);
602 else if(moveangle <= -strafeangle)
604 strafe_ratio = 1 - (moveangle + strafeangle) / (-90 + strafeangle);
609 currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_overturn_color, -strafe_ratio);
613 currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_accel_color, strafe_ratio);
617 if(currentangle_size.x > 0 && currentangle_size.y > 0 && autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha > 0)
619 drawfill(panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (currentangle_offset - currentangle_size.x/2), currentangle_size, currentangle_color, autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
624 // functions to make hud elements align perfectly in the hud area
625 void HUD_Panel_DrawStrafeHUD(float offset, float width, vector color, float alpha, int type, int gradientType)
627 float mirror_offset, mirror_width;
628 vector size = panel_size;
629 vector mirror_size = panel_size;
631 float original_width = width;
632 float hiddencolor_width;
634 if(alpha <= 0 || width <= 0) return;
636 if(type == 2 && gradientType == 0) type = 0;
640 mirror_width = min(fabs(offset), width);
641 mirror_offset = panel_size.x + hidden_width - fabs(offset);
647 mirror_width = min(offset + width - panel_size.x - hidden_width, width);
648 mirror_offset = max(offset - panel_size.x - hidden_width, 0);
650 if((offset + width) > panel_size.x)
652 width = panel_size.x - offset;
654 if(mirror_offset < 0)
656 mirror_width += mirror_offset;
659 if((mirror_offset + mirror_width) > panel_size.x)
661 mirror_width = panel_size.x - mirror_offset;
664 if(width < 0) width = 0;
665 if(mirror_width < 0) mirror_width = 0;
666 hiddencolor_width = original_width - width - mirror_width;
668 if(direction < 0) // swap mirror and non-mirror values if direction points left
670 offset += mirror_offset;
671 mirror_offset = offset - mirror_offset;
672 offset -= mirror_offset;
674 width += mirror_width;
675 mirror_width = width - mirror_width;
676 width -= mirror_width;
680 mirror_size.x = mirror_width;
685 case 0: // no styling (drawfill)
686 if(mirror_size.x > 0 && mirror_size.y > 0) drawfill(panel_pos + eX * mirror_offset, mirror_size, color, alpha, DRAWFLAG_NORMAL);
687 if(size.x > 0 && size.y > 0) drawfill(panel_pos + eX * offset, size, color, alpha, DRAWFLAG_NORMAL);
690 case 1: // progress bar style
691 if(mirror_size.x > 0 && mirror_size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * mirror_offset, mirror_size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
692 if(size.x > 0 && size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * offset, size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
695 case 2: // gradient style (types: 1 = left, 2 = right, 3 = both)
696 StrafeHUD_drawGradient(color, autocvar_hud_panel_strafehud_bar_neutral_color, mirror_size, original_width, mirror_offset, alpha, width + (mirror_offset == 0 ? hiddencolor_width : 0), gradientType);
697 StrafeHUD_drawGradient(color, autocvar_hud_panel_strafehud_bar_neutral_color, size, original_width, offset, alpha, (offset == 0 ? hiddencolor_width : 0), gradientType);
701 vector StrafeHUD_mixColors(vector color1, vector color2, float ratio)
704 if(ratio <= 0) return color1;
705 if(ratio >= 1) return color2;
706 mixedColor.x = color1.x + (color2.x - color1.x) * ratio;
707 mixedColor.y = color1.y + (color2.y - color1.y) * ratio;
708 mixedColor.z = color1.z + (color2.z - color1.z) * ratio;
712 void StrafeHUD_drawGradient(vector color1, vector color2, vector size, float original_width, float offset, float alpha, float gradientOffset, int gradientType)
714 float ratio, alpha_ratio;
715 vector gradient_size = size;
716 float color_ratio1 = autocvar_hud_panel_strafehud_bar_neutral_alpha == 0 ? 1 : min(min(alpha, 1)/min(autocvar_hud_panel_strafehud_bar_neutral_alpha, 1), 1);
717 float color_ratio2 = alpha == 0 ? 1 : min(min(autocvar_hud_panel_strafehud_bar_neutral_alpha, 1)/min(alpha, 1), 1);
718 vector gradient_color1 = gradientType == 2 ? StrafeHUD_mixColors(color2, color1, color_ratio1) : StrafeHUD_mixColors(color1, color2, color_ratio2);
719 vector gradient_color2 = gradientType == 2 ? StrafeHUD_mixColors(color1, color2, color_ratio2) : StrafeHUD_mixColors(color2, color1, color_ratio1);
720 for(int i = 0; i < size.x; ++i)
722 gradient_size.x = size.x - i < 1 ? size.x - i : 1;
723 ratio = (i + gradientOffset) / original_width * (gradientType == 3 ? 2 : 1);
724 if(ratio > 1) ratio = 2 - ratio;
726 if(gradientType != 2) alpha_ratio = 1 - alpha_ratio;
727 drawfill(panel_pos + eX * (offset + i), gradient_size, StrafeHUD_mixColors(gradient_color1, gradient_color2, ratio), alpha - (alpha - autocvar_hud_panel_strafehud_bar_neutral_alpha) * alpha_ratio, DRAWFLAG_NORMAL);