var string panel_bg_border_str;
var float panel_bg_padding;
var string panel_bg_padding_str;
-var float panel_accuracy_yellow;
-var float panel_accuracy_onlycurrent;
-var float panel_accuracy_flip;
-var float panel_accuracy_iconalign;
-var float panel_accuracy_baralign;
-var float panel_accuracy_info_top;
-var float panel_accuracy_foreground_alpha;
-var float panel_accuracy_alreadyvoted_alpha;
-
-var string picpath;
// Because calling lots of functions in QC apparently cuts fps in half on many machines:
// ----------------------
// Little help for the poor people who have to make sense of this: Start from the bottom ;)
#define HUD_Panel_GetProgressBarColor(item) \
+ progressbar_color = autocvar_hud_progressbar_##item##_color
+#define HUD_Panel_GetProgressBarColorForString(item) \
switch(item) {\
- case "strength": progressbar_color = autocvar_hud_progressbar_strength_color; break;\
- case "shield": progressbar_color = autocvar_hud_progressbar_shield_color; break;\
- case "health": progressbar_color = autocvar_hud_progressbar_health_color; break;\
- case "armor": progressbar_color = autocvar_hud_progressbar_armor_color; break;\
- case "fuel": progressbar_color = autocvar_hud_progressbar_fuel_color; break;\
- case "nexball": progressbar_color = autocvar_hud_progressbar_nexball_color; break;\
-}
+ case "strength": HUD_Panel_GetProgressBarColor(strength); break;\
+ case "shield": HUD_Panel_GetProgressBarColor(shield); break;\
+ case "health": HUD_Panel_GetProgressBarColor(health); break;\
+ case "armor": HUD_Panel_GetProgressBarColor(armor); break;\
+ case "fuel": HUD_Panel_GetProgressBarColor(fuel); break;\
+ case "nexball": HUD_Panel_GetProgressBarColor(nexball); break;\
+} ENDS_WITH_CURLY_BRACE
// Get value for panel_bg: if "" fetch default, else use panel_bg_str
// comment on last line of macro: // we probably want to see a background in config mode at all times...
panel_bg_border = autocvar_hud_panel_bg_border;\
} else {\
panel_bg_border = stof(panel_bg_border_str);\
-}
+} ENDS_WITH_CURLY_BRACE
// Scale the pos and size vectors to absolute coordinates
#define HUD_Panel_GetScaledVectors()\
panel_pos = (1 - autocvar__menu_alpha) * panel_pos + (autocvar__menu_alpha) * menu_enable_panelpos;
// return smoothly faded size of given panel when a dialog is active
-var vector menu_enable_maxsize;
+var vector menu_enable_maxsize; FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(menu_enable_maxsize);
var vector menu_enable_size;
#define HUD_Panel_GetMenuSize()\
menu_enable_maxsize_x = 0.3 * vid_conwidth;\
if(menu_enabled == 2 && active_panel == highlightedPanel) {\
HUD_Panel_GetMenuSize()\
HUD_Panel_GetMenuPos()\
-}
+} ENDS_WITH_CURLY_BRACE
// Update all common cvars of given panel id
#define HUD_Panel_UpdateCvarsForId(id) \