#include <common/deathtypes/all.qh>
#include <common/items/all.qc>
#include <common/mapinfo.qh>
+#include <common/vehicles/all.qh>
#include <common/mutators/mutator/waypoints/all.qh>
#include <common/stats.qh>
#include <lib/csqcmodel/cl_player.qh>
-// TODO: remove
-#include <server/mutators/mutator/gamemode_ctf.qc>
+#include <server/mutators/mutator/gamemode_ctf.qh> // TODO: remove
/*
float HUD_GetRowCount(int item_count, vector size, float item_aspect)
{
+ TC(int, item_count);
float aspect = size_y / size_x;
return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
}
vector HUD_GetTableSize_BestItemAR(int item_count, vector psize, float item_aspect)
{
+ TC(int, item_count);
float columns, rows;
float ratio, best_ratio = 0;
float best_columns = 1, best_rows = 1;
// return the string of the onscreen race timer
string MakeRaceString(int cp, float mytime, float theirtime, float lapdelta, string theirname)
{
+ TC(int, cp);
string col;
string timestr;
string cpname;
//basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag)
{
+ TC(bool, vertical); TC(int, drawflag);
if(!length_ratio || !theAlpha)
return;
if(length_ratio > 1)
void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag)
{
+ TC(int, drawflag);
if(!theAlpha)
return;
void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha, float fadelerp)
{
+ TC(bool, vertical); TC(bool, icon_right_align);
vector newPos = '0 0 0', newSize = '0 0 0';
vector picpos, numpos;
drawpic_aspect_skin_expanding(picpos, icon, '1 1 0' * newSize.y, '1 1 1', panel_fg_alpha * theAlpha, DRAWFLAG_NORMAL, fadelerp);
}
-void DrawNumIcon(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha)
+void DrawNumIcon(vector myPos, vector mySize, float x, string icon, bool vertical, int icon_right_align, vector color, float theAlpha)
{
+ TC(bool, vertical); TC(int, icon_right_align);
DrawNumIcon_expanding(myPos, mySize, x, icon, vertical, icon_right_align, color, theAlpha, 0);
}
==================
*/
+void CSQC_BUMBLE_GUN_HUD();
+
void HUD_Vehicle()
{
if(autocvar__hud_configure) return;
bool HUD_Panel_CheckFlags(int showflags)
{
+ TC(int, showflags);
if ( HUD_Minigame_Showpanels() )
return showflags & PANEL_SHOW_MINIGAME;
if(intermission == 2)
HUD_Mod_CTF_Reset();
}
+float autocvar_hud_dynamic_shake;
+float autocvar_hud_dynamic_shake_damage_max;
+float autocvar_hud_dynamic_shake_damage_min;
+float autocvar_hud_dynamic_shake_scale;
+float hud_dynamic_shake_x[10] = {0, 1, -0.7, 0.5, -0.3, 0.2, -0.1, 0.1, 0.0, 0};
+float hud_dynamic_shake_y[10] = {0, 0.4, 0.8, -0.2, -0.6, 0.0, 0.3, 0.1, -0.1, 0};
+bool Hud_Shake_Update()
+{
+ if(time - hud_dynamic_shake_time < 0)
+ return false;
+
+ float anim_speed = 17 + 9 * hud_dynamic_shake_factor;
+ float elapsed_time = (time - hud_dynamic_shake_time) * anim_speed;
+ int i = floor(elapsed_time);
+ if(i >= 9)
+ return false;
+
+ float f = elapsed_time - i;
+ hud_dynamic_shake_realofs.x = (1 - f) * hud_dynamic_shake_x[i] + f * hud_dynamic_shake_x[i+1];
+ hud_dynamic_shake_realofs.y = (1 - f) * hud_dynamic_shake_y[i] + f * hud_dynamic_shake_y[i+1];
+ hud_dynamic_shake_realofs.z = 0;
+ hud_dynamic_shake_realofs *= hud_dynamic_shake_factor * autocvar_hud_dynamic_shake_scale;
+ hud_dynamic_shake_realofs.x = bound(-0.1, hud_dynamic_shake_realofs.x, 0.1) * vid_conwidth;
+ hud_dynamic_shake_realofs.y = bound(-0.1, hud_dynamic_shake_realofs.y, 0.1) * vid_conheight;
+ return true;
+}
+
+void calc_followmodel_ofs(entity view);
+void Hud_Dynamic_Frame()
+{
+ hud_dynamic_ofs = '0 0 0';
+ if (autocvar_hud_dynamic_follow)
+ {
+ entity view = CSQCModel_server2csqc(player_localentnum - 1);
+ calc_followmodel_ofs(view);
+ hud_dynamic_ofs -= cl_followmodel_ofs * autocvar_hud_dynamic_follow_scale;
+ }
+
+ if (fabs(hud_dynamic_ofs.x) < 0.001) hud_dynamic_ofs.x = 0;
+ if (fabs(hud_dynamic_ofs.y) < 0.001) hud_dynamic_ofs.y = 0;
+ if (fabs(hud_dynamic_ofs.z) < 0.001) hud_dynamic_ofs.z = 0;
+ hud_dynamic_ofs.x = bound(-0.1, hud_dynamic_ofs.x, 0.1);
+ hud_dynamic_ofs.y = bound(-0.1, hud_dynamic_ofs.y, 0.1);
+ hud_dynamic_ofs.z = bound(-0.1, hud_dynamic_ofs.z, 0.1);
+
+ float health = STAT(HEALTH);
+ if(autocvar_hud_dynamic_shake > 0 && !autocvar__hud_configure && health > 0)
+ {
+ if(hud_dynamic_shake_factor == -1) // don't allow the effect for this frame
+ hud_dynamic_shake_factor = 0;
+ else
+ {
+ float new_hud_dynamic_shake_factor = 0;
+ if(prev_health - health >= autocvar_hud_dynamic_shake_damage_min && autocvar_hud_dynamic_shake_damage_max > autocvar_hud_dynamic_shake_damage_min)
+ {
+ float m = max(autocvar_hud_dynamic_shake_damage_min, 1);
+ new_hud_dynamic_shake_factor = (prev_health - health - m) / (autocvar_hud_dynamic_shake_damage_max - m);
+ if(new_hud_dynamic_shake_factor >= 1)
+ new_hud_dynamic_shake_factor = 1;
+ if(new_hud_dynamic_shake_factor >= hud_dynamic_shake_factor)
+ {
+ hud_dynamic_shake_factor = new_hud_dynamic_shake_factor;
+ hud_dynamic_shake_time = time;
+ }
+ }
+ if(hud_dynamic_shake_factor)
+ if(!Hud_Shake_Update())
+ hud_dynamic_shake_factor = 0;
+ }
+ }
+}
+
void HUD_Main()
{
int i;
return;
}
+ Hud_Dynamic_Frame();
+
// Drawing stuff
if (hud_skin_prev != autocvar_hud_skin)
{