#include "weapons.qh"
-// Weapon icons (#0)
+
+
+// Weapons (#0)
entity weaponorder[Weapons_MAX];
void weaponorder_swap(int i, int j, entity pass)
{
if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
return;
+ if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
+ return;
if(timeout && time >= weapontime + timeout + timeout_effect_length)
if(autocvar_hud_panel_weapons_timeout_effect == 3 || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
{
}
// update generic hud functions
- HUD_Panel_UpdateCvars();
+ HUD_Panel_LoadCvars();
// figure out weapon order (how the weapons are sorted) // TODO make this configurable
if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
{
if(autocvar__hud_configure)
{
- if(menu_enabled != 2)
- HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
+ if(hud_configure_menu_open != 2)
+ HUD_Panel_DrawBg(); // also draw the bg of the entire panel
}
// do we own this weapon?
HUD_Scale_Enable();
else
HUD_Scale_Disable();
- HUD_Panel_DrawBg(1);
+ HUD_Panel_DrawBg();
if(center.x == -1)
return; // panel has gone off screen
vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
- bool isCurrent;
static vector weapon_pos_current = '-1 0 0';
if(weapon_pos_current.x == -1)
weapon_pos_current = panel_pos;
switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1);
- if(!panel_switchweapon)
+ if(switchweapon == WEP_Null)
+ panel_switchweapon = NULL;
+ else if(!panel_switchweapon)
panel_switchweapon = switchweapon;
// draw background behind currently selected weapon
weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
// update position of the currently selected weapon
- isCurrent = (it == panel_switchweapon);
- if(isCurrent)
+ if(it == panel_switchweapon)
{
if(weapon_pos_current.y > weapon_pos.y)
weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));