#include "weapons.qh"
+#include <client/autocvars.qh>
+#include <client/defs.qh>
+#include <client/miscfunctions.qh>
+#include <client/view.qh>
+#include <common/wepent.qh>
// Weapons (#0)
int nHidden = 0; \
FOREACH(Weapons, it != WEP_Null, { \
if (weapons_stat & WepSet_FromWeapon(it)) continue; \
- if (it.spawnflags & WEP_FLAG_HIDDEN || it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \
+ if ((it.spawnflags & WEP_FLAG_HIDDEN) || (it.spawnflags & WEP_FLAG_MUTATORBLOCKED)) nHidden += 1; \
}); \
vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \
columns = table_size.x; \
if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0])
{
int weapon_cnt;
- if(weaponorder_bypriority)
- strunzone(weaponorder_bypriority);
- if(weaponorder_byimpulse)
- strunzone(weaponorder_byimpulse);
-
- weaponorder_bypriority = strzone(autocvar_cl_weaponpriority);
- weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
+ strcpy(weaponorder_bypriority, autocvar_cl_weaponpriority);
+ strcpy(weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority))));
weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " ");
weapon_cnt = 0;
}
else
{
- if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it)))
+ if (((it.spawnflags & WEP_FLAG_HIDDEN) || (it.spawnflags & WEP_FLAG_MUTATORBLOCKED)) && !(weapons_stat & WepSet_FromWeapon(it)))
continue;
}
// figure out the drawing position of weapon
- weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y);
+ weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
// update position of the currently selected weapon
if(it == panel_switchweapon)
}
// draw ammo status bar
- if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
+ if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RESOURCE_NONE))
{
float ammo_full;
- a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
+ a = getstati(GetAmmoStat(it.ammo_type)); // how much ammo do we have?
if(a > 0)
{
- switch(it.ammo_field)
+ switch (it.ammo_type)
{
- case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
- case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
- case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
- case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
- case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
- case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
+ case RESOURCE_SHELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
+ case RESOURCE_BULLETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
+ case RESOURCE_ROCKETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
+ case RESOURCE_CELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
+ case RESOURCE_PLASMA: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
+ case RESOURCE_FUEL: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
default: ammo_full = 60;
}