bool autocvar_hud_panel_scoreboard_accuracy = true;
bool autocvar_hud_panel_scoreboard_accuracy_doublerows = false;
bool autocvar_hud_panel_scoreboard_accuracy_nocolors = false;
+float autocvar_hud_panel_scoreboard_accuracy_showdelay = 2;
+float autocvar_hud_panel_scoreboard_accuracy_showdelay_minpos = 0.75;
+
bool autocvar_hud_panel_scoreboard_ctf_leaderboard = true;
bool autocvar_hud_panel_scoreboard_dynamichud = false;
field_pos.x += fieldpadding + (max(fieldsize, min_fieldsize) - fieldsize) * 0.5;
drawstring(field_pos, field, hud_fontsize, sbt_field_rgb, sbt_fg_alpha, DRAWFLAG_NORMAL);
}
+ if(pl.eliminated)
+ {
+ h_size.x = column_width + hud_fontsize.x * 0.25;
+ h_size.y = hud_fontsize.y;
+ drawfill(pos - hud_fontsize.x * 0.25 * eX, h_size, '0 0 0', 0.5 * panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
pos.x += column_width;
pos.x += hud_fontsize.x;
}
float average_accuracy;
vector Scoreboard_AccuracyStats_Draw(vector pos, vector rgb, vector bg_size)
{
+ if (frametime)
+ {
+ if (scoreboard_fade_alpha == 1)
+ scoreboard_acc_fade_alpha = min(1, scoreboard_acc_fade_alpha + frametime * 10);
+ else
+ scoreboard_acc_fade_alpha = 1; // sync fading with the scoreboard
+ }
+ vector initial_pos = pos;
+
WepSet weapons_stat = WepSet_GetFromStat();
WepSet weapons_inmap = WepSet_GetFromStat_InMap();
int disownedcnt = 0;
float weapon_height = 29;
float height = hud_fontsize.y + weapon_height;
- drawstring(pos + eX * panel_bg_padding, sprintf(_("Accuracy stats (average %d%%)"), average_accuracy), hud_fontsize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring(pos + eX * panel_bg_padding, sprintf(_("Accuracy stats (average %d%%)"), average_accuracy), hud_fontsize, '1 1 1', panel_fg_alpha * scoreboard_acc_fade_alpha, DRAWFLAG_NORMAL);
pos.y += 1.25 * hud_fontsize.y;
if(panel.current_panel_bg != "0")
pos.y += panel_bg_border;
panel_pos = pos;
panel_size.y = height * rows;
panel_size.y += panel_bg_padding * 2;
+
+ float panel_bg_alpha_save = panel_bg_alpha;
+ panel_bg_alpha *= scoreboard_acc_fade_alpha;
HUD_Panel_DrawBg();
+ panel_bg_alpha = panel_bg_alpha_save;
vector end_pos = panel_pos + eY * (panel_size.y + hud_fontsize.y);
if(panel.current_panel_bg != "0")
float weapon_width = tmp.x / columnns / rows;
if (sbt_bg_alpha)
- drawpic_tiled(pos, "gfx/scoreboard/scoreboard_bg", bg_size, tmp, rgb, sbt_bg_alpha, DRAWFLAG_NORMAL);
+ drawpic_tiled(pos, "gfx/scoreboard/scoreboard_bg", bg_size, tmp, rgb, sbt_bg_alpha * scoreboard_acc_fade_alpha, DRAWFLAG_NORMAL);
if(sbt_highlight)
{
// column highlighting
for (int i = 0; i < columnns; ++i)
if ((i % 2) == 0)
- drawfill(pos + eX * weapon_width * rows * i, vec2(weapon_width * rows, height * rows), '0 0 0', sbt_highlight_alpha, DRAWFLAG_NORMAL);
+ drawfill(pos + eX * weapon_width * rows * i, vec2(weapon_width * rows, height * rows), '0 0 0', sbt_highlight_alpha * scoreboard_acc_fade_alpha, DRAWFLAG_NORMAL);
// row highlighting
for (int i = 0; i < rows; ++i)
- drawfill(pos + eY * (weapon_height + height * i), vec2(tmp.x, hud_fontsize.y), rgb, sbt_highlight_alpha, DRAWFLAG_NORMAL);
+ drawfill(pos + eY * (weapon_height + height * i), vec2(tmp.x, hud_fontsize.y), rgb, sbt_highlight_alpha * scoreboard_acc_fade_alpha, DRAWFLAG_NORMAL);
}
average_accuracy = 0;
weapon_alpha = 0.2 * sbt_fg_alpha;
// weapon icon
- drawpic_aspect_skin(tmpos, it.model2, vec2(weapon_width, weapon_height), '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(tmpos, it.model2, vec2(weapon_width, weapon_height), '1 1 1', weapon_alpha * scoreboard_acc_fade_alpha, DRAWFLAG_NORMAL);
// the accuracy
if (weapon_stats >= 0) {
weapons_with_stats += 1;
if(!autocvar_hud_panel_scoreboard_accuracy_nocolors)
rgb = Accuracy_GetColor(weapon_stats);
- drawstring(tmpos + vec2(padding, weapon_height), s, hud_fontsize, rgb, sbt_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring(tmpos + vec2(padding, weapon_height), s, hud_fontsize, rgb, sbt_fg_alpha * scoreboard_acc_fade_alpha, DRAWFLAG_NORMAL);
}
tmpos.x += weapon_width * rows;
pos.x += weapon_width * rows;
average_accuracy = floor((average_accuracy * 100 / weapons_with_stats) + 0.5);
panel_size.x += panel_bg_padding * 2; // restore initial width
- return end_pos;
+
+ if (scoreboard_acc_fade_alpha == 1)
+ return end_pos;
+ return initial_pos + (end_pos - initial_pos) * scoreboard_acc_fade_alpha;
}
vector MapStats_DrawKeyValue(vector pos, string key, string value) {
return end_pos;
}
+float scoreboard_time;
+bool have_weapon_stats;
+bool Scoreboard_AccuracyStats_WouldDraw(float ypos)
+{
+ if (gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_NEXBALL)
+ return false;
+ if (!autocvar_hud_panel_scoreboard_accuracy || warmup_stage || ypos > 0.91 * vid_conheight)
+ return false;
+
+ if (time < scoreboard_time + autocvar_hud_panel_scoreboard_accuracy_showdelay
+ && ypos > autocvar_hud_panel_scoreboard_accuracy_showdelay_minpos * vid_conheight
+ && !intermission)
+ {
+ return false;
+ }
+
+ if (!have_weapon_stats)
+ {
+ FOREACH(Weapons, it != WEP_Null, {
+ int weapon_stats = weapon_accuracy[i - WEP_FIRST];
+ if (weapon_stats >= 0)
+ {
+ have_weapon_stats = true;
+ break;
+ }
+ });
+ if (!have_weapon_stats)
+ return false;
+ }
+
+ return true;
+}
+
void Scoreboard_Draw()
{
if(!autocvar__hud_configure)
// frametime checks allow to toggle the scoreboard even when the game is paused
if(scoreboard_active) {
+ if (scoreboard_fade_alpha < 1)
+ scoreboard_time = time;
if(hud_configure_menu_open == 1)
scoreboard_fade_alpha = 1;
float scoreboard_fadeinspeed = autocvar_hud_panel_scoreboard_fadeinspeed;
}
if (!scoreboard_fade_alpha)
+ {
+ scoreboard_acc_fade_alpha = 0;
return;
+ }
}
else
scoreboard_fade_alpha = 0;
pos = Scoreboard_MakeTable(pos, tm, panel_bg_color, bg_size);
}
- bool show_accuracy = (gametype != MAPINFO_TYPE_CTS && gametype != MAPINFO_TYPE_RACE && gametype != MAPINFO_TYPE_NEXBALL);
-
- if (show_accuracy && autocvar_hud_panel_scoreboard_accuracy && !warmup_stage)
+ if (Scoreboard_AccuracyStats_WouldDraw(pos.y))
pos = Scoreboard_AccuracyStats_Draw(pos, panel_bg_color, bg_size);
if(gametype == MAPINFO_TYPE_CTS || gametype == MAPINFO_TYPE_RACE || (autocvar_hud_panel_scoreboard_ctf_leaderboard && gametype == MAPINFO_TYPE_CTF && STAT(CTF_SHOWLEADERBOARD))) {