From d62d32324970e68003be551968426a06e6c85084 Mon Sep 17 00:00:00 2001 From: Severin Meyer Date: Thu, 5 Feb 2015 21:43:33 +0100 Subject: [PATCH] Make the weapon panel snapping work with any padding value --- qcsrc/client/hud.qc | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/qcsrc/client/hud.qc b/qcsrc/client/hud.qc index 1816d07552..86dfadbaf2 100644 --- a/qcsrc/client/hud.qc +++ b/qcsrc/client/hud.qc @@ -529,35 +529,37 @@ void HUD_Weapons(void) return; } - vector old_panel_size = panel_size - '2 2 0' * panel_bg_padding; + vector old_panel_size = panel_size; + vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding; // get the all-weapons layout - rows = HUD_GetRowCount(WEP_COUNT, old_panel_size, aspect); - columns = ceil(WEP_COUNT/rows); - weapon_size.x = old_panel_size.x / columns; - weapon_size.y = old_panel_size.y / rows; + rows = HUD_GetRowCount(WEP_COUNT, padded_panel_size, aspect); + columns = ceil(WEP_COUNT / rows); + weapon_size.x = padded_panel_size.x / columns; + weapon_size.y = padded_panel_size.y / rows; // reduce rows and columns as needed // NOTE: although weapons should aways look the same even if onlyowned is enabled, // we enlarge them a bit when possible to better match the desired aspect ratio - if(old_panel_size.y > old_panel_size.x) + if(padded_panel_size.y > padded_panel_size.x) { columns = ceil(weapon_count / rows); rows = ceil(weapon_count / columns); - weapon_size.y = min(old_panel_size.y / rows, weapon_size.x / aspect); - weapon_size.x = min(old_panel_size.x / columns, aspect * weapon_size.y); + weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect); + weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y); } else { rows = ceil(weapon_count / columns); columns = ceil(weapon_count / rows); - weapon_size.x = min(old_panel_size.x / columns, aspect * weapon_size.y); - weapon_size.y = min(old_panel_size.y / rows, weapon_size.x / aspect); + weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y); + weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect); } // reduce size of the panel panel_size.x = columns * weapon_size.x; panel_size.y = rows * weapon_size.y; + panel_size += '2 2 0' * panel_bg_padding; // center the resized panel, or snap it to the screen edge when close enough if(panel_pos.x > vid_conwidth * 0.001) @@ -571,8 +573,6 @@ void HUD_Weapons(void) panel_pos.y += old_panel_size.y - panel_size.y; else panel_pos.y += (old_panel_size.y - panel_size.y) / 2; - - panel_size += '2 2 0' * panel_bg_padding; } else weapon_count = WEP_COUNT; -- 2.39.2