exec hud_luminos_default.cfg
// user preference cvars (i.e. shouldn't be adjusted by a skin config)
-seta hud_weaponicons_number 1 "1 = show number of weapon, 2 = show bound key of weapon"
-seta hud_weaponicons_complainbubble_time 1 "time that a new entry stays until it fades out"
-seta hud_weaponicons_complainbubble_fadetime 0.25 "fade out time"
-seta hud_weaponicons_accuracy 1 "show accuracy color as the weapon icon background"
-seta hud_weaponicons_accuracy_color0 "1 0 0"
-seta hud_weaponicons_accuracy_color1 "1 1 0"
-seta hud_weaponicons_accuracy_color2 "0 1 0"
-seta hud_weaponicons_accuracy_color_levels "0 20 100" "accuracy values at which a specified color (hud_weaponicons_accuracy_color<X>) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order"
-seta hud_weaponicons_ammo 1 "show ammo as a status bar"
-seta hud_weaponicons_ammo_full_shells 40 "show 100% of the status bar at this ammo count"
-seta hud_weaponicons_ammo_full_nails 100 "show 100% of the status bar at this ammo count"
-seta hud_weaponicons_ammo_full_cells 60 "show 100% of the status bar at this ammo count"
-seta hud_weaponicons_ammo_full_rockets 60 "show 100% of the status bar at this ammo count"
-seta hud_weaponicons_ammo_full_fuel 100 "show 100% of the status bar at this ammo count"
+seta hud_weapons_label 1 "1 = show number of weapon, 2 = show bound key of weapon"
+seta hud_weapons_complainbubble_time 1 "time that a new entry stays until it fades out"
+seta hud_weapons_complainbubble_fadetime 0.25 "fade out time"
+seta hud_weapons_accuracy 1 "show accuracy color as the weapon icon background"
+seta hud_weapons_accuracy_color0 "1 0 0"
+seta hud_weapons_accuracy_color1 "1 1 0"
+seta hud_weapons_accuracy_color2 "0 1 0"
+seta hud_weapons_accuracy_color_levels "0 20 100" "accuracy values at which a specified color (hud_weapons_accuracy_color<X>) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order"
+seta hud_weapons_ammo 1 "show ammo as a status bar"
+seta hud_weapons_ammo_full_shells 40 "show 100% of the status bar at this ammo count"
+seta hud_weapons_ammo_full_nails 100 "show 100% of the status bar at this ammo count"
+seta hud_weapons_ammo_full_cells 60 "show 100% of the status bar at this ammo count"
+seta hud_weapons_ammo_full_rockets 60 "show 100% of the status bar at this ammo count"
+seta hud_weapons_ammo_full_fuel 100 "show 100% of the status bar at this ammo count"
seta hud_notify_time 10 "time that a new entry stays until it fades out"
seta hud_notify_fadetime 3 "fade out time"
// alias hud_font "loadfont user1 ${1},gfx/fallback ${2-}; loadfont user2 ${1}-big ${2-}; scoreboard_columns_set"
alias sbar_font "set _requested_sbar_font \"${*}\""
sbar_font gfx/vera-sans 8 12 16 24 32
-seta hud_showbinds 1 "display actions / bound keys in the strings shown during the game. 0 displays only actions, 1 displays only bound keys, 2 displays both"
-seta hud_showbinds_limit 2 "maximum number of bound keys to show for an action. 0 for unlimited"
// these entities are not referenced by anything directly, they just represent
// teams and are found by find() when needed
seta _hud_panelorder "6 5 9 3 1 7 12 0 4 10 2 11 14 8 13 "
-seta hud_weaponicons 1
-seta hud_weaponicons_pos "0.908906 0.088047"
-seta hud_weaponicons_size "0.066564 0.641367"
-seta hud_weaponicons_bg "border_vertical"
-seta hud_weaponicons_bg_color ""
-seta hud_weaponicons_bg_color_team ""
-seta hud_weaponicons_bg_alpha ""
-seta hud_weaponicons_bg_border ""
-seta hud_weaponicons_bg_padding ""
-seta hud_weaponicons_complainbubble "1"
-seta hud_weaponicons_complainbubble_padding "-10"
-seta hud_weaponicons_complainbubble_color_outofammo "0.8 0 0"
-seta hud_weaponicons_complainbubble_color_donthave "0.8 0.5 0"
-seta hud_weaponicons_complainbubble_color_unavailable "0 0.3 0.8"
-seta hud_weaponicons_ammo_color "0 1 0"
-seta hud_weaponicons_ammo_alpha "1"
-seta hud_weaponicons_aspect "1"
-
-seta hud_inventory 1
-seta hud_inventory_pos "0.193516 0.925605"
-seta hud_inventory_size "0.093750 0.061719"
-seta hud_inventory_bg ""
-seta hud_inventory_bg_color ""
-seta hud_inventory_bg_color_team ""
-seta hud_inventory_bg_alpha ""
-seta hud_inventory_bg_border ""
-seta hud_inventory_bg_padding ""
-seta hud_inventory_onlycurrent "1"
-seta hud_inventory_iconalign "0"
+seta hud_weapons 1
+seta hud_weapons_pos "0.908906 0.088047"
+seta hud_weapons_size "0.066564 0.641367"
+seta hud_weapons_bg "border_vertical"
+seta hud_weapons_bg_color ""
+seta hud_weapons_bg_color_team ""
+seta hud_weapons_bg_alpha ""
+seta hud_weapons_bg_border ""
+seta hud_weapons_bg_padding ""
+seta hud_weapons_complainbubble "1"
+seta hud_weapons_complainbubble_padding "-10"
+seta hud_weapons_complainbubble_color_outofammo "0.8 0 0"
+seta hud_weapons_complainbubble_color_donthave "0.8 0.5 0"
+seta hud_weapons_complainbubble_color_unavailable "0 0.3 0.8"
+seta hud_weapons_ammo_color "0 1 0"
+seta hud_weapons_ammo_alpha "1"
+seta hud_weapons_aspect "1"
+
+seta hud_ammo 1
+seta hud_ammo_pos "0.193516 0.925605"
+seta hud_ammo_size "0.093750 0.061719"
+seta hud_ammo_bg ""
+seta hud_ammo_bg_color ""
+seta hud_ammo_bg_color_team ""
+seta hud_ammo_bg_alpha ""
+seta hud_ammo_bg_border ""
+seta hud_ammo_bg_padding ""
+seta hud_ammo_onlycurrent "1"
+seta hud_ammo_iconalign "0"
seta hud_powerups 1
seta hud_powerups_pos "0.363282 0.015742"
seta hud_progressbar_fuel_color "0.6 0.6 0"
seta hud_progressbar_nexball_color "0.7 0.1 0"
-seta hud_weaponicons 1
-seta hud_weaponicons_pos "0.370000 0.870000"
-seta hud_weaponicons_size "0.330000 0.050000"
-seta hud_weaponicons_bg ""
-seta hud_weaponicons_bg_color ""
-seta hud_weaponicons_bg_color_team ""
-seta hud_weaponicons_bg_alpha ""
-seta hud_weaponicons_bg_border ""
-seta hud_weaponicons_bg_padding "-5"
-seta hud_weaponicons_accuracy_yellow 40
-
-seta hud_inventory 1
-seta hud_inventory_pos "0.160000 0.910000"
-seta hud_inventory_size "0.190000 0.090000"
-seta hud_inventory_bg ""
-seta hud_inventory_bg_color ""
-seta hud_inventory_bg_color_team ""
-seta hud_inventory_bg_alpha ""
-seta hud_inventory_bg_border ""
-seta hud_inventory_bg_padding ""
-seta hud_inventory_onlycurrent 0
+seta hud_weapons 1
+seta hud_weapons_pos "0.370000 0.870000"
+seta hud_weapons_size "0.330000 0.050000"
+seta hud_weapons_bg ""
+seta hud_weapons_bg_color ""
+seta hud_weapons_bg_color_team ""
+seta hud_weapons_bg_alpha ""
+seta hud_weapons_bg_border ""
+seta hud_weapons_bg_padding "-5"
+seta hud_weapons_accuracy_yellow 40
+
+seta hud_ammo 1
+seta hud_ammo_pos "0.160000 0.910000"
+seta hud_ammo_size "0.190000 0.090000"
+seta hud_ammo_bg ""
+seta hud_ammo_bg_color ""
+seta hud_ammo_bg_color_team ""
+seta hud_ammo_bg_alpha ""
+seta hud_ammo_bg_border ""
+seta hud_ammo_bg_padding ""
+seta hud_ammo_onlycurrent 0
seta hud_powerups 1
seta hud_powerups_pos "0.670000 0.910000"
var float autocvar_hud_bg_padding;
var float autocvar_hud_fg_alpha;
-var float autocvar_hud_weaponicons;
-var vector autocvar_hud_weaponicons_pos;
-var vector autocvar_hud_weaponicons_size;
-var string autocvar_hud_weaponicons_bg;
-var string autocvar_hud_weaponicons_bg_color;
-var string autocvar_hud_weaponicons_bg_color_team;
-var string autocvar_hud_weaponicons_bg_alpha;
-var string autocvar_hud_weaponicons_bg_border;
-var string autocvar_hud_weaponicons_bg_padding;
-var float autocvar_hud_weaponicons_aspect;
-var float autocvar_hud_weaponicons_accuracy;
-var float autocvar_hud_weaponicons_accuracy_yellow;
-var float autocvar_hud_weaponicons_ammo;
-var vector autocvar_hud_weaponicons_ammo_color;
-var float autocvar_hud_weaponicons_ammo_alpha;
-var float autocvar_hud_weaponicons_ammo_full_shells;
-var float autocvar_hud_weaponicons_ammo_full_nails;
-var float autocvar_hud_weaponicons_ammo_full_rockets;
-var float autocvar_hud_weaponicons_ammo_full_cells;
-var float autocvar_hud_weaponicons_ammo_full_fuel;
-var float autocvar_hud_weaponicons_number;
-var float autocvar_hud_weaponicons_complainbubble;
-var float autocvar_hud_weaponicons_complainbubble_padding;
-var float autocvar_hud_weaponicons_complainbubble_time;
-var float autocvar_hud_weaponicons_complainbubble_fadetime;
-var vector autocvar_hud_weaponicons_complainbubble_color_outofammo;
-var vector autocvar_hud_weaponicons_complainbubble_color_donthave;
-var vector autocvar_hud_weaponicons_complainbubble_color_unavailable;
-
-var float autocvar_hud_inventory;
-var vector autocvar_hud_inventory_pos;
-var vector autocvar_hud_inventory_size;
-var string autocvar_hud_inventory_bg;
-var string autocvar_hud_inventory_bg_color;
-var string autocvar_hud_inventory_bg_color_team;
-var string autocvar_hud_inventory_bg_alpha;
-var string autocvar_hud_inventory_bg_border;
-var string autocvar_hud_inventory_bg_padding;
-var float autocvar_hud_inventory_onlycurrent;
-var float autocvar_hud_inventory_iconalign;
+var float autocvar_hud_weapons;
+var vector autocvar_hud_weapons_pos;
+var vector autocvar_hud_weapons_size;
+var string autocvar_hud_weapons_bg;
+var string autocvar_hud_weapons_bg_color;
+var string autocvar_hud_weapons_bg_color_team;
+var string autocvar_hud_weapons_bg_alpha;
+var string autocvar_hud_weapons_bg_border;
+var string autocvar_hud_weapons_bg_padding;
+var float autocvar_hud_weapons_aspect;
+var float autocvar_hud_weapons_accuracy;
+var float autocvar_hud_weapons_accuracy_yellow;
+var float autocvar_hud_weapons_ammo;
+var vector autocvar_hud_weapons_ammo_color;
+var float autocvar_hud_weapons_ammo_alpha;
+var float autocvar_hud_weapons_ammo_full_shells;
+var float autocvar_hud_weapons_ammo_full_nails;
+var float autocvar_hud_weapons_ammo_full_rockets;
+var float autocvar_hud_weapons_ammo_full_cells;
+var float autocvar_hud_weapons_ammo_full_fuel;
+var float autocvar_hud_weapons_label;
+var float autocvar_hud_weapons_complainbubble;
+var float autocvar_hud_weapons_complainbubble_padding;
+var float autocvar_hud_weapons_complainbubble_time;
+var float autocvar_hud_weapons_complainbubble_fadetime;
+var vector autocvar_hud_weapons_complainbubble_color_outofammo;
+var vector autocvar_hud_weapons_complainbubble_color_donthave;
+var vector autocvar_hud_weapons_complainbubble_color_unavailable;
+
+var float autocvar_hud_ammo;
+var vector autocvar_hud_ammo_pos;
+var vector autocvar_hud_ammo_size;
+var string autocvar_hud_ammo_bg;
+var string autocvar_hud_ammo_bg_color;
+var string autocvar_hud_ammo_bg_color_team;
+var string autocvar_hud_ammo_bg_alpha;
+var string autocvar_hud_ammo_bg_border;
+var string autocvar_hud_ammo_bg_padding;
+var float autocvar_hud_ammo_onlycurrent;
+var float autocvar_hud_ammo_iconalign;
var float autocvar_hud_powerups;
var vector autocvar_hud_powerups_pos;
fputs(fh, strcat("seta hud_", panel_name, "_bg_border \"", cvar_string(strcat("hud_", panel_name, "_bg_border")), "\"", "\n"));
fputs(fh, strcat("seta hud_", panel_name, "_bg_padding \"", cvar_string(strcat("hud_", panel_name, "_bg_padding")), "\"", "\n"));
switch(i) {
- case HUD_PANEL_WEAPONICONS:
+ case HUD_PANEL_WEAPONS:
fputs(fh, strcat("seta hud_", panel_name, "_complainbubble \"", cvar_string(strcat("hud_", panel_name, "_complainbubble")), "\"", "\n"));
fputs(fh, strcat("seta hud_", panel_name, "_complainbubble_padding \"", cvar_string(strcat("hud_", panel_name, "_complainbubble_padding")), "\"", "\n"));
fputs(fh, strcat("seta hud_", panel_name, "_complainbubble_color_outofammo \"", cvar_string(strcat("hud_", panel_name, "_complainbubble_color_outofammo")), "\"", "\n"));
fputs(fh, strcat("seta hud_", panel_name, "_ammo_alpha \"", cvar_string(strcat("hud_", panel_name, "_ammo_alpha")), "\"", "\n"));
fputs(fh, strcat("seta hud_", panel_name, "_aspect \"", cvar_string(strcat("hud_", panel_name, "_ammo_alpha")), "\"", "\n"));
break;
- case HUD_PANEL_INVENTORY:
+ case HUD_PANEL_AMMO:
fputs(fh, strcat("seta hud_", panel_name, "_onlycurrent \"", cvar_string(strcat("hud_", panel_name, "_onlycurrent")), "\"", "\n"));
fputs(fh, strcat("seta hud_", panel_name, "_iconalign \"", cvar_string(strcat("hud_", panel_name, "_iconalign")), "\"", "\n"));
break;
// Weapon icons (#0)
//
float weaponspace[10];
-#define HUD_WeaponIcons_Clear()\
+#define HUD_Weapons_Clear()\
float idx;\
for(idx = 0; idx < 10; ++idx)\
weaponspace[idx] = 0;
}
}
-#define acc_color(i) stov(cvar_string(strcat("hud_weaponicons_accuracy_color", ftos(i))))
+#define acc_color(i) stov(cvar_string(strcat("hud_weapons_accuracy_color", ftos(i))))
#define MAX_ACCURACY_LEVELS 10
float acc_lev[MAX_ACCURACY_LEVELS];
-void HUD_WeaponIcons(void)
+void HUD_Weapons(void)
{
- if(!autocvar_hud_weaponicons && !autocvar__hud_configure)
+ if(!autocvar_hud_weapons && !autocvar__hud_configure)
return;
- active_panel = HUD_PANEL_WEAPONICONS;
- HUD_Panel_UpdateCvars(weaponicons);
+ active_panel = HUD_PANEL_WEAPONS;
+ HUD_Panel_UpdateCvars(weapons);
vector pos, mySize;
float i, weapid, fade, weapon_stats, weapon_number, weapon_cnt;
weapon_number = weapon_stats & 63;
weapon_fired[weapon_number-WEP_FIRST] = floor(weapon_stats / 64);
- if(cvar_or("hud_weaponicons_fade", 1))
+ if(cvar_or("hud_weapons_fade", 1))
{
fade = 3.2 - 2 * (time - weapontime);
fade = bound(0.7, fade, 1);
else
fade = 1;
- HUD_WeaponIcons_Clear();
+ HUD_Weapons_Clear();
float rows, columns;
rows = mySize_y/mySize_x;
- rows = bound(1, floor((sqrt(4 * autocvar_hud_weaponicons_aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
+ rows = bound(1, floor((sqrt(4 * autocvar_hud_weapons_aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
columns = ceil(WEP_COUNT/rows);
float row, column;
float a, type, fullammo;
float when;
- when = autocvar_hud_weaponicons_complainbubble_time;
+ when = autocvar_hud_weapons_complainbubble_time;
float fadetime;
- fadetime = autocvar_hud_weaponicons_complainbubble_fadetime;
+ fadetime = autocvar_hud_weapons_complainbubble_fadetime;
vector color;
vector wpnpos;
vector wpnsize;
float acc_levels;
- if(autocvar_hud_weaponicons_accuracy && !(gametype == GAME_RACE || gametype == GAME_CTS))
+ if(autocvar_hud_weapons_accuracy && !(gametype == GAME_RACE || gametype == GAME_CTS))
{
- acc_levels = tokenize(cvar_string("hud_weaponicons_accuracy_color_levels"));
+ acc_levels = tokenize(cvar_string("hud_weapons_accuracy_color_levels"));
if (acc_levels > MAX_ACCURACY_LEVELS)
acc_levels = MAX_ACCURACY_LEVELS;
{
drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '1 1 1', fade * panel_fg_alpha, DRAWFLAG_NORMAL);
- if(autocvar_hud_weaponicons_number == 1) // weapon number
+ if(autocvar_hud_weapons_number == 1) // weapon number
drawstring(wpnpos, ftos(weapid), '1 1 0' * 0.5 * mySize_y*(1/rows), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- else if(autocvar_hud_weaponicons_number == 2) // bind
+ else if(autocvar_hud_weapons_number == 2) // bind
drawstring(wpnpos, getcommandkey(ftos(weapid), strcat("impulse ", ftos(weapid))), '1 1 0' * 0.5 * mySize_y*(1/rows), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
// draw ammo status bar
- if(autocvar_hud_weaponicons_ammo && weapid != WEP_TUBA && weapid != WEP_LASER && weapid != WEP_PORTO)
+ if(autocvar_hud_weapons_ammo && weapid != WEP_TUBA && weapid != WEP_LASER && weapid != WEP_PORTO)
{
a = 0;
type = GetAmmoTypeForWep(weapid);
if(a > 0)
{
switch(type) {
- case 0: fullammo = autocvar_hud_weaponicons_ammo_full_shells; break;
- case 1: fullammo = autocvar_hud_weaponicons_ammo_full_nails; break;
- case 2: fullammo = autocvar_hud_weaponicons_ammo_full_rockets; break;
- case 3: fullammo = autocvar_hud_weaponicons_ammo_full_cells; break;
- case 4: fullammo = autocvar_hud_weaponicons_ammo_full_fuel; break;
+ case 0: fullammo = autocvar_hud_weapons_ammo_full_shells; break;
+ case 1: fullammo = autocvar_hud_weapons_ammo_full_nails; break;
+ case 2: fullammo = autocvar_hud_weapons_ammo_full_rockets; break;
+ case 3: fullammo = autocvar_hud_weapons_ammo_full_cells; break;
+ case 4: fullammo = autocvar_hud_weapons_ammo_full_fuel; break;
default: fullammo = 60;
}
vector barsize;
vector barpos;
- if(wpnsize_x/wpnsize_y > autocvar_hud_weaponicons_aspect)
+ if(wpnsize_x/wpnsize_y > autocvar_hud_weapons_aspect)
{
- barsize_x = autocvar_hud_weaponicons_aspect * wpnsize_y;
+ barsize_x = autocvar_hud_weapons_aspect * wpnsize_y;
barsize_y = wpnsize_y;
barpos_x = wpnpos_x + (wpnsize_x - barsize_x) / 2;
}
else
{
- barsize_y = 1/autocvar_hud_weaponicons_aspect * wpnsize_x;
+ barsize_y = 1/autocvar_hud_weapons_aspect * wpnsize_x;
barsize_x = wpnsize_x;
barpos_y = wpnpos_y + (wpnsize_y - barsize_y) / 2;
barpos_y,
barsize_x * bound(0, a/fullammo, 1),
barsize_y);
- drawpic_aspect_skin(wpnpos, "weapon_ammo", wpnsize, autocvar_hud_weaponicons_ammo_color, panel_fg_alpha * autocvar_hud_weaponicons_ammo_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(wpnpos, "weapon_ammo", wpnsize, autocvar_hud_weapons_ammo_color, panel_fg_alpha * autocvar_hud_weapons_ammo_alpha, DRAWFLAG_NORMAL);
drawresetcliparea();
}
}
}
// draw the complain message
- if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_weaponicons_complainbubble)
+ if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_weapons_complainbubble)
{
if(fadetime)
{
string s;
if(complain_weapon_type == 0) {
s = "Out of ammo";
- color = autocvar_hud_weaponicons_complainbubble_color_outofammo;
+ color = autocvar_hud_weapons_complainbubble_color_outofammo;
}
else if(complain_weapon_type == 1) {
s = "Don't have";
- color = autocvar_hud_weaponicons_complainbubble_color_donthave;
+ color = autocvar_hud_weapons_complainbubble_color_donthave;
}
else {
s = "Unavailable";
- color = autocvar_hud_weaponicons_complainbubble_color_unavailable;
+ color = autocvar_hud_weapons_complainbubble_color_unavailable;
}
- drawpic_aspect_skin(wpnpos + '1 1 0' * autocvar_hud_weaponicons_complainbubble_padding, "weapon_complainbubble", wpnsize - '2 2 0' * autocvar_hud_weaponicons_complainbubble_padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
- drawstring_aspect(wpnpos + '1 1 0' * autocvar_hud_weaponicons_complainbubble_padding, s, wpnsize - '2 2 0' * autocvar_hud_weaponicons_complainbubble_padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(wpnpos + '1 1 0' * autocvar_hud_weapons_complainbubble_padding, "weapon_complainbubble", wpnsize - '2 2 0' * autocvar_hud_weapons_complainbubble_padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring_aspect(wpnpos + '1 1 0' * autocvar_hud_weapons_complainbubble_padding, s, wpnsize - '2 2 0' * autocvar_hud_weapons_complainbubble_padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
}
++row;
}
-// Inventory (#1)
+// Ammo (#1)
//
// TODO: macro
float GetAmmoItemCode(float i)
}
vector picpos, numpos;
- if(autocvar_hud_inventory_iconalign)
+ if(autocvar_hud_ammo_iconalign)
{
numpos = newPos;
picpos = newPos + eX * 2 * newSize_y;
drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
}
-void HUD_Inventory(void)
+void HUD_Ammo(void)
{
- if(!autocvar_hud_inventory && !autocvar__hud_configure)
+ if(!autocvar_hud_ammo && !autocvar__hud_configure)
return;
- active_panel = HUD_PANEL_INVENTORY;
- HUD_Panel_UpdateCvars(inventory);
+ active_panel = HUD_PANEL_AMMO;
+ HUD_Panel_UpdateCvars(ammo);
float i, currently_selected;
vector pos, mySize;
// ammo
for (i = 0; i < AMMO_COUNT; ++i) {
currently_selected = getstati(STAT_ITEMS) & GetAmmoItemCode(i);
- if(autocvar_hud_inventory_onlycurrent) {
+ if(autocvar_hud_ammo_onlycurrent) {
if(autocvar__hud_configure)
i = 2;
if (currently_selected || autocvar__hud_configure)
switch (id) {\
case (HUD_PANEL_RADAR):\
HUD_Radar(); break;\
- case (HUD_PANEL_WEAPONICONS):\
- HUD_WeaponIcons(); break;\
- case (HUD_PANEL_INVENTORY):\
- HUD_Inventory(); break;\
+ case (HUD_PANEL_WEAPONS):\
+ HUD_Weapons(); break;\
+ case (HUD_PANEL_AMMO):\
+ HUD_Ammo(); break;\
case (HUD_PANEL_POWERUPS):\
HUD_Powerups(); break;\
case (HUD_PANEL_HEALTHARMOR):\
// Update all common cvars of given panel id
#define HUD_Panel_UpdateCvarsForId(id) \
switch(id) { \
- case HUD_PANEL_WEAPONICONS: HUD_Panel_UpdateCvars(weaponicons) break; \
+ case HUD_PANEL_WEAPONS: HUD_Panel_UpdateCvars(weapons) break; \
case HUD_PANEL_INVENTORY: HUD_Panel_UpdateCvars(inventory) break; \
case HUD_PANEL_POWERUPS: HUD_Panel_UpdateCvars(powerups) break; \
case HUD_PANEL_HEALTHARMOR: HUD_Panel_UpdateCvars(healtharmor) break; \
// Update pos and size of given panel id
#define HUD_Panel_UpdatePosSizeForId(id) \
switch(id) { \
- case HUD_PANEL_WEAPONICONS: HUD_Panel_UpdatePosSize(weaponicons) break;\
+ case HUD_PANEL_WEAPONS: HUD_Panel_UpdatePosSize(weapons) break;\
case HUD_PANEL_INVENTORY: HUD_Panel_UpdatePosSize(inventory) break;\
case HUD_PANEL_POWERUPS: HUD_Panel_UpdatePosSize(powerups) break;\
case HUD_PANEL_HEALTHARMOR: HUD_Panel_UpdatePosSize(healtharmor) break;\
float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
-float HUD_PANEL_WEAPONICONS = 0;
-float HUD_PANEL_INVENTORY = 1;
+float HUD_PANEL_WEAPONS = 0;
+float HUD_PANEL_AMMO = 1;
float HUD_PANEL_POWERUPS = 2;
float HUD_PANEL_HEALTHARMOR = 3;
float HUD_PANEL_NOTIFY = 4;
float HUD_PANEL_INFOMESSAGES = 14;
float HUD_PANEL_NUM = 15; // always last panel id + 1, please increment when adding a new panel
-string HUD_PANELNAME_WEAPONICONS = "weaponicons";
-string HUD_PANELNAME_INVENTORY = "inventory";
+string HUD_PANELNAME_WEAPONS = "weapons";
+string HUD_PANELNAME_AMMO = "ammo";
string HUD_PANELNAME_POWERUPS = "powerups";
string HUD_PANELNAME_HEALTHARMOR = "healtharmor";
string HUD_PANELNAME_NOTIFY = "notify";
// Get name of specified panel id
#define HUD_Panel_GetName(id) \
switch(id) { \
- case HUD_PANEL_WEAPONICONS: panel_name = HUD_PANELNAME_WEAPONICONS; break; \
- case HUD_PANEL_INVENTORY: panel_name = HUD_PANELNAME_INVENTORY; break; \
+ case HUD_PANEL_WEAPONS: panel_name = HUD_PANELNAME_WEAPONS; break; \
+ case HUD_PANEL_AMMO: panel_name = HUD_PANELNAME_AMMO; break; \
case HUD_PANEL_POWERUPS: panel_name = HUD_PANELNAME_POWERUPS; break; \
case HUD_PANEL_HEALTHARMOR: panel_name = HUD_PANELNAME_HEALTHARMOR; break; \
case HUD_PANEL_NOTIFY: panel_name = HUD_PANELNAME_NOTIFY; break; \