strafeplayer = csqcplayer;
}
+ if(!csqcplayer || !strafeplayer) { hud_lasttime = time; return; }
+
// draw strafehud
- if(csqcplayer && strafeplayer)
- {
- float strafe_waterlevel;
- // check the player waterlevel without affecting the player entity, this way we can fetch waterlevel even if client prediction is disabled
- {
- // store old values
- void old_contentstransition(int, int) = strafeplayer.contentstransition;
- float old_watertype = strafeplayer.watertype;
- float old_waterlevel = strafeplayer.waterlevel;
-
- strafeplayer.contentstransition = func_null; // unset the contentstransition function if present
- _Movetype_CheckWater(strafeplayer);
- strafe_waterlevel = strafeplayer.waterlevel; // store the player waterlevel
-
- // restore old values
- strafeplayer.contentstransition = old_contentstransition;
- strafeplayer.watertype = old_watertype;
- strafeplayer.waterlevel = old_waterlevel;
- }
+ int keys = STAT(PRESSED_KEYS);
+ bool jumpheld = StrafeHUD_DetermineJumpHeld(strafeplayer, keys, islocal);
- int keys = STAT(PRESSED_KEYS);
- // try to ignore if track_canjump is enabled, doesn't work in spectator mode if spectated player uses +jetpack or cl_movement_track_canjump
- bool jumpheld = false;
- if(islocal)
- {
- if((PHYS_INPUT_BUTTON_JUMP(strafeplayer) || PHYS_INPUT_BUTTON_JETPACK(strafeplayer)) && !PHYS_CL_TRACK_CANJUMP(strafeplayer))
- jumpheld = true;
- }
- else
- {
- if((keys & KEY_JUMP) && !PHYS_TRACK_CANJUMP(strafeplayer))
- jumpheld = true;
- }
+ // does not get changed by ground timeout and is not affected by jump input
+ bool real_onground = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
- // persistent
- static float onground_lasttime = 0;
- static bool onslick_last = false;
- static float turn_lasttime = 0;
- static bool turn = false;
- static float turnangle;
- static float dt_update = 0;
- static int dt_time = 0;
- static float dt_sum = 0;
- static float dt = 0;
-
- // physics
- // doesn't get changed by ground timeout and isn't affected by jump input
- bool real_onground = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
- // doesn't get changed by ground timeout
- bool real_onslick = false;
- // if jump is held assume we are in air, avoids flickering of the hud when hitting the ground
- bool onground = real_onground && !jumpheld;
- bool onslick = real_onslick;
- bool onground_expired;
- bool strafekeys;
- // the hud will not work well while swimming
- bool swimming = strafe_waterlevel >= WATERLEVEL_SWIMMING;
- // use local csqcmodel entity for this even when spectating, flickers too much otherwise
- float speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337;
- // only the local csqcplayer entity contains this information even when spectating
- float maxspeed_mod = IS_DUCKED(csqcplayer) ? .5 : 1;
- float maxspeed_phys = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
- float maxspeed = !autocvar__hud_configure ? maxspeed_phys * maxspeed_mod : 320;
- float movespeed;
- float bestspeed;
- float maxaccel_phys = onground ? PHYS_ACCELERATE(strafeplayer) : PHYS_AIRACCELERATE(strafeplayer);
- float maxaccel = !autocvar__hud_configure ? maxaccel_phys : 1;
- float airstopaccel = PHYS_AIRSTOPACCELERATE(strafeplayer);
- float aircontrol = PHYS_AIRCONTROL(strafeplayer);
- bool aircontrol_backwards = PHYS_AIRCONTROL_BACKWARDS(strafeplayer) == 1;
- bool airaccel_qw = PHYS_AIRACCEL_QW(strafeplayer) == 1;
- // change the range from 0° - 360° to -180° - 180° to match how view_angle represents angles
- float vel_angle = vectoangles(strafeplayer.velocity).y - (vectoangles(strafeplayer.velocity).y > 180 ? 360 : 0);
- float view_angle = PHYS_INPUT_ANGLES(strafeplayer).y;
- float angle;
- vector movement = PHYS_INPUT_MOVEVALUES(strafeplayer);
- bool fwd; // left & right variables are flipped when !fwd
- int keys_fwd;
- float wishangle;
- int direction;
- float strafity = 0;
-
- // HUD
- int mode;
- float speed_conversion_factor = GetSpeedUnitFactor(autocvar_hud_speed_unit);
- float length_conversion_factor = GetLengthUnitFactor(autocvar_hud_speed_unit);
- // use more decimals when displaying km or miles
- int length_decimals = autocvar_hud_speed_unit >= 3 && autocvar_hud_speed_unit <= 5 ? 6 : 2;
- float antiflicker_angle = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180);
- float minspeed;
- float shift_offset = 0;
- bool straight_overturn = false;
- bool immobile = speed <= 0;
- float hudangle;
- float hidden_width;
- float neutral_offset;
- float neutral_width;
- vector currentangle_color = autocvar_hud_panel_strafehud_angle_neutral_color;
- float currentangle_offset;
- vector currentangle_size;
- float bestangle;
- float prebestangle;
- float overturn_angle;
- float odd_bestangle;
- float bestangle_offset = 0;
- float switch_bestangle_offset = 0;
- bool odd_angles = false;
- float odd_bestangle_offset = 0;
- float switch_odd_bestangle_offset = 0;
- float switch_bestangle_width = 0;
- float wturn_bestangle = 0;
- float wturn_left_bestangle_offset = 0;
- float wturn_right_bestangle_offset = 0;
- float wturn_bestangle_width = 0;
- float accelzone_left_offset;
- float accelzone_right_offset;
- float accelzone_width;
- float preaccelzone_left_offset;
- float preaccelzone_right_offset;
- float preaccelzone_width;
- float overturn_offset;
- float overturn_width;
- float slickdetector_height;
- vector direction_size_vertical = '0 0 0';
- vector direction_size_horizontal = '0 0 0';
- float range_minangle;
- float text_offset_top = 0;
- float text_offset_bottom = 0;
-
- // real_* variables which are always positive with no wishangle offset
- float real_bestangle;
- float real_prebestangle;
- float real_overturn_angle;
- float real_wturn_bestangle = 0;
-
- if(autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1)
- mode = autocvar_hud_panel_strafehud_mode;
- else
- mode = STRAFEHUD_MODE_VIEW_CENTERED;
+ // does not get changed by ground timeout
+ bool real_onslick = false;
- // there's only one size cvar for the arrows, they will always have a 45° angle to ensure proper rendering without antialiasing
- float arrow_size = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_arrow_size, 10), 0);
+ // if jump is held assume we are in air, avoids flickering of the hud when hitting the ground
+ bool onground = real_onground && !jumpheld;
+ bool onslick = real_onslick;
- if(onground)
- {
- if(PHYS_FRICTION(strafeplayer) == 0)
- {
- onslick = true;
- }
- else // don't use IS_ONSLICK(), it only works for the local player and only if client prediction is enabled
- {
- trace_dphitq3surfaceflags = 0;
- tracebox(strafeplayer.origin, strafeplayer.mins, strafeplayer.maxs, strafeplayer.origin - '0 0 1', MOVE_NOMONSTERS, strafeplayer);
- onslick = trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK;
- }
- real_onslick = onslick;
+ // the hud will not work well while swimming
+ float strafe_waterlevel = StrafeHUD_DetermineWaterLevel(strafeplayer);
+ bool swimming = strafe_waterlevel >= WATERLEVEL_SWIMMING;
- onground_lasttime = time;
- onslick_last = onslick;
- }
- else if(jumpheld || swimming)
+ static float onground_lasttime = 0;
+ static bool onslick_last = false;
+ if(onground)
+ {
+ if(PHYS_FRICTION(strafeplayer) == 0)
{
- onground_lasttime = 0;
+ onslick = true;
}
-
- if(onground_lasttime == 0)
- onground_expired = true;
- else
- onground_expired = (time - onground_lasttime) >= autocvar_hud_panel_strafehud_timeout_ground; // timeout for slick ramps
-
- if(!onground && !onground_expired) // if ground timeout hasn't expired yet use ground physics
+ else // do not use IS_ONSLICK(), it only works for the local player and only if client prediction is enabled
{
- onground = true;
- onslick = onslick_last;
-
- if(!autocvar__hud_configure)
- {
- maxspeed = PHYS_MAXSPEED(strafeplayer) * maxspeed_mod;
- maxaccel = PHYS_ACCELERATE(strafeplayer);
- }
+ trace_dphitq3surfaceflags = 0;
+ tracebox(strafeplayer.origin, strafeplayer.mins, strafeplayer.maxs, strafeplayer.origin - '0 0 1', MOVE_NOMONSTERS, strafeplayer);
+ onslick = trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK;
}
+ real_onslick = onslick;
- movespeed = vlen(vec2(movement));
- if(movespeed == 0)
- movespeed = maxspeed;
- else
- movespeed = min(movespeed, maxspeed);
-
- if(!autocvar_hud_panel_strafehud_uncapped)
- arrow_size = max(arrow_size, 1);
+ onground_lasttime = time;
+ onslick_last = onslick;
+ }
+ else if(jumpheld || swimming)
+ {
+ onground_lasttime = 0;
+ }
- // determine frametime
- if((csqcplayer_status == CSQCPLAYERSTATUS_PREDICTED) && (input_timelength > 0))
- {
- float dt_client = input_timelength;
+ bool onground_expired;
+ if(onground_lasttime == 0)
+ onground_expired = true;
+ else
+ onground_expired = (time - onground_lasttime) >= autocvar_hud_panel_strafehud_timeout_ground; // timeout for slick ramps
- if(dt_client > .05) // server splits frames longer than 50 ms into two moves
- dt_client /= 2; // doesn't ensure frames are smaller than 50 ms, just splits large frames in half, matches server behaviour
+ // only the local csqcplayer entity contains this information even when spectating
+ float maxspeed_mod = IS_DUCKED(csqcplayer) ? .5 : 1;
+ float maxspeed_phys = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
+ float maxspeed = !autocvar__hud_configure ? maxspeed_phys * maxspeed_mod : 320;
+ float maxaccel_phys = onground ? PHYS_ACCELERATE(strafeplayer) : PHYS_AIRACCELERATE(strafeplayer);
+ float maxaccel = !autocvar__hud_configure ? maxaccel_phys : 1;
- // calculate average frametime
- dt_sum += dt_client * dt_client;
- dt_time += dt_client;
+ if(!onground && !onground_expired) // if ground timeout has not expired yet use ground physics
+ {
+ onground = true;
+ onslick = onslick_last;
- if(((time - dt_update) > autocvar_hud_panel_strafehud_fps_update) || (dt_update == 0))
- {
- dt = dt_sum / dt_time;
- dt_update = time;
- dt_time = dt_sum = 0;
- }
- }
- else // when spectating other players server ticrate will be used, this may not be accurate but there is no way to find other player's frametime
+ if(!autocvar__hud_configure)
{
- dt = ticrate;
- dt_update = dt_time = dt_sum = 0;
+ maxspeed = PHYS_MAXSPEED(strafeplayer) * maxspeed_mod;
+ maxaccel = PHYS_ACCELERATE(strafeplayer);
}
+ }
- // determine whether the player is pressing forwards or backwards keys
- if(islocal) // if entity is local player
- {
- if(movement.x > 0)
- keys_fwd = STRAFEHUD_KEYS_FORWARD;
- else if(movement.x < 0)
- keys_fwd = STRAFEHUD_KEYS_BACKWARD;
- else
- keys_fwd = STRAFEHUD_KEYS_NONE;
- }
- else // alternatively determine direction by querying pressed keys
- {
- if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD))
- keys_fwd = STRAFEHUD_KEYS_FORWARD;
- else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD))
- keys_fwd = STRAFEHUD_KEYS_BACKWARD;
- else
- keys_fwd = STRAFEHUD_KEYS_NONE;
- }
+ vector movement = PHYS_INPUT_MOVEVALUES(strafeplayer);
+ float movespeed = vlen(vec2(movement));
+ if(movespeed == 0)
+ movespeed = maxspeed;
+ else
+ movespeed = min(movespeed, maxspeed);
- // determine player wishdir
- if(islocal) // if entity is local player
- {
- if(movement.x == 0)
- {
- if(movement.y < 0)
- wishangle = -90;
- else if(movement.y > 0)
- wishangle = 90;
- else
- wishangle = 0;
- }
- else
- {
- if(movement.y == 0)
- {
- wishangle = 0;
- }
- else
- {
- wishangle = RAD2DEG * atan2(movement.y, movement.x);
- // wrap the wish angle if it exceeds ±90°
- if(fabs(wishangle) > 90)
- {
- if(wishangle < 0)
- wishangle += 180;
- else
- wishangle -= 180;
-
- wishangle *= -1;
- }
- }
- }
- }
- else // alternatively calculate wishdir by querying pressed keys
- {
- if((keys & KEY_FORWARD) || (keys & KEY_BACKWARD))
- wishangle = 45;
- else
- wishangle = 90;
- if(keys & KEY_LEFT)
- wishangle *= -1;
- else if(!(keys & KEY_RIGHT))
- wishangle = 0; // wraps at 180°
- }
+ // determine whether the player is pressing forwards or backwards keys
+ int keys_fwd;
+ if(islocal) // if entity is local player
+ {
+ if(movement.x > 0)
+ keys_fwd = STRAFEHUD_KEYS_FORWARD;
+ else if(movement.x < 0)
+ keys_fwd = STRAFEHUD_KEYS_BACKWARD;
+ else
+ keys_fwd = STRAFEHUD_KEYS_NONE;
+ }
+ else // alternatively determine direction by querying pressed keys
+ {
+ if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD))
+ keys_fwd = STRAFEHUD_KEYS_FORWARD;
+ else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD))
+ keys_fwd = STRAFEHUD_KEYS_BACKWARD;
+ else
+ keys_fwd = STRAFEHUD_KEYS_NONE;
+ }
- float real_wishangle = fabs(wishangle); // unmodified by side strafing code
- strafekeys = real_wishangle > 45;
+ float wishangle = StrafeHUD_DetermineWishAngle(movement, keys, islocal);
++ float absolute_wishangle = fabs(wishangle); // unmodified by side strafing code
+ bool strafekeys = fabs(wishangle) > 45;
- float hudangle = StrafeHUD_DetermineHudAngle(wishangle);
-
- // detect air strafe turning
- if((!strafekeys && vlen(vec2(movement)) > 0) || onground || autocvar__hud_configure)
- {
+ // detect air strafe turning
+ static bool turn = false;
++ float strafity = 0;
+ if((!strafekeys && vlen(vec2(movement)) > 0) || onground || autocvar__hud_configure)
+ {
+ turn = false;
+ }
+ else // air strafe only
+ {
+ static float turn_lasttime = 0;
+ static float turnangle;
+ bool turn_expired = (time - turn_lasttime) >= autocvar_hud_panel_strafehud_timeout_turn; // timeout for jumping with strafe keys only
+
+ if(strafekeys)
+ turn = true;
+ else if(turn_expired)
turn = false;
- }
- else // air strafe only
- {
- bool turn_expired = (time - turn_lasttime) >= autocvar_hud_panel_strafehud_timeout_turn; // timeout for jumping with strafe keys only
- if(turn) // CPMA turning
++ if(turn) // side strafing (A/D)
+ {
if(strafekeys)
- turn = true;
- else if(turn_expired)
- turn = false;
-
- if(turn) // side strafing (A/D)
{
- if(strafekeys)
- {
- turn_lasttime = time;
- turnangle = wishangle;
- }
- else // retain last state until strafe turning times out
- {
- wishangle = turnangle;
- }
-
- // calculate the maximum air strafe speed and acceleration
- strafity = 1 - (90 - fabs(wishangle)) / 45;
-
- if(PHYS_MAXAIRSTRAFESPEED(strafeplayer) != 0)
- maxspeed = min(maxspeed, GeomLerp(PHYS_MAXAIRSPEED(strafeplayer), strafity, PHYS_MAXAIRSTRAFESPEED(strafeplayer)));
-
- movespeed = min(movespeed, maxspeed);
-
- if(PHYS_AIRSTRAFEACCELERATE(strafeplayer) != 0)
- maxaccel = GeomLerp(PHYS_AIRACCELERATE(strafeplayer), strafity, PHYS_AIRSTRAFEACCELERATE(strafeplayer));
+ turn_lasttime = time;
+ turnangle = wishangle;
+ }
+ else // retain last state until strafe turning times out
+ {
+ wishangle = turnangle;
}
- }
- maxaccel *= dt * movespeed;
- bestspeed = max(movespeed - maxaccel, 0); // target speed to gain maximum acceleration
+ // calculate the maximum air strafe speed and acceleration
- float strafity = 1 - (90 - fabs(wishangle)) / 45;
++ strafity = 1 - (90 - fabs(wishangle)) / 45;
- float frictionspeed; // speed lost from friction
- float strafespeed; // speed minus friction
+ if(PHYS_MAXAIRSTRAFESPEED(strafeplayer) != 0)
+ maxspeed = min(maxspeed, GeomLerp(PHYS_MAXAIRSPEED(strafeplayer), strafity, PHYS_MAXAIRSTRAFESPEED(strafeplayer)));
- if((speed > 0) && onground)
- {
- float strafefriction = onslick ? PHYS_FRICTION_SLICK(strafeplayer) : PHYS_FRICTION(strafeplayer);
+ movespeed = min(movespeed, maxspeed);
- frictionspeed = speed * dt * strafefriction * max(PHYS_STOPSPEED(strafeplayer) / speed, 1);
- strafespeed = max(speed - frictionspeed, 0);
- }
- else
- {
- frictionspeed = 0;
- strafespeed = speed;
+ if(PHYS_AIRSTRAFEACCELERATE(strafeplayer) != 0)
+ maxaccel = GeomLerp(PHYS_AIRACCELERATE(strafeplayer), strafity, PHYS_AIRSTRAFEACCELERATE(strafeplayer));
}
+ }
- minspeed = autocvar_hud_panel_strafehud_switch_minspeed;
- if(minspeed < 0)
- minspeed = bestspeed + frictionspeed;
+ float dt = StrafeHUD_DetermineFrameTime();
- // get current strafing angle ranging from -180° to +180°
- if(!autocvar__hud_configure)
- {
- if(speed > 0)
- {
- // calculate view angle relative to the players current velocity direction
- angle = vel_angle - view_angle;
-
- // if the angle goes above 180° or below -180° wrap it to the opposite side since we want the interior angle
- if(angle > 180)
- angle -= 360;
- else if(angle < -180)
- angle += 360;
-
- // determine whether the player is strafing forwards or backwards
- // if the player isn't strafe turning use forwards/backwards keys to determine direction
- if(fabs(wishangle) != 90)
- {
- if(keys_fwd == STRAFEHUD_KEYS_FORWARD)
- fwd = true;
- else if(keys_fwd == STRAFEHUD_KEYS_BACKWARD)
- fwd = false;
- else
- fwd = fabs(angle) <= 90;
- }
- // otherwise determine by examining the strafe angle
- else
- {
- if(wishangle < 0) // detect direction using wishangle since the direction is not yet set
- fwd = angle <= -wishangle;
- else
- fwd = angle >= -wishangle;
- }
-
- // shift the strafe angle by 180° when strafing backwards
- if(!fwd)
- {
- if(angle < 0)
- angle += 180;
- else
- angle -= 180;
- }
-
- // don't make the angle indicator switch side too much at ±180° if anti flicker is turned on
- if(angle > (180 - antiflicker_angle) || angle < (-180 + antiflicker_angle))
- straight_overturn = true;
- }
- else
- {
- angle = 0;
- fwd = true;
- }
- }
- else // simulate turning for HUD setup
- {
- const float demo_maxangle = 55; // maximum angle before changing direction
- const float demo_turnspeed = 40; // turning speed in degrees per second
+ maxaccel *= dt * movespeed;
+ float bestspeed = max(movespeed - maxaccel, 0); // target speed to gain maximum acceleration
- static float demo_position = -37 / demo_maxangle; // current positioning value between -1 and +1
+ // use local csqcmodel entity for this even when spectating, flickers too much otherwise
+ float speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337;
+ bool moving = speed > 0;
- if(autocvar__hud_panel_strafehud_demo)
- {
- float demo_dt = time - hud_lasttime;
- float demo_step = (demo_turnspeed / demo_maxangle) * demo_dt;
- demo_position = ((demo_position + demo_step) % 4 + 4) % 4;
- }
+ float frictionspeed; // speed lost from friction
+ float strafespeed; // speed minus friction
- // triangle wave function
- if(demo_position > 3)
- angle = -1 + (demo_position - 3);
- else if(demo_position > 1)
- angle = +1 - (demo_position - 1);
- else
- angle = demo_position;
- angle *= demo_maxangle;
+ if(moving && onground)
+ {
+ float strafefriction = onslick ? PHYS_FRICTION_SLICK(strafeplayer) : PHYS_FRICTION(strafeplayer);
- fwd = true;
- wishangle = 45;
- if(angle < 0)
- wishangle *= -1;
- }
+ frictionspeed = speed * dt * strafefriction * max(PHYS_STOPSPEED(strafeplayer) / speed, 1);
+ strafespeed = max(speed - frictionspeed, 0);
+ }
+ else
+ {
+ frictionspeed = 0;
+ strafespeed = speed;
+ }
- // invert the wish angle when strafing backwards
- if(!fwd)
- wishangle *= -1;
+ // get current strafing angle ranging from -180° to +180°
+ float angle;
- bool fwd;
++ bool fwd; // left & right variables are flipped when !fwd
- // flip angles if v_flipped is enabled
- if(autocvar_v_flipped)
+ if(!autocvar__hud_configure)
+ {
+ if(moving)
{
- angle *= -1;
- wishangle *= -1;
- }
+ // change the range from 0° - 360° to -180° - 180° to match how view_angle represents angles
+ float vel_angle = vectoangles(strafeplayer.velocity).y - (vectoangles(strafeplayer.velocity).y > 180 ? 360 : 0);
+ float view_angle = PHYS_INPUT_ANGLES(strafeplayer).y;
- // determine whether the player is strafing left or right
- if(wishangle > 0)
- {
- direction = STRAFEHUD_DIRECTION_RIGHT;
- }
- else if(wishangle < 0)
- {
- direction = STRAFEHUD_DIRECTION_LEFT;
- }
- else
- {
- if(angle > antiflicker_angle && angle < (180 - antiflicker_angle))
- direction = STRAFEHUD_DIRECTION_RIGHT;
- else if(angle < -antiflicker_angle && angle > (-180 + antiflicker_angle))
- direction = STRAFEHUD_DIRECTION_LEFT;
- else
- direction = STRAFEHUD_DIRECTION_NONE;
- }
+ // calculate view angle relative to the players current velocity direction
+ angle = vel_angle - view_angle;
- if(airstopaccel == 0)
- airstopaccel = 1; // values of 0 are equivalent to 1
+ // if the angle goes above 180° or below -180° wrap it to the opposite side since we want the interior angle
+ if(angle > 180)
+ angle -= 360;
+ else if(angle < -180)
+ angle += 360;
- // best angle to strafe at
- if(immobile)
- {
- // these are unused (neutral fills whole strafe bar)
- prebestangle = bestangle = 0;
- overturn_angle = 180;
- }
- else if(onground && autocvar_hud_panel_strafehud_onground_friction)
- {
- // draw ground angles
- {
- // delta_opt = acos((s - a) / v_f), same in air
- bestangle = strafespeed > bestspeed
- ? acos(bestspeed / strafespeed) * RAD2DEG // case 1
- : 0; // case 2
- // case 1: normal. case 2: low speed, best angle is forwards
- }
+ // determine whether the player is strafing forwards or backwards
+ // if the player is not strafe turning use forwards/backwards keys to determine direction
+ if(fabs(wishangle) != 90)
{
- // needed later if autocvar_hud_panel_strafehud_wturn != STRAFEHUD_WTURN_NONE,
- // ... so calculate even if autocvar_hud_panel_strafehud_bar_preaccel == 0
- float prebestangle_sqrt = movespeed * movespeed + strafespeed * strafespeed - speed * speed;
- // delta_min = acos(sqrt(s^2 - v_f^2 + v^2) / v_f), or just acos(s / v) in air
- prebestangle = (prebestangle_sqrt > 0 && strafespeed > sqrt(prebestangle_sqrt))
- ? acos(sqrt(prebestangle_sqrt) / strafespeed) * RAD2DEG // case 1
- : (prebestangle_sqrt > 0 ? 0 : 90); // case 2 : case 3
- // case 1: normal. case 2: low speed, best angle is forwards. case 3: landed at high speed, neutral zone is very large (see explanation below)
+ if(keys_fwd == STRAFEHUD_KEYS_FORWARD)
+ fwd = true;
+ else if(keys_fwd == STRAFEHUD_KEYS_BACKWARD)
+ fwd = false;
+ else
+ fwd = fabs(angle) <= 90;
}
+ // otherwise determine by examining the strafe angle
+ else
{
- float overturn_numer = speed * speed - strafespeed * strafespeed - maxaccel * maxaccel;
- float overturn_denom = 2 * maxaccel * strafespeed;
- // delta_max = acos((v^2 - v_f^2 - a^2) / (2av_f)), or just acos(-a / 2v) if in air
- overturn_angle = overturn_denom > fabs(overturn_numer)
- ? acos(overturn_numer / overturn_denom) * RAD2DEG // case 1
- : (overturn_numer < 0 ? 180 : 0); // case 2 : case 3
- // case 1: normal. case 2: low speed, turning anywhere will gain speed. case 3: landed at high speed, turning anywhere will lose speed (due to friction)
+ if(wishangle < 0) // detect direction using wishangle since the direction is not yet set
+ fwd = angle <= -wishangle;
+ else
+ fwd = angle >= -wishangle;
}
- if(overturn_angle < bestangle || bestangle < prebestangle)
+
+ // shift the strafe angle by 180° when strafing backwards
+ if(!fwd)
{
- // these conditions occur when you land at high speed (above max onground speed), such that every wishangle will result in a speed loss due to friction
- if(autocvar_hud_panel_strafehud_onground_mode == STRAFEHUD_ONGROUND_OVERTURN)
- {
- // make overturn fill the whole strafe bar
- // most correct option by the true definition of accel, since every angle results in deceleration
- prebestangle = bestangle = 0;
- overturn_angle = 0;
- }
- else if(autocvar_hud_panel_strafehud_onground_mode == STRAFEHUD_ONGROUND_GROUND)
- {
- /* k9er: these aren't the true angles -- the real ones are very convoluted and difficult to understand
- * essentially the prior definitions of the zones now overlap,
- * ... with the overturn zone extending below bestangle, and eventually covering the whole hud
- * ... and somehow the neutral zone extends above bestangle, and eventually covers the whole hud (i think)
- * overall showing it accurately is just confusing and unnecessary to add
- * thankfully the bestangle formula is unchanged, so the least confusing option is likely as follows:
- */
- overturn_angle = bestangle;
- prebestangle = bestangle;
- }
+ if(angle < 0)
+ angle += 180;
else
- {
- // use angles as if in air
- // no need to check if numerator < denominator, since all numerators < max onground speed < speed = all denominators
- bestangle = acos(bestspeed / speed) * RAD2DEG;
- prebestangle = acos(movespeed / speed) * RAD2DEG;
- overturn_angle = acos(-(airstopaccel * maxaccel / 2) / speed) * RAD2DEG;
- }
+ angle -= 180;
}
}
else
{
- // draw airborne angles. see above for documentation
- bestangle = speed > bestspeed
- ? acos(bestspeed / speed) * RAD2DEG
- : 0;
- prebestangle = speed > movespeed
- ? acos(movespeed / speed) * RAD2DEG
- : 0;
- // with airstopaccel, delta_max = acos(airstopaccel * -a / 2v), only in air
- overturn_angle = speed > airstopaccel * maxaccel / 2
- ? acos(-(airstopaccel * maxaccel / 2) / speed) * RAD2DEG
- : 180;
- }
- real_bestangle = bestangle;
- real_prebestangle = prebestangle;
- real_overturn_angle = overturn_angle;
-
- /*
- * k9er: proper W-turn angle assuming sv_aircontrol_power == 2 is acos(-speed/a * (cos((acos(V) + M_PI * 2) / 3) * 2 + 1)) rad,
- * ... where a=dt*32*aircontrol, and V=1-(a*a)/(speed*speed),
- * ... but this very quickly loses accuracy -- should be a strictly decreasing function, yet it increases at only speed=722 with 125 fps
- * also note this is only valid when such angle is not in the accelzone, formula taking acceleration into account is unfathomably complicated
- * afaik there's no simplified version of this formula that doesn't involve complex numbers, other than one valid for only speed<27.1 roughly
- * furthermore, this function quite rapidly approaches its asymptote of ~35.26, e.g. being ~0.68 away when at only speed=600
- * this asymptote is independent of whether the player is crouching or has haste, although they must be airborne
- * thus, the best option is to just draw the asymptote (acos(sqrt(2/3))),
- * ... but the proper angle can be drawn too if the player wants (hud_panel_strafehud_wturn_proper 1)
- * this is only enabled if sv_airaccel_qw == 1 since otherwise W-turning gives acceleration, unless hud_panel_strafehud_wturn_unrestricted 1
- * when sv_aircontrol_power != 2 (abbr. "p"), the asymptote is instead acos(sqrt(p/(p+1))). full formula is too difficult to calculate,
- * ... so the angle will only be shown with hud_panel_strafehud_wturn_proper 0
- * this doesn't have support for sv_aircontrol_sideways == 1
- */
- bool wturning = !onground && wishangle == 0 && (keys_fwd == STRAFEHUD_KEYS_FORWARD || (aircontrol_backwards && keys_fwd == STRAFEHUD_KEYS_BACKWARD));
- bool wturn_valid = aircontrol && PHYS_AIRCONTROL_PENALTY(strafeplayer) == 0 && (airaccel_qw || autocvar_hud_panel_strafehud_wturn_unrestricted == 1);
- bool wturn_check = autocvar_hud_panel_strafehud_wturn && !immobile && wturn_valid;
- if(wturn_check)
- {
- float wturn_power = PHYS_AIRCONTROL_POWER(strafeplayer);
- if(wturn_power == 2)
- {
- float wturn_a = 32 * aircontrol * dt;
- float wturn_V = 1 - (wturn_a * wturn_a) / (speed * speed);
- if(autocvar_hud_panel_strafehud_wturn_proper && wturn_a > 1 && wturn_V < 1 && wturn_V > -1)
- wturn_bestangle = acos(-speed / wturn_a * (cos((acos(wturn_V) + M_PI * 2) / 3) * 2 + 1)) * RAD2DEG;
- else
- wturn_bestangle = ACOS_SQRT2_3_DEG;
- real_wturn_bestangle = wturn_bestangle;
- }
- else if(!autocvar_hud_panel_strafehud_wturn_proper && wturn_power >= 0)
- {
- wturn_bestangle = acos(sqrt(wturn_power / (wturn_power + 1))) * RAD2DEG;
- real_wturn_bestangle = wturn_bestangle;
- }
- else
- {
- wturn_valid = false;
- wturn_check = false;
- }
+ angle = 0;
+ fwd = true;
}
+ }
+ else // simulate turning for HUD setup
+ {
+ const float demo_maxangle = 55; // maximum angle before changing direction
+ const float demo_turnspeed = 40; // turning speed in degrees per second
+ static float demo_position = -37 / demo_maxangle; // current positioning value between -1 and +1
- // draw the switch indicators as if strafing normally (W+A style), while W-turning or side strafing
- float n_bestangle = 0;
- float n_odd_bestangle;
- float n_bestangle_offset = 0;
- float n_switch_bestangle_offset = 0;
- float n_odd_bestangle_offset = 0;
- float n_switch_odd_bestangle_offset = 0;
- bool draw_normal = ((autocvar_hud_panel_strafehud_switch >= STRAFEHUD_SWITCH_NORMAL && wturning)
- || (autocvar_hud_panel_strafehud_switch == STRAFEHUD_SWITCH_SIDESTRAFE && turn));
- if(draw_normal)
+ if(autocvar__hud_panel_strafehud_demo)
{
- // recalculate bestangle as if strafing normally
- float n_maxspeed = PHYS_MAXAIRSPEED(strafeplayer) * maxspeed_mod;
- float n_movespeed = n_maxspeed;
- float n_maxaccel = PHYS_AIRACCELERATE(strafeplayer) * dt * n_movespeed;
- float n_bestspeed = max(n_movespeed - n_maxaccel, 0);
- n_bestangle = speed > n_bestspeed
- ? acos(n_bestspeed / speed) * RAD2DEG - 45
- : -45;
+ float demo_dt = time - hud_lasttime;
+ float demo_step = (demo_turnspeed / demo_maxangle) * demo_dt;
+ demo_position = ((demo_position + demo_step) % 4 + 4) % 4;
}
- // determine the minimal required HUD angle to contain the full strafing angle range
- // this is useful for the velocity centered mode where the zones do not follow the strafing angle
- // how it works:
- // the angle where the most acceleration occurs moves relative to the player velocity
- // from 0 - wishangle to real_overturn_angle - wishangle
- // the angle farther away from the center is the maximum the optimal strafing angle can
- // diverge from the direction of velocity
- // this angle has to be multiplied by two since the HUD extends in both directions which
- // halves the amount it extends in a single direction
- range_minangle = max(real_wishangle, real_overturn_angle - real_wishangle) * 2;
-
- float range_normal = autocvar_hud_panel_strafehud_range;
- float range_side = autocvar_hud_panel_strafehud_range_sidestrafe;
- float range_used;
- if(range_normal == 0)
- range_normal = autocvar__hud_configure ? 90 : range_minangle; // use minimum angle required if dynamically setting hud angle
- if(range_side == -1) // use the normal range
- range_used = range_normal;
+ // triangle wave function
+ if(demo_position > 3)
+ angle = -1 + (demo_position - 3);
+ else if(demo_position > 1)
+ angle = +1 - (demo_position - 1);
else
- {
- if(range_side == 0)
- range_side = autocvar__hud_configure ? 90 : range_minangle;
- range_used = GeomLerp(range_normal, strafity, range_side);
- }
- hudangle = bound(0, fabs(range_used), 360); // limit HUD range to 360 degrees, higher values don't make sense
+ angle = demo_position;
+ angle *= demo_maxangle;
- if(direction == STRAFEHUD_DIRECTION_LEFT) // the angle becomes negative in case we strafe left
- {
- n_bestangle *= -1;
- bestangle *= -1;
- prebestangle *= -1;
- overturn_angle *= -1;
- }
- odd_bestangle = -bestangle - wishangle;
- n_odd_bestangle = -n_bestangle - wishangle;
- bestangle -= wishangle;
- prebestangle -= wishangle;
- overturn_angle -= wishangle;
-
- // various offsets and size calculations of hud indicator elements
- // how much is hidden by the current hud angle
- hidden_width = (360 - hudangle) / hudangle * panel_size.x;
-
- // current angle
- currentangle_size.x = autocvar_hud_panel_strafehud_angle_width;
- currentangle_size.y = autocvar_hud_panel_strafehud_angle_height;
- currentangle_size.z = 0;
- if(!autocvar_hud_panel_strafehud_uncapped)
- {
- currentangle_size.x = min(currentangle_size.x, 10);
- currentangle_size.y = min(currentangle_size.y, 10);
- }
- currentangle_size.x *= panel_size.x;
- currentangle_size.y *= panel_size.y;
- if(!autocvar_hud_panel_strafehud_uncapped)
- {
- currentangle_size.x = max(currentangle_size.x, 1);
- currentangle_size.y = max(currentangle_size.y, 1);
- }
- else
- {
- currentangle_size.y = max(currentangle_size.y, 0);
- }
- if(mode == STRAFEHUD_MODE_VIEW_CENTERED)
- currentangle_offset = angle / hudangle * panel_size.x;
- else
- currentangle_offset = bound(-hudangle / 2, angle, hudangle / 2) / hudangle * panel_size.x + panel_size.x / 2;
+ fwd = true;
+ wishangle = 45;
+ if(angle < 0)
+ wishangle *= -1;
+ }
- // best strafe acceleration angle
- if((autocvar_hud_panel_strafehud_switch || autocvar_hud_panel_strafehud_bestangle) && speed >= minspeed)
- {
- bestangle_offset = bestangle / hudangle * panel_size.x + panel_size.x / 2;
- switch_bestangle_offset = -bestangle / hudangle * panel_size.x + panel_size.x / 2;
- switch_bestangle_width = panel_size.x * autocvar_hud_panel_strafehud_switch_width;
- if(!autocvar_hud_panel_strafehud_uncapped)
- switch_bestangle_width = max(switch_bestangle_width, 1);
+ // invert the wish angle when strafing backwards
+ if(!fwd)
+ wishangle *= -1;
- if((angle > -wishangle && direction == STRAFEHUD_DIRECTION_LEFT) || (angle < -wishangle && direction == STRAFEHUD_DIRECTION_RIGHT))
- {
- odd_angles = true;
- odd_bestangle_offset = odd_bestangle / hudangle * panel_size.x + panel_size.x / 2;
- switch_odd_bestangle_offset = (odd_bestangle + bestangle * 2) / hudangle * panel_size.x + panel_size.x / 2;
+ // flip angles if v_flipped is enabled
+ if(autocvar_v_flipped)
+ {
+ angle *= -1;
+ wishangle *= -1;
+ }
+
- // best angle to strafe at
- // in case of ground friction we may decelerate if the acceleration is smaller than the speed loss from friction
- float bestangle = (strafespeed > bestspeed ? acos(bestspeed / strafespeed) * RAD2DEG : 0);
- float prebestangle = (strafespeed > movespeed ? acos(movespeed / strafespeed) * RAD2DEG : 0);
- float opposite_bestangle = -bestangle;
++ float airstopaccel = PHYS_AIRSTOPACCELERATE(strafeplayer);
++ if(airstopaccel == 0)
++ airstopaccel = 1; // values of 0 are equivalent to 1
+
++ // best angle to strafe at
++ float bestangle;
++ float prebestangle;
++ float overturn_angle;
++ if(!moving)
++ {
++ // these are unused (neutral fills whole strafe bar)
++ prebestangle = bestangle = 0;
++ overturn_angle = 180;
++ }
++ else if(onground && autocvar_hud_panel_strafehud_onground_friction)
++ {
++ // draw ground angles
++ {
++ // delta_opt = acos((s - a) / v_f), same in air
++ bestangle = strafespeed > bestspeed
++ ? acos(bestspeed / strafespeed) * RAD2DEG // case 1
++ : 0; // case 2
++ // case 1: normal. case 2: low speed, best angle is forwards
++ }
++ {
++ // needed later if autocvar_hud_panel_strafehud_wturn != STRAFEHUD_WTURN_NONE,
++ // ... so calculate even if autocvar_hud_panel_strafehud_bar_preaccel == 0
++ float prebestangle_sqrt = movespeed * movespeed + strafespeed * strafespeed - speed * speed;
++ // delta_min = acos(sqrt(s^2 - v_f^2 + v^2) / v_f), or just acos(s / v) in air
++ prebestangle = (prebestangle_sqrt > 0 && strafespeed > sqrt(prebestangle_sqrt))
++ ? acos(sqrt(prebestangle_sqrt) / strafespeed) * RAD2DEG // case 1
++ : (prebestangle_sqrt > 0 ? 0 : 90); // case 2 : case 3
++ // case 1: normal. case 2: low speed, best angle is forwards. case 3: landed at high speed, neutral zone is very large (see explanation below)
++ }
++ {
++ float overturn_numer = speed * speed - strafespeed * strafespeed - maxaccel * maxaccel;
++ float overturn_denom = 2 * maxaccel * strafespeed;
++ // delta_max = acos((v^2 - v_f^2 - a^2) / (2av_f)), or just acos(-a / 2v) if in air
++ overturn_angle = overturn_denom > fabs(overturn_numer)
++ ? acos(overturn_numer / overturn_denom) * RAD2DEG // case 1
++ : (overturn_numer < 0 ? 180 : 0); // case 2 : case 3
++ // case 1: normal. case 2: low speed, turning anywhere will gain speed. case 3: landed at high speed, turning anywhere will lose speed (due to friction)
++ }
++ if(overturn_angle < bestangle || bestangle < prebestangle)
++ {
++ // these conditions occur when you land at high speed (above max onground speed), such that every wishangle will result in a speed loss due to friction
++ if(autocvar_hud_panel_strafehud_onground_mode == STRAFEHUD_ONGROUND_OVERTURN)
++ {
++ // make overturn fill the whole strafe bar
++ // most correct option by the true definition of accel, since every angle results in deceleration
++ prebestangle = bestangle = 0;
++ overturn_angle = 0;
++ }
++ else if(autocvar_hud_panel_strafehud_onground_mode == STRAFEHUD_ONGROUND_GROUND)
++ {
++ /* k9er: these aren't the true angles -- the real ones are very convoluted and difficult to understand
++ * essentially the prior definitions of the zones now overlap,
++ * ... with the overturn zone extending below bestangle, and eventually covering the whole hud
++ * ... and somehow the neutral zone extends above bestangle, and eventually covers the whole hud (i think)
++ * overall showing it accurately is just confusing and unnecessary to add
++ * thankfully the bestangle formula is unchanged, so the least confusing option is likely as follows:
++ */
++ overturn_angle = bestangle;
++ prebestangle = bestangle;
+ }
- if(draw_normal)
++ else
+ {
- n_bestangle_offset = n_bestangle / hudangle * panel_size.x + panel_size.x / 2;
- n_switch_bestangle_offset = -n_bestangle / hudangle * panel_size.x + panel_size.x / 2;
- if(odd_angles)
- {
- n_odd_bestangle_offset = n_odd_bestangle / hudangle * panel_size.x + panel_size.x / 2;
- n_switch_odd_bestangle_offset = (n_odd_bestangle + n_bestangle * 2) / hudangle * panel_size.x + panel_size.x / 2;
- }
++ // use angles as if in air
++ // no need to check if numerator < denominator, since all numerators < max onground speed < speed = all denominators
++ bestangle = acos(bestspeed / speed) * RAD2DEG;
++ prebestangle = acos(movespeed / speed) * RAD2DEG;
++ overturn_angle = acos(-(airstopaccel * maxaccel / 2) / speed) * RAD2DEG;
+ }
+ }
-
- // best angle to aim at when W-turning to maximally rotate velocity vector
- if(wturn_check)
++ }
++ else
++ {
++ // draw airborne angles. see above for documentation
++ bestangle = speed > bestspeed
++ ? acos(bestspeed / speed) * RAD2DEG
++ : 0;
++ prebestangle = speed > movespeed
++ ? acos(movespeed / speed) * RAD2DEG
++ : 0;
++ // with airstopaccel, delta_max = acos(airstopaccel * -a / 2v), only in air
++ overturn_angle = speed > airstopaccel * maxaccel / 2
++ ? acos(-(airstopaccel * maxaccel / 2) / speed) * RAD2DEG
++ : 180;
++ }
+ // absolute_* variables which are always positive with no wishangle offset
+ float absolute_bestangle = bestangle;
+ float absolute_prebestangle = prebestangle;
++ float absolute_overturn_angle = overturn_angle;
++
++ float aircontrol = PHYS_AIRCONTROL(strafeplayer);
++ bool aircontrol_backwards = PHYS_AIRCONTROL_BACKWARDS(strafeplayer) == 1;
++ bool airaccel_qw = PHYS_AIRACCEL_QW(strafeplayer) == 1;
++
++ float wturn_bestangle = 0;
++ float absolute_wturn_bestangle = 0;
++
++ /*
++ * k9er: proper W-turn angle assuming sv_aircontrol_power == 2 is acos(-speed/a * (cos((acos(V) + M_PI * 2) / 3) * 2 + 1)) rad,
++ * ... where a=dt*32*aircontrol, and V=1-(a*a)/(speed*speed),
++ * ... but this very quickly loses accuracy -- should be a strictly decreasing function, yet it increases at only speed=722 with 125 fps
++ * also note this is only valid when such angle is not in the accelzone, formula taking acceleration into account is unfathomably complicated
++ * afaik there's no simplified version of this formula that doesn't involve complex numbers, other than one valid for only speed<27.1 roughly
++ * furthermore, this function quite rapidly approaches its asymptote of ~35.26, e.g. being ~0.68 away when at only speed=600
++ * this asymptote is independent of whether the player is crouching or has haste, although they must be airborne
++ * thus, the best option is to just draw the asymptote (acos(sqrt(2/3))),
++ * ... but the proper angle can be drawn too if the player wants (hud_panel_strafehud_wturn_proper 1)
++ * this is only enabled if sv_airaccel_qw == 1 since otherwise W-turning gives acceleration, unless hud_panel_strafehud_wturn_unrestricted 1
++ * when sv_aircontrol_power != 2 (abbr. "p"), the asymptote is instead acos(sqrt(p/(p+1))). full formula is too difficult to calculate,
++ * ... so the angle will only be shown with hud_panel_strafehud_wturn_proper 0
++ * this doesn't have support for sv_aircontrol_sideways == 1
++ */
++ bool wturning = !onground && wishangle == 0 && (keys_fwd == STRAFEHUD_KEYS_FORWARD || (aircontrol_backwards && keys_fwd == STRAFEHUD_KEYS_BACKWARD));
++ bool wturn_valid = aircontrol && PHYS_AIRCONTROL_PENALTY(strafeplayer) == 0 && (airaccel_qw || autocvar_hud_panel_strafehud_wturn_unrestricted == 1);
++ bool wturn_check = autocvar_hud_panel_strafehud_wturn && moving && wturn_valid;
++ if(wturn_check)
++ {
++ float wturn_power = PHYS_AIRCONTROL_POWER(strafeplayer);
++ if(wturn_power == 2)
+ {
- bool wturn_show = autocvar_hud_panel_strafehud_wturn == STRAFEHUD_WTURN_SIDESTRAFE ? (fwd || aircontrol_backwards)
- : autocvar_hud_panel_strafehud_wturn == STRAFEHUD_WTURN_NORMAL ? ((fwd || aircontrol_backwards) && !turn)
- : autocvar_hud_panel_strafehud_wturn == STRAFEHUD_WTURN_NONE ? false
- : wturning;
- if(wturn_show && real_wturn_bestangle < real_prebestangle && !onground)
- {
- wturn_left_bestangle_offset = wturn_bestangle / hudangle * panel_size.x + panel_size.x / 2;
- wturn_right_bestangle_offset = -wturn_bestangle / hudangle * panel_size.x + panel_size.x / 2;
- wturn_bestangle_width = panel_size.x * autocvar_hud_panel_strafehud_wturn_width;
- if(!autocvar_hud_panel_strafehud_uncapped)
- wturn_bestangle_width = max(wturn_bestangle_width, 1);
- }
++ float wturn_a = 32 * aircontrol * dt;
++ float wturn_V = 1 - (wturn_a * wturn_a) / (speed * speed);
++ if(autocvar_hud_panel_strafehud_wturn_proper && wturn_a > 1 && wturn_V < 1 && wturn_V > -1)
++ wturn_bestangle = acos(-speed / wturn_a * (cos((acos(wturn_V) + M_PI * 2) / 3) * 2 + 1)) * RAD2DEG;
++ else
++ wturn_bestangle = ACOS_SQRT2_3_DEG;
++ absolute_wturn_bestangle = wturn_bestangle;
+ }
-
- // the neutral zone fills the whole strafe bar
- if(immobile)
++ else if(!autocvar_hud_panel_strafehud_wturn_proper && wturn_power >= 0)
+ {
- // draw neutral zone
- if(panel_size.x > 0 && panel_size.y > 0 && autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha > 0)
- {
- switch(autocvar_hud_panel_strafehud_style)
- {
- default:
- case STRAFEHUD_STYLE_DRAWFILL:
- drawfill(
- panel_pos, panel_size,
- autocvar_hud_panel_strafehud_bar_neutral_color,
- autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha,
- DRAWFLAG_NORMAL);
- break;
-
- case STRAFEHUD_STYLE_PROGRESSBAR:
- HUD_Panel_DrawProgressBar(
- panel_pos, panel_size, "progressbar", 1, 0, 0,
- autocvar_hud_panel_strafehud_bar_neutral_color,
- autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha,
- DRAWFLAG_NORMAL);
- }
- }
++ wturn_bestangle = acos(sqrt(wturn_power / (wturn_power + 1))) * RAD2DEG;
++ absolute_wturn_bestangle = wturn_bestangle;
+ }
+ else
+ {
- // calculate various zones of the strafe-o-meter
- if(autocvar_hud_panel_strafehud_bar_preaccel)
- preaccelzone_width = fabs(real_bestangle - real_prebestangle) / hudangle * panel_size.x;
- else
- preaccelzone_width = 0;
- accelzone_width = (real_overturn_angle - real_bestangle) / hudangle * panel_size.x;
- overturn_width = (360 - real_overturn_angle * 2) / hudangle * panel_size.x;
- neutral_width = 360 / hudangle * panel_size.x - accelzone_width * 2 - preaccelzone_width * 2 - overturn_width;
-
- {
- float current_offset = 0;
- preaccelzone_right_offset = current_offset;
- current_offset += preaccelzone_width;
++ wturn_valid = false;
++ wturn_check = false;
++ }
++ }
+
- accelzone_right_offset = current_offset;
- current_offset += accelzone_width;
++ float n_bestangle = 0;
+
- overturn_offset = current_offset;
- current_offset += overturn_width;
++ // draw the switch indicators as if strafing normally (W+A style), while W-turning or side strafing
++ bool draw_normal = ((autocvar_hud_panel_strafehud_switch >= STRAFEHUD_SWITCH_NORMAL && wturning)
++ || (autocvar_hud_panel_strafehud_switch == STRAFEHUD_SWITCH_SIDESTRAFE && turn));
++ if(draw_normal)
++ {
++ // recalculate bestangle as if strafing normally
++ float n_maxspeed = PHYS_MAXAIRSPEED(strafeplayer) * maxspeed_mod;
++ float n_movespeed = n_maxspeed;
++ float n_maxaccel = PHYS_AIRACCELERATE(strafeplayer) * dt * n_movespeed;
++ float n_bestspeed = max(n_movespeed - n_maxaccel, 0);
++ n_bestangle = speed > n_bestspeed
++ ? acos(n_bestspeed / speed) * RAD2DEG - 45
++ : -45;
++ }
+
- accelzone_left_offset = current_offset;
- current_offset += accelzone_width;
++ float hudangle = StrafeHUD_DetermineHudAngle(absolute_wishangle, absolute_overturn_angle, strafity);
- preaccelzone_left_offset = current_offset;
- current_offset += preaccelzone_width;
+ float antiflicker_angle = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180);
+ float direction = StrafeHUD_DetermineDirection(angle, wishangle, antiflicker_angle);
- // the wrapping code may struggle if we always append it on the right side
- neutral_offset = direction == STRAFEHUD_DIRECTION_LEFT ? current_offset : -neutral_width;
- }
-
- // shift hud if operating in view angle centered mode
- if(mode == STRAFEHUD_MODE_VIEW_CENTERED)
- {
- shift_offset = -currentangle_offset;
- bestangle_offset += shift_offset;
- switch_bestangle_offset += shift_offset;
- odd_bestangle_offset += shift_offset;
- switch_odd_bestangle_offset += shift_offset;
- n_bestangle_offset += shift_offset;
- n_switch_bestangle_offset += shift_offset;
- n_odd_bestangle_offset += shift_offset;
- n_switch_odd_bestangle_offset += shift_offset;
- wturn_left_bestangle_offset += shift_offset;
- wturn_right_bestangle_offset += shift_offset;
- }
- if(direction == STRAFEHUD_DIRECTION_LEFT)
- shift_offset += -360 / hudangle * panel_size.x;
-
- // calculate how far off-center the strafe zones currently are
- shift_offset += (panel_size.x + neutral_width) / 2 - wishangle / hudangle * panel_size.x;
-
- // shift strafe zones into correct place
- neutral_offset += shift_offset;
- accelzone_left_offset += shift_offset;
- accelzone_right_offset += shift_offset;
- preaccelzone_left_offset += shift_offset;
- preaccelzone_right_offset += shift_offset;
- overturn_offset += shift_offset;
-
- // draw left acceleration zone
- if(accelzone_width > 0)
- HUD_Panel_DrawStrafeHUD(
- accelzone_left_offset, accelzone_width, hidden_width,
- autocvar_hud_panel_strafehud_bar_accel_color,
- autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha,
- autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_LEFT, false);
-
- if(autocvar_hud_panel_strafehud_bar_preaccel && preaccelzone_width > 0)
- HUD_Panel_DrawStrafeHUD(
- preaccelzone_left_offset, preaccelzone_width, hidden_width,
- autocvar_hud_panel_strafehud_bar_preaccel_color,
- autocvar_hud_panel_strafehud_bar_preaccel_alpha * panel_fg_alpha,
- autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_RIGHT, false);
-
- // draw right acceleration zone
- if(accelzone_width > 0)
- HUD_Panel_DrawStrafeHUD(
- accelzone_right_offset, accelzone_width, hidden_width,
- autocvar_hud_panel_strafehud_bar_accel_color,
- autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha,
- autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_RIGHT, false);
-
- if(autocvar_hud_panel_strafehud_bar_preaccel && preaccelzone_width > 0)
- HUD_Panel_DrawStrafeHUD(
- preaccelzone_right_offset, preaccelzone_width, hidden_width,
- autocvar_hud_panel_strafehud_bar_preaccel_color,
- autocvar_hud_panel_strafehud_bar_preaccel_alpha * panel_fg_alpha,
- autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_LEFT, false);
-
- // draw overturn zone
- if(overturn_width > 0)
- HUD_Panel_DrawStrafeHUD(
- overturn_offset, overturn_width, hidden_width,
- autocvar_hud_panel_strafehud_bar_overturn_color,
- autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha,
- autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_BOTH, false);
-
- // draw neutral zone
- if(neutral_width > 0)
- HUD_Panel_DrawStrafeHUD(
- neutral_offset, neutral_width, hidden_width,
- autocvar_hud_panel_strafehud_bar_neutral_color,
- autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha,
- autocvar_hud_panel_strafehud_style, STRAFEHUD_GRADIENT_NONE, false);
-
- // only draw switch indicators if minspeed is reached (switch_bestangle_width init to 0)
- if(autocvar_hud_panel_strafehud_switch && switch_bestangle_width > 0 && autocvar_hud_panel_strafehud_switch_alpha > 0)
- {
- // draw the switch indicator(s)
- float offset = draw_normal
- ? (odd_angles ? n_odd_bestangle_offset : n_bestangle_offset)
- : (odd_angles ? odd_bestangle_offset : bestangle_offset);
- float switch_offset = draw_normal
- ? (odd_angles ? n_switch_odd_bestangle_offset : n_switch_bestangle_offset)
- : (odd_angles ? switch_odd_bestangle_offset : switch_bestangle_offset);
-
- HUD_Panel_DrawStrafeHUD(
- switch_offset, switch_bestangle_width, hidden_width,
- autocvar_hud_panel_strafehud_switch_color,
- autocvar_hud_panel_strafehud_switch_alpha * panel_fg_alpha,
- STRAFEHUD_STYLE_DRAWFILL, STRAFEHUD_GRADIENT_NONE, true);
-
- if(direction == STRAFEHUD_DIRECTION_NONE || draw_normal)
- HUD_Panel_DrawStrafeHUD(
- offset, switch_bestangle_width, hidden_width,
- autocvar_hud_panel_strafehud_switch_color,
- autocvar_hud_panel_strafehud_switch_alpha * panel_fg_alpha,
- STRAFEHUD_STYLE_DRAWFILL, STRAFEHUD_GRADIENT_NONE, true);
- }
+ if(direction == STRAFEHUD_DIRECTION_LEFT) // the angle becomes negative in case we strafe left
+ {
++ n_bestangle *= -1;
+ bestangle *= -1;
- opposite_bestangle *= -1;
+ prebestangle *= -1;
++ overturn_angle *= -1;
+ }
++ float opposite_bestangle = -bestangle;
++ float n_opposite_bestangle = -n_bestangle;
+
+ bestangle -= wishangle;
+ opposite_bestangle -= wishangle;
++ n_opposite_bestangle -= wishangle;
+ prebestangle -= wishangle;
++ overturn_angle -= wishangle;
+
+ int mode;
+ if(autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1)
+ mode = autocvar_hud_panel_strafehud_mode;
+ else
+ mode = STRAFEHUD_MODE_VIEW_CENTERED;
- // only draw wturn indicators if conditions were met (wturn_bestangle_width init to 0)
- if(autocvar_hud_panel_strafehud_wturn && wturn_bestangle_width > 0 && autocvar_hud_panel_strafehud_wturn_alpha > 0)
- {
- // draw the wturn indicators
- HUD_Panel_DrawStrafeHUD(
- wturn_left_bestangle_offset, wturn_bestangle_width, hidden_width,
- autocvar_hud_panel_strafehud_wturn_color,
- autocvar_hud_panel_strafehud_wturn_alpha * panel_fg_alpha,
- STRAFEHUD_STYLE_DRAWFILL, STRAFEHUD_GRADIENT_NONE, true);
- HUD_Panel_DrawStrafeHUD(
- wturn_right_bestangle_offset, wturn_bestangle_width, hidden_width,
- autocvar_hud_panel_strafehud_wturn_color,
- autocvar_hud_panel_strafehud_wturn_alpha * panel_fg_alpha,
- STRAFEHUD_STYLE_DRAWFILL, STRAFEHUD_GRADIENT_NONE, true);
- }
- }
+ // best strafe acceleration angle
+ float changeangle = -bestangle;
++ float n_changeangle = -n_bestangle;
++ float n_opposite_changeangle = n_opposite_bestangle + n_bestangle * 2;
+
- // slick detector
- slickdetector_height = max(autocvar_hud_panel_strafehud_slickdetector_height, 0);
- if(!autocvar_hud_panel_strafehud_uncapped)
- slickdetector_height = min(slickdetector_height, 1);
- slickdetector_height *= panel_size.y;
- if(autocvar_hud_panel_strafehud_slickdetector &&
- autocvar_hud_panel_strafehud_slickdetector_range > 0 &&
- autocvar_hud_panel_strafehud_slickdetector_alpha > 0 &&
- slickdetector_height > 0 &&
- panel_size.x > 0)
- {
- float slicksteps = max(autocvar_hud_panel_strafehud_slickdetector_granularity, 0);
- bool slickdetected = false;
++ // minimum speed for change indicators
++ float minspeed = autocvar_hud_panel_strafehud_switch_minspeed;
++ if(minspeed < 0)
++ minspeed = bestspeed + frictionspeed;
- if(!autocvar_hud_panel_strafehud_uncapped)
- slicksteps = min(slicksteps, 4);
- slicksteps = 90 * DEG2RAD / 2 ** slicksteps;
+ bool opposite_direction = false;
+ float opposite_changeangle = 0;
+ if((angle > -wishangle && direction == STRAFEHUD_DIRECTION_LEFT) || (angle < -wishangle && direction == STRAFEHUD_DIRECTION_RIGHT))
+ {
+ opposite_direction = true;
+ opposite_changeangle = opposite_bestangle + bestangle * 2;
+ }
- slickdetected = real_onslick; // don't need to traceline if already touching slick
++ // best angle to aim at when W-turning to maximally rotate velocity vector
++ float wturn_left_bestangle = wturn_bestangle;
++ float wturn_right_bestangle = -wturn_bestangle;
+
- // traceline into every direction
- trace_dphitq3surfaceflags = 0;
- vector traceorigin = strafeplayer.origin + eZ * strafeplayer.mins.z;
- for(float i = 0; i < 90 * DEG2RAD - 0.00001 && !slickdetected; i += slicksteps)
- {
- vector slickoffset;
- float slickrotate;
- slickoffset.z = -cos(i) * autocvar_hud_panel_strafehud_slickdetector_range;
- slickrotate = sin(i) * autocvar_hud_panel_strafehud_slickdetector_range;
-
- for(float j = 0; j < 360 * DEG2RAD - 0.00001 && !slickdetected; j += slicksteps)
- {
- slickoffset.x = sin(j) * slickrotate;
- slickoffset.y = cos(j) * slickrotate;
-
- traceline(traceorigin, traceorigin + slickoffset, MOVE_NOMONSTERS, strafeplayer);
- if((PHYS_FRICTION(strafeplayer) == 0 && trace_fraction < 1)
- || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK))
- slickdetected = true;
- if(i == 0)
- break;
- }
- }
+ // shift hud if operating in view angle centered mode
+ float shiftangle = 0;
+ if(mode == STRAFEHUD_MODE_VIEW_CENTERED)
+ {
+ shiftangle = -angle;
+ bestangle += shiftangle;
+ changeangle += shiftangle;
+ opposite_bestangle += shiftangle;
+ opposite_changeangle += shiftangle;
++ n_bestangle += shiftangle;
++ n_changeangle += shiftangle;
++ n_opposite_bestangle += shiftangle;
++ n_opposite_changeangle += shiftangle;
++ wturn_left_bestangle += shiftangle;
++ wturn_right_bestangle += shiftangle;
+ }
- StrafeHUD_DrawStrafeMeter(shiftangle, wishangle, absolute_bestangle, absolute_prebestangle, moving, hudangle);
- // if a traceline hit a slick surface
- if(slickdetected)
- {
- vector slickdetector_size = panel_size;
- slickdetector_size.y = slickdetector_height;
-
- // top horizontal line
- drawfill(
- panel_pos - eY * slickdetector_size.y, slickdetector_size,
- autocvar_hud_panel_strafehud_slickdetector_color,
- autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha,
- DRAWFLAG_NORMAL);
-
- // bottom horizontal line
- drawfill(
- panel_pos + eY * panel_size.y,
- slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color,
- autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha,
- DRAWFLAG_NORMAL);
- }
++ StrafeHUD_DrawStrafeMeter(shiftangle, wishangle, absolute_bestangle, absolute_prebestangle, absolute_overturn_angle, moving, hudangle);
- text_offset_top = text_offset_bottom = slickdetector_height;
- }
+ float text_offset_top;
+ float text_offset_bottom;
+ text_offset_top = text_offset_bottom = StrafeHUD_DrawSlickDetector(strafeplayer, real_onslick);
- StrafeHUD_DrawDirectionIndicator(direction, opposite_direction, fwd);
- // direction indicator
- if(autocvar_hud_panel_strafehud_direction)
- {
- direction_size_vertical.x = autocvar_hud_panel_strafehud_direction_width;
- if(!autocvar_hud_panel_strafehud_uncapped)
- direction_size_vertical.x = min(direction_size_vertical.x, 1);
- direction_size_vertical.x *= panel_size.y;
- if(!autocvar_hud_panel_strafehud_uncapped)
- direction_size_vertical.x = max(direction_size_vertical.x, 1);
- direction_size_vertical.y = panel_size.y + direction_size_vertical.x * 2;
- direction_size_vertical.z = 0;
- direction_size_horizontal.x = panel_size.x * min(autocvar_hud_panel_strafehud_direction_length, .5);
- direction_size_horizontal.y = direction_size_vertical.x;
- direction_size_horizontal.z = 0;
- }
++ if(autocvar_hud_panel_strafehud_direction)
++ StrafeHUD_DrawDirectionIndicator(direction, opposite_direction, fwd);
- if(autocvar_hud_panel_strafehud_direction &&
- direction != STRAFEHUD_DIRECTION_NONE &&
- direction_size_vertical.x > 0 &&
- autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha > 0)
- {
- bool indicator_direction = direction == STRAFEHUD_DIRECTION_LEFT;
- // invert left/right when strafing backwards or when strafing towards the opposite side indicated by the direction variable
- // if both conditions are true then it's inverted twice hence not inverted at all
- if(!fwd != odd_angles)
- indicator_direction = !indicator_direction;
-
- // draw the direction indicator caps at the sides of the hud
- // vertical line
- if(direction_size_vertical.y > 0)
- drawfill(
- panel_pos - eY * direction_size_horizontal.y + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x),
- direction_size_vertical, autocvar_hud_panel_strafehud_direction_color,
- autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha,
- DRAWFLAG_NORMAL);
-
- // top horizontal line
- drawfill(
- panel_pos + eX * (indicator_direction ? 0 : panel_size.x - direction_size_horizontal.x) - eY * direction_size_horizontal.y,
- direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color,
- autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha,
- DRAWFLAG_NORMAL);
-
- // bottom horizontal line
- drawfill(
- panel_pos + eX * (indicator_direction ? 0 : panel_size.x - direction_size_horizontal.x) + eY * panel_size.y,
- direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color,
- autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha,
- DRAWFLAG_NORMAL);
- }
+ // determine the strafing ratio and the angle indicator color
+ vector currentangle_color = autocvar_hud_panel_strafehud_angle_neutral_color;
+ float strafe_ratio = 0;
+ if(moving)
+ {
+ float moveangle = fabs(angle + wishangle);
++ if(moveangle > 180) moveangle = 360 - moveangle; // restricted to between 0 and 180
- // draw the actual strafe angle
- if(!immobile)
+ // player is overturning
- if(moveangle >= 90)
++ if(moveangle >= absolute_overturn_angle)
{
- currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color;
- strafe_ratio = (moveangle - 90) / 90;
- if(strafe_ratio > 1) strafe_ratio = 2 - strafe_ratio;
- strafe_ratio *= -1;
- float moveangle = fabs(angle + wishangle);
- if(moveangle > 180) moveangle = 360 - moveangle; // restricted to between 0 and 180
- float strafe_ratio = 0;
-
- // player is overturning
- if(moveangle >= real_overturn_angle)
- {
- if(moveangle == real_overturn_angle && real_overturn_angle == 180)
++ if(moveangle == absolute_overturn_angle && absolute_overturn_angle == 180)
+ ; // everywhere gives acceleration, keep strafe_ratio as 0
- else
- {
++ else
++ {
+ currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color;
- strafe_ratio = (moveangle - real_overturn_angle) / (180 - real_overturn_angle);
- // moveangle is always <= 180, so this code won't run if real_overturn_angle == 180
++ strafe_ratio = (moveangle - absolute_overturn_angle) / (180 - absolute_overturn_angle);
++ // moveangle is always <= 180, so this code won't run if absolute_overturn_angle == 180
+ strafe_ratio *= -1;
- }
- }
- // player gains speed by strafing
- else if(moveangle >= real_bestangle)
- {
- currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
- strafe_ratio = (real_overturn_angle - moveangle) / (real_overturn_angle - real_bestangle);
- // if real_overturn_angle == real_bestangle, this code won't run, no need to check if their difference is 0
- }
- else if(moveangle >= real_prebestangle)
- {
- if(autocvar_hud_panel_strafehud_bar_preaccel)
- currentangle_color = autocvar_hud_panel_strafehud_angle_preaccel_color;
- strafe_ratio = (moveangle - real_prebestangle) / (real_bestangle - real_prebestangle);
+ }
-
- if(autocvar_hud_panel_strafehud_style == STRAFEHUD_STYLE_GRADIENT)
- currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, currentangle_color, fabs(strafe_ratio));
}
-
- if(mode == STRAFEHUD_MODE_VIEW_CENTERED || straight_overturn)
- currentangle_offset = panel_size.x / 2;
-
- float angleheight_offset = currentangle_size.y;
- float ghost_offset = 0;
- bool draw_bestangle = autocvar_hud_panel_strafehud_bestangle && (autocvar_hud_panel_strafehud_bestangle == 1 || turn) && direction != STRAFEHUD_DIRECTION_NONE;
- if(draw_bestangle)
- ghost_offset = bound(0, (odd_angles ? odd_bestangle_offset : bestangle_offset), panel_size.x);
-
- switch(autocvar_hud_panel_strafehud_angle_style)
- {
- case STRAFEHUD_INDICATOR_SOLID:
- if(currentangle_size.x > 0 && currentangle_size.y > 0)
- {
- if(draw_bestangle)
- drawfill(
- panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (ghost_offset - currentangle_size.x / 2),
- currentangle_size, autocvar_hud_panel_strafehud_bestangle_color,
- autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha,
- DRAWFLAG_NORMAL);
- drawfill(
- panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (currentangle_offset - currentangle_size.x / 2),
- currentangle_size, currentangle_color,
- autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha,
- DRAWFLAG_NORMAL);
- }
- break;
- case STRAFEHUD_INDICATOR_DASHED:
- if(currentangle_size.x > 0 && currentangle_size.y > 0)
- {
- vector line_size = currentangle_size;
- line_size.y = currentangle_size.y / (bound(2, autocvar_hud_panel_strafehud_angle_dashes, currentangle_size.y) * 2 - 1);
- for(float i = 0; i < currentangle_size.y; i += line_size.y * 2)
- {
- if(i + line_size.y * 2 >= currentangle_size.y)
- line_size.y = currentangle_size.y - i;
- if(draw_bestangle)
- drawfill(
- panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2 - i) + eX * (ghost_offset - line_size.x / 2),
- line_size, autocvar_hud_panel_strafehud_bestangle_color,
- autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
- drawfill(
- panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2 - i) + eX * (currentangle_offset - line_size.x / 2),
- line_size, currentangle_color,
- autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
- }
- }
- break;
- case STRAFEHUD_INDICATOR_NONE:
- default:
- // don't offset text and arrows if the angle indicator line isn't drawn
- angleheight_offset = panel_size.y;
- currentangle_size = '0 0 0';
- }
-
- float angle_offset_top = 0, angle_offset_bottom = 0;
-
- // offset text if any angle indicator is drawn
- if((autocvar_hud_panel_strafehud_angle_alpha > 0) ||
- (autocvar_hud_panel_strafehud_bestangle && autocvar_hud_panel_strafehud_bestangle_alpha > 0))
+ // player gains speed by strafing
+ else if(moveangle >= absolute_bestangle)
{
- // offset text by amount the angle indicator extrudes from the strafehud bar
- angle_offset_top = angle_offset_bottom = (angleheight_offset - panel_size.y) / 2;
- }
-
- if(autocvar_hud_panel_strafehud_angle_arrow > 0)
- {
- if(arrow_size > 0)
- {
- if(autocvar_hud_panel_strafehud_angle_arrow == 1 || autocvar_hud_panel_strafehud_angle_arrow >= 3)
- {
- if(draw_bestangle)
- StrafeHUD_drawStrafeArrow(
- panel_pos + eY * ((panel_size.y - angleheight_offset) / 2) + eX * ghost_offset,
- arrow_size, autocvar_hud_panel_strafehud_bestangle_color,
- autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha, true, currentangle_size.x);
- StrafeHUD_drawStrafeArrow(
- panel_pos + eY * ((panel_size.y - angleheight_offset) / 2) + eX * currentangle_offset,
- arrow_size, currentangle_color,
- autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, true, currentangle_size.x);
-
- angle_offset_top += arrow_size; // further offset the top text offset if the top arrow is drawn
- }
- if(autocvar_hud_panel_strafehud_angle_arrow >= 2)
- {
- if(draw_bestangle)
- StrafeHUD_drawStrafeArrow(
- panel_pos + eY * ((panel_size.y - angleheight_offset) / 2 + angleheight_offset) + eX * ghost_offset,
- arrow_size, autocvar_hud_panel_strafehud_bestangle_color,
- autocvar_hud_panel_strafehud_bestangle_alpha * panel_fg_alpha, false, currentangle_size.x);
- StrafeHUD_drawStrafeArrow(
- panel_pos + eY * ((panel_size.y - angleheight_offset) / 2 + angleheight_offset) + eX * currentangle_offset,
- arrow_size, currentangle_color,
- autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, false, currentangle_size.x);
-
- angle_offset_bottom += arrow_size; // further offset the bottom text offset if the bottom arrow is drawn
- }
- }
+ currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
- strafe_ratio = (90 - moveangle) / (90 - absolute_bestangle);
++ strafe_ratio = (absolute_overturn_angle - moveangle) / (absolute_overturn_angle - absolute_bestangle);
++ // if absolute_overturn_angle == absolute_bestangle, this code won't run, no need to check if their difference is 0
}
-
- // make sure text doesn't draw inside the strafehud bar
- text_offset_top = max(angle_offset_top, text_offset_top);
- text_offset_bottom = max(angle_offset_bottom, text_offset_bottom);
-
- draw_beginBoldFont();
-
- // show speed when crossing the start trigger
+ else if(moveangle >= absolute_prebestangle)
{
- static float startspeed = 0, starttime = 0; // displayed value and timestamp for fade out
-
- // check if the start trigger was hit (will also trigger if the finish trigger was hit if those have the same ID)
- if((race_nextcheckpoint == 1) || (race_checkpoint == 254 && race_nextcheckpoint == 255))
- {
- if((race_checkpointtime > 0) && (starttime != race_checkpointtime))
- {
- starttime = race_checkpointtime;
- startspeed = speed;
- }
- }
-
- if(autocvar_hud_panel_strafehud_startspeed)
- {
- float startspeed_height = autocvar_hud_panel_strafehud_startspeed_size * panel_size.y;
- string startspeed_text = ftos_decimals(startspeed * speed_conversion_factor, 2);
- if(autocvar_hud_panel_strafehud_unit_show)
- startspeed_text = strcat(startspeed_text, GetSpeedUnit(autocvar_hud_speed_unit));
-
- bool was_drawn = StrafeHUD_drawTextIndicator(
- startspeed_text, startspeed_height,
- autocvar_hud_panel_strafehud_startspeed_color,
- autocvar_hud_panel_strafehud_startspeed_fade,
- starttime, text_offset_bottom, STRAFEHUD_TEXT_BOTTOM);
-
- if(was_drawn)
- text_offset_bottom += startspeed_height;
- }
- }
-
- // show height achieved by a single jump
- // FIXME: checking z position differences is unreliable (warpzones, teleporter, kill, etc) but using velocity to calculate jump height would be
- // inaccurate in hud code (possibly different tick rate than physics, doesn't run when hud isn't drawn, rounding errors)
- {
- static float height_min = 0, height_max = 0; // ground and peak of jump z coordinates
- static float jumpheight = 0, jumptime = 0; // displayed value and timestamp for fade out
-
- // tries to catch kill and spectate but those are not reliable
- if((strafeplayer.velocity.z <= 0) || real_onground || swimming || IS_DEAD(strafeplayer) || !IS_PLAYER(strafeplayer))
- {
- height_min = height_max = strafeplayer.origin.z;
- }
- else if(strafeplayer.origin.z > height_max)
- {
- height_max = strafeplayer.origin.z;
- float jumpheight_new = height_max - height_min;
-
- if((jumpheight_new * length_conversion_factor) > max(autocvar_hud_panel_strafehud_jumpheight_min, 0))
- {
- jumpheight = jumpheight_new;
- jumptime = time;
- }
- }
-
- if(autocvar_hud_panel_strafehud_jumpheight)
- {
- float jumpheight_height = autocvar_hud_panel_strafehud_jumpheight_size * panel_size.y;
- string jumpheight_text = ftos_decimals(jumpheight * length_conversion_factor, length_decimals);
- if(autocvar_hud_panel_strafehud_unit_show)
- jumpheight_text = strcat(jumpheight_text, GetLengthUnit(autocvar_hud_speed_unit));
-
- bool was_drawn = StrafeHUD_drawTextIndicator(
- jumpheight_text, jumpheight_height,
- autocvar_hud_panel_strafehud_jumpheight_color,
- autocvar_hud_panel_strafehud_jumpheight_fade,
- jumptime, text_offset_top, STRAFEHUD_TEXT_TOP);
-
- if(was_drawn)
- text_offset_top += jumpheight_height;
- }
+ if(autocvar_hud_panel_strafehud_bar_preaccel)
- currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
++ currentangle_color = autocvar_hud_panel_strafehud_angle_preaccel_color;
+ strafe_ratio = (moveangle - absolute_prebestangle) / (absolute_bestangle - absolute_prebestangle);
}
- draw_endBoldFont();
+ if(autocvar_hud_panel_strafehud_style == STRAFEHUD_STYLE_GRADIENT || autocvar_hud_panel_strafehud_style == STRAFEHUD_STYLE_FAST_GRADIENT)
+ currentangle_color = StrafeHUD_MixColors(
+ autocvar_hud_panel_strafehud_angle_neutral_color,
+ currentangle_color, fabs(strafe_ratio));
}
- hud_lasttime = time;
-}
-
-// functions to make hud elements align perfectly in the hud area
-void HUD_Panel_DrawStrafeHUD(float offset, float width, float hidden_width, vector color, float alpha, int type, int gradientType, bool offset_centered)
-{
- float mirror_offset, mirror_width;
- vector size = panel_size;
- vector mirror_size = panel_size;
- float overflow_width = 0, overflow_mirror_width = 0;
- float original_width = width; // required for gradient
-
- if(offset_centered) // offset gives the center of the bar, not left edge
- offset -= original_width / 2;
- if(type == STRAFEHUD_STYLE_GRADIENT && gradientType == STRAFEHUD_GRADIENT_NONE)
- type = STRAFEHUD_STYLE_DRAWFILL;
-
- if(alpha <= 0 && type != STRAFEHUD_STYLE_GRADIENT || width <= 0)
- return;
-
- if(offset < 0)
- {
- mirror_width = min(fabs(offset), width);
- mirror_offset = panel_size.x + hidden_width - fabs(offset);
- width += offset;
- offset = 0;
- }
- else
+ float currentangle = 0;
+ if(mode == STRAFEHUD_MODE_VELOCITY_CENTERED)
{
- mirror_width = min(offset + width - panel_size.x - hidden_width, width);
- mirror_offset = max(offset - panel_size.x - hidden_width, 0);
+ // avoid switching side too much at ±180° if anti flicker is triggered
+ if(fabs(angle) <= 180 - antiflicker_angle)
+ currentangle = angle;
}
- width = max(width, 0);
- if((offset + width) > panel_size.x)
- {
- overflow_width = (offset + width) - panel_size.x;
- width = panel_size.x - offset;
- }
- size.x = width;
+ // current angle size calculation
+ vector currentangle_size;
+ currentangle_size.x = max(panel_size.x * min(autocvar_hud_panel_strafehud_angle_width, 10), 1);
+ currentangle_size.y = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_height, 10), 1);
+ currentangle_size.z = 0;
- if(mirror_offset < 0)
- {
- mirror_width += mirror_offset;
- mirror_offset = 0;
- }
+ float num_dashes = nearbyint(autocvar_hud_panel_strafehud_angle_dashes);
- mirror_width = max(mirror_width, 0);
- if((mirror_offset + mirror_width) > panel_size.x)
+ // adjust angle indicator line depending on style
+ switch(autocvar_hud_panel_strafehud_angle_style)
{
- overflow_mirror_width = (mirror_offset + mirror_width) - panel_size.x;
- mirror_width = panel_size.x - mirror_offset;
+ case STRAFEHUD_INDICATOR_DASHED:
+ break;
+ case STRAFEHUD_INDICATOR_SOLID:
+ num_dashes = 1;
+ break;
+ case STRAFEHUD_INDICATOR_NONE:
+ default:
+ num_dashes = 0;
+ break;
}
- mirror_size.x = mirror_width;
- switch(type)
+ bool has_top_arrow = autocvar_hud_panel_strafehud_angle_arrow == 1 || autocvar_hud_panel_strafehud_angle_arrow >= 3;
+ bool has_bottom_arrow = autocvar_hud_panel_strafehud_angle_arrow >= 2;
+
+ // there's only one size cvar for the arrows, they will always have a 45° angle to ensure proper rendering without antialiasing
+ float arrow_size = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_arrow_size, 10), 1);
+
+ if(num_dashes > 0 || has_top_arrow || has_bottom_arrow)
{
- default:
- case STRAFEHUD_STYLE_DRAWFILL: // no styling (drawfill)
- if(mirror_size.x > 0 && mirror_size.y > 0)
- drawfill(panel_pos + eX * mirror_offset, mirror_size, color, alpha, DRAWFLAG_NORMAL);
- if(size.x > 0 && size.y > 0)
- drawfill(panel_pos + eX * offset, size, color, alpha, DRAWFLAG_NORMAL);
- break;
+ bool angle_indicator_visible = false;
- // minimum speed for change indicators
- float minspeed = autocvar_hud_panel_strafehud_switch_minspeed;
- if(minspeed < 0)
- minspeed = bestspeed + frictionspeed;
-
- // only draw change indicators if minspeed is reached
- if(autocvar_hud_panel_strafehud_switch && speed >= minspeed)
- case STRAFEHUD_STYLE_PROGRESSBAR: // progress bar style
- if(mirror_size.x > 0 && mirror_size.y > 0)
- HUD_Panel_DrawProgressBar(
- panel_pos + eX * mirror_offset,
- mirror_size, "progressbar",
- 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
- if(size.x > 0 && size.y > 0)
- HUD_Panel_DrawProgressBar(
- panel_pos + eX * offset,
- size, "progressbar",
- 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
- break;
++ // only draw switch indicators if minspeed is reached
++ if(autocvar_hud_panel_strafehud_switch && autocvar_hud_panel_strafehud_switch_alpha > 0 && speed >= minspeed)
+ {
+ // draw the change indicator(s)
- float current_changeangle = opposite_direction ? opposite_changeangle : changeangle;
- float opposite_changeangle = opposite_direction ? opposite_bestangle : bestangle;
++ float current_changeangle = draw_normal
++ ? (opposite_direction ? n_opposite_changeangle : n_changeangle)
++ : (opposite_direction ? opposite_changeangle : changeangle);
++ float opposite_changeangle = draw_normal
++ ? (opposite_direction ? n_opposite_bestangle : n_bestangle)
++ : (opposite_direction ? opposite_bestangle : bestangle);
- case STRAFEHUD_STYLE_GRADIENT: // gradient style (types: 1 = left, 2 = right, 3 = both)
- // determine whether the gradient starts in the mirrored or the non-mirrored area
- int gradient_start;
- float gradient_offset, gradient_mirror_offset;
-
- if(offset == 0 && mirror_offset == 0)
- gradient_start = width > mirror_width ? 2 : 1;
- else if(offset == 0)
- gradient_start = 2;
- else if(mirror_offset == 0)
- gradient_start = 1;
- else
- gradient_start = 0;
+ StrafeHUD_DrawAngleIndicator(
+ current_changeangle, currentangle_size, arrow_size, num_dashes,
+ has_top_arrow, has_bottom_arrow, autocvar_hud_panel_strafehud_switch_color,
+ autocvar_hud_panel_strafehud_switch_alpha, hudangle);
- if(direction == STRAFEHUD_DIRECTION_NONE)
- switch(gradient_start)
++ if(direction == STRAFEHUD_DIRECTION_NONE || draw_normal)
{
- default:
- case 0: // no offset required
- gradient_offset = gradient_mirror_offset = 0;
- break;
- case 1: // offset starts in non-mirrored area, mirrored area requires offset
- gradient_offset = 0;
- gradient_mirror_offset = original_width - (mirror_width + overflow_mirror_width);
- break;
- case 2: // offset starts in mirrored area, non-mirrored area requires offset
- gradient_offset = original_width - (width + overflow_width);
- gradient_mirror_offset = 0;
+ StrafeHUD_DrawAngleIndicator(
+ opposite_changeangle, currentangle_size, arrow_size, num_dashes,
+ has_top_arrow, has_bottom_arrow, autocvar_hud_panel_strafehud_switch_color,
+ autocvar_hud_panel_strafehud_switch_alpha, hudangle);
}
- StrafeHUD_drawGradient(
- color, autocvar_hud_panel_strafehud_bar_neutral_color,
- mirror_size, original_width, mirror_offset,
- alpha, gradient_mirror_offset, gradientType);
+ if(autocvar_hud_panel_strafehud_switch_alpha > 0)
+ angle_indicator_visible = true;
+ }
- if(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
- StrafeHUD_drawGradient(
- color, autocvar_hud_panel_strafehud_bar_neutral_color,
- size, original_width, offset,
- alpha, gradient_offset, gradientType);
- }
-}
++ bool draw_bestangle = autocvar_hud_panel_strafehud_bestangle && (autocvar_hud_panel_strafehud_bestangle == 1 || turn) && direction != STRAFEHUD_DIRECTION_NONE;
++ if(draw_bestangle)
+ {
+ float ghostangle = opposite_direction ? opposite_bestangle : bestangle;
-vector StrafeHUD_mixColors(vector color1, vector color2, float ratio)
-{
- vector mixedColor;
- if(ratio <= 0) return color1;
- if(ratio >= 1) return color2;
- mixedColor.x = color1.x + (color2.x - color1.x) * ratio;
- mixedColor.y = color1.y + (color2.y - color1.y) * ratio;
- mixedColor.z = color1.z + (color2.z - color1.z) * ratio;
- return mixedColor;
-}
+ StrafeHUD_DrawAngleIndicator(
+ ghostangle, currentangle_size, arrow_size, num_dashes,
+ has_top_arrow, has_bottom_arrow, autocvar_hud_panel_strafehud_bestangle_color,
+ autocvar_hud_panel_strafehud_bestangle_alpha, hudangle);
-void StrafeHUD_drawGradient(vector color1, vector color2, vector size, float original_width, float offset, float alpha, float gradientOffset, int gradientType)
-{
- float color_ratio, alpha1, alpha2;
- vector segment_size = size;
- alpha1 = bound(0, alpha, 1);
- alpha2 = bound(0, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, 1);
- if((alpha1 + alpha2) == 0) return;
- color_ratio = alpha1 / (alpha1 + alpha2);
- for(int i = 0; i < size.x; ++i)
- {
- float ratio, alpha_ratio, combine_ratio1, combine_ratio2;
- segment_size.x = min(size.x - i, 1); // each gradient segment is 1 unit wide except if there is less than 1 unit of gradient remaining
- ratio = (i + segment_size.x / 2 + gradientOffset) / original_width * (gradientType == STRAFEHUD_GRADIENT_BOTH ? 2 : 1);
- if(ratio > 1) ratio = 2 - ratio;
- if(gradientType != STRAFEHUD_GRADIENT_RIGHT) ratio = 1 - ratio;
- alpha_ratio = alpha1 - (alpha1 - alpha2) * ratio;
- combine_ratio1 = ratio * (1 - color_ratio);
- combine_ratio2 = (1 - ratio) * color_ratio;
- ratio = (combine_ratio1 + combine_ratio2) == 0 ? 1 : combine_ratio1 / (combine_ratio1 + combine_ratio2);
-
- if(alpha_ratio > 0)
- drawfill(
- panel_pos + eX * (offset + i),
- segment_size,
- StrafeHUD_mixColors(color1, color2, ratio),
- alpha_ratio,
- DRAWFLAG_NORMAL);
- }
-}
+ if(autocvar_hud_panel_strafehud_bestangle_alpha > 0)
+ angle_indicator_visible = true;
+ }
-// draw the strafe arrows (inspired by drawspritearrow() in common/mutators/mutator/waypoints/waypointsprites.qc)
-void StrafeHUD_drawStrafeArrow(vector origin, float size, vector color, float alpha, bool flipped, float connection_width)
-{
- origin = HUD_Shift(origin);
- float width = HUD_ScaleX(size * 2 + connection_width);
- float height = HUD_ScaleY(size);
- if(flipped) origin -= size * eY;
- R_BeginPolygon("", DRAWFLAG_NORMAL, true);
- if(connection_width > 0)
- {
- R_PolygonVertex(origin + (connection_width / 2 * eX) + (flipped ? height * eY : '0 0 0'), '0 0 0', color, alpha);
- R_PolygonVertex(origin - (connection_width / 2 * eX) + (flipped ? height * eY : '0 0 0'), '0 0 0', color, alpha);
- }
- else
- {
- R_PolygonVertex(origin + (flipped ? height * eY : '0 0 0'), '0 0 0', color, alpha);
- }
- R_PolygonVertex(origin + (flipped ? '0 0 0' : height * eY) - (width / 2) * eX, '0 0 0', color, alpha);
- R_PolygonVertex(origin + (flipped ? '0 0 0' : height * eY) + (width / 2) * eX, '0 0 0', color, alpha);
- R_EndPolygon();
-}
++ // only draw wturn indicators if conditions were met
++ bool wturn_show = autocvar_hud_panel_strafehud_wturn == STRAFEHUD_WTURN_SIDESTRAFE ? (fwd || aircontrol_backwards)
++ : autocvar_hud_panel_strafehud_wturn == STRAFEHUD_WTURN_NORMAL ? ((fwd || aircontrol_backwards) && !turn)
++ : autocvar_hud_panel_strafehud_wturn == STRAFEHUD_WTURN_NONE ? false
++ : wturning;
++ if(wturn_check && wturn_show && absolute_wturn_bestangle < absolute_prebestangle && !onground && autocvar_hud_panel_strafehud_wturn && autocvar_hud_panel_strafehud_wturn_alpha > 0)
++ {
++ // draw the wturn indicators
++ StrafeHUD_DrawAngleIndicator(
++ wturn_left_bestangle, currentangle_size, arrow_size, num_dashes,
++ has_top_arrow, has_bottom_arrow, autocvar_hud_panel_strafehud_wturn_color,
++ autocvar_hud_panel_strafehud_wturn_alpha, hudangle);
++ StrafeHUD_DrawAngleIndicator(
++ wturn_right_bestangle, currentangle_size, arrow_size, num_dashes,
++ has_top_arrow, has_bottom_arrow, autocvar_hud_panel_strafehud_wturn_color,
++ autocvar_hud_panel_strafehud_wturn_alpha, hudangle);
++ }
+
-// draw a fading text indicator above or below the strafe meter, return true if something was displayed
-bool StrafeHUD_drawTextIndicator(string text, float height, vector color, float fadetime, float lasttime, float offset, int position)
-{
- if((height <= 0) || (lasttime <= 0) || (fadetime <= 0) || ((time - lasttime) >= fadetime))
- return false;
+ StrafeHUD_DrawAngleIndicator(
+ currentangle, currentangle_size, arrow_size, num_dashes,
+ has_top_arrow, has_bottom_arrow, currentangle_color,
+ autocvar_hud_panel_strafehud_angle_alpha, hudangle);
- float alpha = cos(((time - lasttime) / fadetime) * M_PI_2); // fade non-linear like the physics panel does
- vector size = panel_size;
- size.y = height;
+ if(autocvar_hud_panel_strafehud_angle_alpha > 0)
+ angle_indicator_visible = true;
- switch(position)
- {
- case STRAFEHUD_TEXT_TOP:
- offset += size.y;
- offset *= -1;
- break;
- case STRAFEHUD_TEXT_BOTTOM:
- offset += panel_size.y;
- break;
- }
+ // offset text by amount the angle indicator extrudes from the strafehud bar
+ if(angle_indicator_visible)
+ {
+ float line_height_offset = currentangle_size.y;
- drawstring_aspect(panel_pos + eY * offset, text, size, color, alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
- return true;
-}
+ // amount line extrudes from the strafehud bar
+ line_height_offset = (line_height_offset - panel_size.y) / 2;
-// length unit conversion (km and miles are only included to match the GetSpeedUnit* functions)
-float GetLengthUnitFactor(int length_unit)
-{
- switch(length_unit)
- {
- default:
- case 1: return 1.0;
- case 2: return 0.0254;
- case 3: return 0.0254 * 0.001;
- case 4: return 0.0254 * 0.001 * 0.6213711922;
- case 5: return 0.0254 * 0.001 * 0.5399568035;
- }
-}
+ // further offset the top text offset if the top arrow is drawn
+ float angle_offset_top;
+ if(has_top_arrow)
+ angle_offset_top = line_height_offset + arrow_size;
+ else if(num_dashes > 0)
+ angle_offset_top = line_height_offset;
+ else
+ angle_offset_top = 0;
+
+ // further offset the bottom text offset if the bottom arrow is drawn
+ float angle_offset_bottom;
+ if(has_bottom_arrow)
+ angle_offset_bottom = line_height_offset + arrow_size;
+ else if(num_dashes > 0)
+ angle_offset_bottom = line_height_offset;
+ else
+ angle_offset_bottom = 0;
-string GetLengthUnit(int length_unit)
-{
- switch(length_unit)
- {
- // translator-friendly strings without the initial space
- default:
- case 1: return strcat(" ", _("qu"));
- case 2: return strcat(" ", _("m"));
- case 3: return strcat(" ", _("km"));
- case 4: return strcat(" ", _("mi"));
- case 5: return strcat(" ", _("nmi"));
+ // make sure text does not draw inside the strafehud bar
+ text_offset_top = max(angle_offset_top, text_offset_top);
+ text_offset_bottom = max(angle_offset_bottom, text_offset_bottom);
+ }
}
+
+ text_offset_bottom += StrafeHUD_DrawVerticalAngle(text_offset_bottom);
+
+ draw_beginBoldFont();
+ text_offset_bottom += StrafeHUD_DrawStartSpeed(speed, text_offset_bottom);
+ text_offset_top += StrafeHUD_DrawStrafeEfficiency(strafe_ratio, text_offset_top);
+ text_offset_top += StrafeHUD_DrawJumpHeight(strafeplayer, real_onground, swimming, text_offset_top);
+ draw_endBoldFont();
+
+ StrafeHUD_Sonar(strafe_ratio, StrafeHUD_UpdateSonarSound());
+
+ hud_lasttime = time;
}