float d;
vector ringsize, v, t;
ringsize = radi * '1 1 0';
+ centre = HUD_Shift(centre);
+ ringsize = HUD_Scale(ringsize);
float co = cos(f * 2 * M_PI);
float si = sin(f * 2 * M_PI);
if(!gametype)
return;
+ Hud_Dynamic_Frame();
+
if(!intermission)
if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
{
{
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
}
+
+ HUD_Scale_Enable();
if(!intermission)
if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
}
+ HUD_Scale_Disable();
if(autocvar_r_letterbox == 0)
if(autocvar_viewsize < 120)