void HUD_StrafeHUD()
{
- entity strafeplayer;
- bool islocal;
-
- // generic hud routines
- if(!autocvar__hud_configure)
- {
- if(!autocvar_hud_panel_strafehud ||
- (spectatee_status == -1 && (autocvar_hud_panel_strafehud == 1 || autocvar_hud_panel_strafehud == 3)) ||
- (autocvar_hud_panel_strafehud == 3 && !MUTATOR_CALLHOOK(HUD_StrafeHUD_showoptional))) return;
- }
-
- HUD_Panel_LoadCvars();
-
- if(autocvar_hud_panel_strafehud_dynamichud)
- {
- HUD_Scale_Enable();
- }
- else
- {
- HUD_Scale_Disable();
- }
-
- HUD_Panel_DrawBg();
-
- if(panel_bg_padding)
- {
- panel_pos += '1 1 0' * panel_bg_padding;
- panel_size -= '2 2 0' * panel_bg_padding;
- }
-
- // find out whether the local csqcmodel entity is valid
- if(spectatee_status > 0 || isdemo())
- {
- islocal = false;
- strafeplayer = CSQCModel_server2csqc(player_localentnum - 1);
- }
- else
- {
- islocal = true;
- strafeplayer = csqcplayer;
- }
-
- // draw strafehud
- if(csqcplayer && strafeplayer)
- {
- // physics
- bool onground = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
- bool strafekeys;
- bool swimming = strafeplayer.waterlevel >= WATERLEVEL_SWIMMING;
- bool spectating = entcs_GetSpecState(strafeplayer.sv_entnum) == ENTCS_SPEC_PURE;
- float speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337; // use local csqcmodel entity for this even when spectating, flickers too much otherwise
- float maxspeed_crouch_mod = IS_DUCKED(strafeplayer) && !swimming ? .5 : 1;
- float maxspeed_water_mod = swimming ? .7 : 1; // very simplified water physics, the hud will not work well (and is not supposed to) while swimming
- float maxspeed_phys = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
- float maxspeed = !autocvar__hud_configure ? maxspeed_phys * maxspeed_crouch_mod * maxspeed_water_mod : 320;
- float vel_angle = vectoangles(strafeplayer.velocity).y;
- float view_angle = PHYS_INPUT_ANGLES(strafeplayer).y + 180;
- float angle;
- vector movement = PHYS_INPUT_MOVEVALUES(strafeplayer);
- int keys = STAT(PRESSED_KEYS);
- int keys_fwd;
- float wishangle = 0;
-
- // HUD
- int mode = autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1 ? autocvar_hud_panel_strafehud_mode : 0;
- float speed_conversion_factor = GetSpeedUnitFactor(autocvar_hud_speed_unit);
- float length_conversion_factor = GetLengthUnitFactor(autocvar_hud_speed_unit);
- int length_decimals = autocvar_hud_speed_unit >= 3 && autocvar_hud_speed_unit <= 5 ? 6 : 2; // use more decimals when displaying km or miles
- float antiflicker_angle = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180);
- float antiflicker_speed = max(0, autocvar_hud_panel_strafehud_antiflicker_speed);
- float minspeed;
- float shift_offset = 0;
- bool straight_overturn = false;
- bool immobile = speed <= (swimming ? antiflicker_speed : 0);
- float hudangle;
- float neutral_offset;
- float neutral_width;
- vector currentangle_color = autocvar_hud_panel_strafehud_angle_neutral_color;
- float currentangle_offset;
- vector currentangle_size = '0 0 0';
- float bestangle;
- float odd_bestangle;
- bool bestangle_anywhere = false;
- float bestangle_offset;
- float switch_bestangle_offset;
- bool odd_angles = false;
- float odd_bestangle_offset = 0;
- float switch_odd_bestangle_offset = 0;
- float bestangle_width;
- float accelzone_left_offset;
- float accelzone_right_offset;
- float accelzone_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;
-
- // determine whether the player is pressing forwards or backwards keys
- if(islocal) // if entity is local player
- {
- if(movement.x > 0)
- {
- keys_fwd = 1;
- }
- else if(movement.x < 0)
- {
- keys_fwd = -1;
- }
- else
- {
- keys_fwd = 0;
- }
- }
- else // alternatively determine direction by querying pressed keys
- {
- if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD))
- {
- keys_fwd = 1;
- }
- else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD))
- {
- keys_fwd = -1;
- }
- else
- {
- keys_fwd = 0;
- }
- }
-
- // 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 = -wishangle;
- }
- }
- }
- }
- 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°
- }
- }
-
- strafekeys = fabs(wishangle) == 90;
-
- // determine minimum required angle to display full strafe range
- range_minangle = fabs(wishangle) % 90; // maximum range is 90 degree
- if(range_minangle > 45) // minimum angle range is 45
- {
- range_minangle = 45 - fabs(wishangle) % 45;
- }
- range_minangle = 90 - range_minangle; // calculate value which is never >90 or <45
- range_minangle *= 2; // multiply to accommodate for both sides of the hud
-
- if(autocvar_hud_panel_strafehud_range == 0)
- {
- if(autocvar__hud_configure)
- {
- hudangle = 90;
- }
- else
- {
- hudangle = range_minangle; // use minimum angle required if dynamically setting hud angle
- }
- }
- else
- {
- hudangle = bound(0, fabs(autocvar_hud_panel_strafehud_range), 360); // limit HUD range to 360 degrees, higher values don't make sense
- }
-
- // detect air strafe turning
- if(onground != state_onground)
- {
- state_onground_time = time;
- }
- state_onground = onground;
-
- if(strafekeys != state_strafekeys)
- {
- state_strafekeys_time = time;
- }
- state_strafekeys = strafekeys;
-
- if((keys & KEY_FORWARD) || (keys & KEY_BACKWARD) || swimming || autocvar__hud_configure)
- {
- turn = false;
- }
- else if(onground)
- {
- if((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_ground) // timeout for strafe jumping in general
- {
- turn = false;
- }
- }
- else // air strafe only
- {
- if(strafekeys)
- {
- if(((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_air) || (keys & KEY_JUMP)) // timeout for slick ramps
- {
- turn = true; // CPMA turning
- turnangle = wishangle;
- }
- }
- else if((time - state_strafekeys_time) >= autocvar_hud_panel_strafehud_timeout_turn) // timeout for jumping with strafe keys only
- {
- turn = false;
- }
- }
- if(turn)
- {
- maxspeed = PHYS_MAXAIRSTRAFESPEED(strafeplayer); // no modifiers here because they don't affect air strafing
- wishangle = turnangle;
- }
-
- minspeed = autocvar_hud_panel_strafehud_switch_minspeed < 0 ? maxspeed + antiflicker_speed : autocvar_hud_panel_strafehud_switch_minspeed;
-
- // 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
- if (angle > 180) angle -= 360;
- else if(angle < -180) angle += 360;
-
- // shift the strafe angle by 180° for hud calculations
- if(angle < 0) angle += 180;
- else angle -= 180;
-
- // determine whether the player is strafing forwards or backwards
- // if the player isn't strafe turning use forwards/backwards keys to determine direction
- if(!strafekeys)
- {
- if(keys_fwd > 0)
- {
- state_fwd = true;
- }
- else if(keys_fwd < 0)
- {
- state_fwd = false;
- }
- else
- {
- state_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
- {
- state_fwd = angle <= -wishangle;
- }
- else
- {
- state_fwd = angle >= -wishangle;
- }
- }
-
- if(state_fwd_prev != state_fwd)
- {
- state_fwd_time = time;
- }
- state_fwd_prev = state_fwd;
-
- if((time - state_fwd_time) >= autocvar_hud_panel_strafehud_timeout_direction || speed < maxspeed || (strafekeys && mode == 0)) // timeout when changing between forwards and backwards movement
- {
- fwd = state_fwd;
- }
-
- // 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;
- }
- }
- else // simulate turning for HUD setup
- {
- fwd = true;
- if(autocvar__hud_panel_strafehud_demo && ((time - demo_time) >= .025))
- {
- demo_time = time;
- demo_angle += demo_direction;
- if(fabs(demo_angle) >= 55)
- {
- demo_direction = -demo_direction;
- }
- }
- angle = demo_angle;
- wishangle = 45 * (demo_angle > 0 ? 1 : -1);
- }
-
- // invert the wish angle when strafing backwards
- if(!fwd)
- {
- wishangle = -wishangle;
- }
-
- // flip angles if v_flipped is enabled
- if(autocvar_v_flipped)
- {
- angle = -angle;
- wishangle = -wishangle;
- }
-
- // determine whether the player is strafing left or right
- if(wishangle != 0)
- {
- direction = wishangle > 0 ? 1 : -1;
- }
- else
- {
- direction = (angle > antiflicker_angle && angle < (180 - antiflicker_angle)) ? 1 : (angle < -antiflicker_angle && angle > (-180 + antiflicker_angle)) ? -1 : 0;
- }
-
- // best angle to strafe at
- bestangle = (speed > maxspeed ? acos(maxspeed / speed) : 0) * RAD2DEG * (direction < 0 ? -1 : 1);
- odd_bestangle = -bestangle - wishangle;
- bestangle -= 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 = max(panel_size.x * autocvar_hud_panel_strafehud_angle_width, 1);
- if(mode == 0)
- {
- currentangle_offset = angle/hudangle * panel_size.x;
- }
- else
- {
- currentangle_offset = bound(-hudangle/2, angle, hudangle/2)/hudangle * panel_size.x + panel_size.x/2;
- }
- currentangle_size.y = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_height, 2), 1);
- // best strafe acceleration angle
- bestangle_offset = bestangle/hudangle * panel_size.x + panel_size.x/2;
- switch_bestangle_offset = -bestangle/hudangle * panel_size.x + panel_size.x/2;
- bestangle_width = max(panel_size.x * autocvar_hud_panel_strafehud_switch_width, 1);
-
- if(((angle > -wishangle && direction < 0) || (angle < -wishangle && direction > 0)) && (direction != 0))
- {
- 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;
- }
- // direction indicator
- direction_size_vertical.x = max(panel_size.y * min(autocvar_hud_panel_strafehud_direction_width, .5), 1);
- direction_size_vertical.y = panel_size.y;
- direction_size_horizontal.x = max(panel_size.x * min(autocvar_hud_panel_strafehud_direction_length, .5), direction_size_vertical.x);
- direction_size_horizontal.y = direction_size_vertical.x;
- // overturn
- overturn_width = 180/hudangle * panel_size.x;
-
- // the neutral zone fills the whole strafe bar
- if(immobile)
- {
- // 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 0:
- 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 1:
- 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);
- }
- }
- }
- else
- {
- // calculate various zones of the strafe-o-meter
- accelzone_width = overturn_offset = (90 - fabs(bestangle + wishangle))/hudangle * panel_size.x;
- accelzone_right_offset = 0;
- accelzone_left_offset = overturn_offset + overturn_width;
- neutral_width = 360/hudangle * panel_size.x - accelzone_width*2 - overturn_width;
- neutral_offset = direction < 0 ? accelzone_left_offset + accelzone_width : -neutral_width;
-
- // remove switch indicator width from offset
- if(direction < 0)
- {
- bestangle_offset -= bestangle_width;
- switch_odd_bestangle_offset -= bestangle_width;
- }
- else
- {
- switch_bestangle_offset -= bestangle_width;
- odd_bestangle_offset -= bestangle_width;
- }
-
- // shift hud if operating in view angle centered mode
- if(mode == 0)
- {
- shift_offset = -currentangle_offset;
- bestangle_offset += shift_offset;
- switch_bestangle_offset += shift_offset;
- odd_bestangle_offset += shift_offset;
- switch_odd_bestangle_offset += shift_offset;
- }
- if(direction < 0) 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;
- overturn_offset += shift_offset;
-
- // draw left acceleration zone
- HUD_Panel_DrawStrafeHUD(accelzone_left_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 1);
-
- // draw right acceleration zone
- HUD_Panel_DrawStrafeHUD(accelzone_right_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 2);
-
- // draw overturn zone
- HUD_Panel_DrawStrafeHUD(overturn_offset, overturn_width, autocvar_hud_panel_strafehud_bar_overturn_color, autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 3);
-
- // draw neutral zone
- HUD_Panel_DrawStrafeHUD(neutral_offset, neutral_width, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 0);
-
- if(direction != 0 && direction_size_vertical.x > 0 && autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha > 0)
- {
- bool indicator_direction = direction < 0;
- // 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 + 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 ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.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 ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.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);
- }
-
- if(speed >= minspeed) // only draw indicators if minspeed is reached
- {
- // draw best angles for acceleration
- float offset = !odd_angles ? bestangle_offset : odd_bestangle_offset;
- float switch_offset = !odd_angles ? switch_bestangle_offset : switch_odd_bestangle_offset;
- // both indicators are inactive if no direction can be determined
- vector switch_color = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_color : autocvar_hud_panel_strafehud_switch_inactive_color;
- float switch_alpha = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_alpha : autocvar_hud_panel_strafehud_switch_inactive_alpha;
- // draw the switch indicators
- HUD_Panel_DrawStrafeHUD(switch_offset, bestangle_width, autocvar_hud_panel_strafehud_switch_inactive_color, autocvar_hud_panel_strafehud_switch_inactive_alpha * panel_fg_alpha, 0, 0);
- HUD_Panel_DrawStrafeHUD(offset, bestangle_width, switch_color, switch_alpha * panel_fg_alpha, 0, 0);
- }
- }
-
- // experimental: slick detector
- slickdetector_height = panel_size.y * bound(0, autocvar_hud_panel_strafehud_slickdetector_height, 0.5);
- if(autocvar_hud_panel_strafehud_slickdetector_range > 0 && autocvar_hud_panel_strafehud_slickdetector_alpha > 0 && slickdetector_height > 0 && panel_size.x > 0) // dunno if slick detection works in spectate
- {
- float slicksteps = 90 / pow(2, bound(0, autocvar_hud_panel_strafehud_slickdetector_granularity, 4));
- bool slickdetected = false;
-
- slickdetected = IS_ONSLICK(strafeplayer); // don't need to traceline if already touching slick
-
- // traceline into every direction
- trace_dphitq3surfaceflags = 0;
- for(float i = 0; i < 360 && !slickdetected; i += slicksteps)
- {
- vector slickoffset;
- float slickrotate;
- slickoffset.z = -cos(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
- slickrotate = sin(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
- if(i != 0 && i != 180)
- {
- for(float j = 0; j < 180 && !slickdetected; j += slicksteps)
- {
- slickoffset.x = sin(j * DEG2RAD) * slickrotate;
- slickoffset.y = cos(j * DEG2RAD) * slickrotate;
-
- traceline(strafeplayer.origin, strafeplayer.origin + slickoffset, MOVE_WORLDONLY, NULL);
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) slickdetected = true;
- }
- }
- else
- {
- slickoffset.x = slickoffset.y = 0;
- traceline(strafeplayer.origin, strafeplayer.origin + slickoffset, MOVE_WORLDONLY, NULL);
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) slickdetected = true;
- }
- }
-
- // 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);
- }
- }
-
- draw_beginBoldFont();
- // show speed when crossing the start trigger
- if(autocvar_hud_panel_strafehud_startspeed_fade > 0)
- {
- float text_alpha = 0;
- if(race_checkpoint == 254) // checkpoint 254 is the start trigger
- {
- if(starttime != race_checkpointtime)
- {
- starttime = race_checkpointtime;
- startspeed = speed;
- }
- }
- if(startspeed >= 0)
- {
- text_alpha = cos(((time - starttime) / autocvar_hud_panel_strafehud_startspeed_fade) * 90 * DEG2RAD); // fade non-linear like the physics panel does
- if((time - starttime) > autocvar_hud_panel_strafehud_startspeed_fade)
- {
- startspeed = -1;
- }
- }
- if(startspeed >= 0 && text_alpha > 0 && autocvar_hud_panel_strafehud_startspeed_size > 0)
- {
- vector startspeed_size = panel_size;
- startspeed_size.y = panel_size.y * min(autocvar_hud_panel_strafehud_startspeed_size, 5);
- string speed_unit = GetSpeedUnit(autocvar_hud_speed_unit);
- drawstring_aspect(panel_pos + eY * panel_size.y, strcat(ftos_decimals(startspeed * speed_conversion_factor, 2), autocvar_hud_panel_strafehud_unit_show ? speed_unit : ""), startspeed_size, autocvar_hud_panel_strafehud_startspeed_color, text_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
- }
- }
- else
- {
- starttime = 0;
- startspeed = -1;
- }
-
- // show height achieved by a single jump
- if(autocvar_hud_panel_strafehud_jumpheight_fade > 0 && autocvar_hud_panel_strafehud_jumpheight_size > 0)
- {
- 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, should just hook to kill/spectate/teleport and reset jump height there
- if((strafeplayer.velocity.z <= 0 && height_max >= strafeplayer.origin.z) || IS_ONGROUND(strafeplayer) || swimming || IS_DEAD(strafeplayer) || spectating)
- {
- height_min = height_max = strafeplayer.origin.z;
- }
- else if(strafeplayer.origin.z > height_max)
- {
- height_max = strafeplayer.origin.z;
- jumpheight = (height_max - height_min) * length_conversion_factor;
-
- if(jumpheight > max(autocvar_hud_panel_strafehud_jumpheight_min, 0))
- jumptime = time;
- }
-
- if((time - jumptime) <= autocvar_hud_panel_strafehud_jumpheight_fade)
- {
- float text_alpha = cos(((time - jumptime) / autocvar_hud_panel_strafehud_jumpheight_fade) * 90 * DEG2RAD); // fade non-linear like the physics panel does
- vector jumpheight_size = panel_size;
- jumpheight_size.y = panel_size.y * min(autocvar_hud_panel_strafehud_jumpheight_size, 5);
- string length_unit = GetLengthUnit(autocvar_hud_speed_unit);
- drawstring_aspect(panel_pos - eY * jumpheight_size.y, strcat(ftos_decimals(jumpheight, length_decimals), autocvar_hud_panel_strafehud_unit_show ? length_unit : ""), jumpheight_size, autocvar_hud_panel_strafehud_jumpheight_color, text_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
- }
- }
- draw_endBoldFont();
-
- if(speed < (maxspeed + antiflicker_speed) && !immobile)
- {
- bestangle_anywhere = true; // moving forward should suffice to gain speed
- }
-
- // draw the actual strafe angle
- if(!bestangle_anywhere && !immobile) // player gains speed with strafing
- {
- if((direction > 0 && (angle >= bestangle || angle <= -(bestangle + wishangle*2))) ||
- (direction < 0 && (angle <= bestangle || angle >= -(bestangle + wishangle*2))))
- currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
- }
-
- if(fabs(angle + wishangle) > 90) // player is overturning
- {
- currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color;
- }
- else if(bestangle_anywhere) // player gains speed without strafing
- {
- currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
- }
-
- if(mode == 0 || straight_overturn)
- {
- currentangle_offset = panel_size.x/2;
- }
-
- if(autocvar_hud_panel_strafehud_style == 2 && !immobile)
- {
- float moveangle = angle + wishangle;
- float strafeangle = (bestangle + wishangle) * (direction < 0 ? -1 : 1);
- float strafe_ratio = 0;
- if(fabs(moveangle) > 90)
- {
- strafe_ratio = -((fabs(moveangle) - 90) / 90);
- if(strafe_ratio < -1) strafe_ratio = -2 - strafe_ratio;
- }
- else
- {
- if(moveangle >= strafeangle)
- {
- strafe_ratio = 1 - (moveangle - strafeangle) / (90 - strafeangle);
- }
- else if(moveangle <= -strafeangle)
- {
- strafe_ratio = 1 - (moveangle + strafeangle) / (-90 + strafeangle);
- }
- }
- if(strafe_ratio < 0)
- {
- currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_overturn_color, -strafe_ratio);
- }
- else
- {
- currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_accel_color, strafe_ratio);
- }
- }
-
- if(currentangle_size.x > 0 && currentangle_size.y > 0 && autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha > 0)
- {
- 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);
- }
- }
+ static float hud_lasttime = 0;
+ entity strafeplayer;
+ bool islocal;
+
+ // generic hud routines
+ if(!autocvar__hud_configure)
+ {
+ if(!autocvar_hud_panel_strafehud ||
+ (spectatee_status == -1 && (autocvar_hud_panel_strafehud == 1 || autocvar_hud_panel_strafehud == 3)) ||
+ (autocvar_hud_panel_strafehud == 3 && !MUTATOR_CALLHOOK(HUD_StrafeHUD_showoptional))) { hud_lasttime = time; return; }
+ }
+
+ HUD_Panel_LoadCvars();
+
+ if(autocvar_hud_panel_strafehud_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
+
+ HUD_Panel_DrawBg();
+
+ if(panel_bg_padding)
+ {
+ panel_pos += '1 1 0' * panel_bg_padding;
+ panel_size -= '2 2 0' * panel_bg_padding;
+ }
+
+ // find out whether the local csqcmodel entity is valid
+ if(spectatee_status > 0 || isdemo())
+ {
+ islocal = false;
+ strafeplayer = CSQCModel_server2csqc(player_localentnum - 1);
+ }
+ else
+ {
+ islocal = true;
+ strafeplayer = csqcplayer;
+ }
+
+ // 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);
+ // 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;
+ }
+
+ // 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;
+ // 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;
+ int keys_fwd;
+ float wishangle;
+ int direction;
+
+ // HUD
+ int mode;
- float speed_conversion_factor = GetSpeedUnitFactor(autocvar_hud_panel_strafehud_unit);
- float length_conversion_factor = GetLengthUnitFactor(autocvar_hud_panel_strafehud_unit);
++ 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_panel_strafehud_unit >= 3 && autocvar_hud_panel_strafehud_unit <= 5 ? 6 : 2;
++ 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 odd_bestangle;
+ float bestangle_offset;
+ float switch_bestangle_offset;
+ bool odd_angles = false;
+ float odd_bestangle_offset = 0;
+ float switch_odd_bestangle_offset = 0;
+ float bestangle_width;
+ 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;
+ vector direction_size_horizontal;
+ 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;
+
+ 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;
+
+ // 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(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;
+
+ onground_lasttime = time;
+ onslick_last = onslick;
+ }
+ else if(jumpheld || swimming)
+ {
+ onground_lasttime = 0;
+ }
+
+ 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
+ {
+ onground = true;
+ onslick = onslick_last;
+
+ if(!autocvar__hud_configure)
+ {
+ maxspeed = PHYS_MAXSPEED(strafeplayer) * maxspeed_mod;
+ maxaccel = PHYS_ACCELERATE(strafeplayer);
+ }
+ }
+
+ 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);
+
+ // determine frametime
+ if((csqcplayer_status == CSQCPLAYERSTATUS_PREDICTED) && (input_timelength > 0))
+ {
+ float dt_client = input_timelength;
+
+ 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
+
+ // calculate average frametime
+ dt_sum += dt_client * dt_client;
+ dt_time += dt_client;
+
+ 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
+ {
+ dt = ticrate;
+ dt_update = dt_time = dt_sum = 0;
+ }
+
+ // 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;
+ }
+
+ // 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°
+ }
+
+ strafekeys = fabs(wishangle) > 45;
+
+ // determine minimum required angle to display full strafe range
+ range_minangle = fabs(wishangle) % 90; // maximum range is 90 degree
+ if(range_minangle > 45) range_minangle = 45 - fabs(wishangle) % 45; // minimum angle range is 45
+ range_minangle = 90 - range_minangle; // calculate value which is never >90 or <45
+ range_minangle *= 2; // multiply to accommodate for both sides of the hud
+
+ if(autocvar_hud_panel_strafehud_range == 0)
+ {
+ if(autocvar__hud_configure)
+ hudangle = 90;
+ else
+ hudangle = range_minangle; // use minimum angle required if dynamically setting hud angle
+ }
+ else
+ {
+ hudangle = bound(0, fabs(autocvar_hud_panel_strafehud_range), 360); // limit HUD range to 360 degrees, higher values don't make sense
+ }
+
+ // detect air strafe turning
+ if((!strafekeys && vlen(vec2(movement)) > 0) || onground || autocvar__hud_configure)
+ {
+ 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(strafekeys)
+ turn = true;
+ else if(turn_expired)
+ turn = false;
+
+ if(turn) // CPMA turning
+ {
+ 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
+ float 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));
+ }
+ }
+
+ maxaccel *= dt * movespeed;
+ bestspeed = max(movespeed - maxaccel, 0); // target speed to gain maximum acceleration
+
+ float frictionspeed; // speed lost from friction
+ float strafespeed; // speed minus friction
+
+ if((speed > 0) && onground)
+ {
+ float strafefriction = onslick ? PHYS_FRICTION_SLICK(strafeplayer) : PHYS_FRICTION(strafeplayer);
+
+ frictionspeed = speed * dt * strafefriction * max(PHYS_STOPSPEED(strafeplayer) / speed, 1);
+ strafespeed = max(speed - frictionspeed, 0);
+ }
+ else
+ {
+ frictionspeed = 0;
+ strafespeed = speed;
+ }
+
+ minspeed = autocvar_hud_panel_strafehud_switch_minspeed;
+ if(minspeed < 0)
+ minspeed = bestspeed + frictionspeed;
+
+ // 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
+
+ static float demo_position = -37 / demo_maxangle; // current positioning value between -1 and +1
+
+ 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;
+ }
+
+ // 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;
+
+ fwd = true;
+ wishangle = 45;
+ if(angle < 0)
+ wishangle *= -1;
+ }
+
+ // invert the wish angle when strafing backwards
+ if(!fwd)
+ wishangle *= -1;
+
+ // flip angles if v_flipped is enabled
+ if(autocvar_v_flipped)
+ {
+ angle *= -1;
+ wishangle *= -1;
+ }
+
+ // 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;
+ }
+
+ // best angle to strafe at
+ // in case of ground friction we may decelerate if the acceleration is smaller than the speed loss from friction
+ real_bestangle = bestangle = (strafespeed > bestspeed ? acos(bestspeed / strafespeed) * RAD2DEG : 0);
+ real_prebestangle = prebestangle = (strafespeed > movespeed ? acos(movespeed / strafespeed) * RAD2DEG : 0);
+ if(direction == STRAFEHUD_DIRECTION_LEFT) // the angle becomes negative in case we strafe left
+ {
+ bestangle *= -1;
+ prebestangle *= -1;
+ }
+ odd_bestangle = -bestangle - wishangle;
+ bestangle -= wishangle;
+ prebestangle -= 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;
+
+ // best strafe acceleration angle
+ bestangle_offset = bestangle / hudangle * panel_size.x + panel_size.x / 2;
+ switch_bestangle_offset = -bestangle / hudangle * panel_size.x + panel_size.x / 2;
+ bestangle_width = panel_size.x * autocvar_hud_panel_strafehud_switch_width;
+ if(!autocvar_hud_panel_strafehud_uncapped)
+ bestangle_width = max(bestangle_width, 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;
+ }
+ // direction indicator
+ 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;
+
+ // the neutral zone fills the whole strafe bar
+ if(immobile)
+ {
+ // 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);
+ }
+ }
+ }
+ else
+ {
+ // calculate various zones of the strafe-o-meter
+ if(autocvar_hud_panel_strafehud_bar_preaccel)
+ preaccelzone_width = (fabs(bestangle - prebestangle)) / hudangle * panel_size.x;
+ else
+ preaccelzone_width = 0;
+ accelzone_width = (90 - fabs(bestangle + wishangle)) / hudangle * panel_size.x;
+ overturn_width = 180 / 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;
+
+ accelzone_right_offset = current_offset;
+ current_offset += accelzone_width;
+
+ overturn_offset = current_offset;
+ current_offset += overturn_width;
+
+ accelzone_left_offset = current_offset;
+ current_offset += accelzone_width;
+
+ preaccelzone_left_offset = current_offset;
+ current_offset += preaccelzone_width;
+
+ // 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;
+ }
+ 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
+ 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);
+
+ if(autocvar_hud_panel_strafehud_bar_preaccel)
+ HUD_Panel_DrawStrafeHUD(
+ preaccelzone_left_offset, preaccelzone_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);
+
+ // draw right acceleration zone
+ 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);
+
+ if(autocvar_hud_panel_strafehud_bar_preaccel)
+ HUD_Panel_DrawStrafeHUD(
+ preaccelzone_right_offset, preaccelzone_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);
+
+ // draw overturn zone
+ // this is technically incorrect
+ // acceleration decreases at 90 degrees but speed loss happens a little bit after 90 degrees,
+ // however due to sv_airstopaccelerate that's hard to calculate
+ 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);
+
+ // draw neutral zone
+ 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);
+
+ // only draw indicators if minspeed is reached
+ if(autocvar_hud_panel_strafehud_switch && speed >= minspeed && bestangle_width > 0 && autocvar_hud_panel_strafehud_switch_alpha > 0)
+ {
+ // draw the switch indicator(s)
+ float offset = !odd_angles ? bestangle_offset : odd_bestangle_offset;
+ float switch_offset = !odd_angles ? switch_bestangle_offset : switch_odd_bestangle_offset;
+
+ // remove switch indicator width from offset
+ if(direction == STRAFEHUD_DIRECTION_LEFT)
+ {
+ if(!odd_angles)
+ offset -= bestangle_width;
+ else
+ switch_offset -= bestangle_width;
+ }
+ else
+ {
+ if(!odd_angles)
+ switch_offset -= bestangle_width;
+ else
+ offset -= bestangle_width;
+ }
+
+ HUD_Panel_DrawStrafeHUD(
+ switch_offset, 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);
+
+ if(direction == STRAFEHUD_DIRECTION_NONE)
+ HUD_Panel_DrawStrafeHUD(
+ offset, 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);
+ }
+ }
+
+ // 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;
+
+ if(!autocvar_hud_panel_strafehud_uncapped)
+ slicksteps = min(slicksteps, 4);
+ slicksteps = 90 / 2 ** slicksteps;
+
+ slickdetected = real_onslick; // don't need to traceline if already touching slick
+
+ // traceline into every direction
+ trace_dphitq3surfaceflags = 0;
+ vector traceorigin = strafeplayer.origin + eZ * strafeplayer.mins.z;
+ for(float i = 0; i < 90 && !slickdetected; i += slicksteps)
+ {
+ vector slickoffset;
+ float slickrotate;
+ slickoffset.z = -cos(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
+ slickrotate = sin(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
+
+ for(float j = 0; j < 360 && !slickdetected; j += slicksteps)
+ {
+ slickoffset.x = sin(j * DEG2RAD) * slickrotate;
+ slickoffset.y = cos(j * DEG2RAD) * 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;
+ }
+ }
+
+ // 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);
+ }
+
+ text_offset_top = text_offset_bottom = slickdetector_height;
+ }
+
+ 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);
+ }
+
+ // draw the actual strafe angle
+ if(!immobile)
+ {
+ float moveangle = fabs(angle + wishangle);
+ float strafe_ratio = 0;
+
+ // player is overturning
+ if(moveangle >= 90)
+ {
+ 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;
+ }
+ // player gains speed by strafing
+ else if(moveangle >= real_bestangle)
+ {
+ currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
+ strafe_ratio = (90 - moveangle) / (90 - real_bestangle);
+ }
+ else if(moveangle >= real_prebestangle)
+ {
+ if(autocvar_hud_panel_strafehud_bar_preaccel)
+ currentangle_color = autocvar_hud_panel_strafehud_angle_accel_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;
+ if(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
+ 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(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
+ 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(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
+ 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))
+ {
+ // 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(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
+ 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(autocvar_hud_panel_strafehud_bestangle && direction != STRAFEHUD_DIRECTION_NONE)
+ 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
+ }
+ }
+ }
+
+ // 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
+ {
+ 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_panel_strafehud_unit));
++ 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_panel_strafehud_unit));
++ 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;
+ }
+ }
+
+ draw_endBoldFont();
+ }
+ hud_lasttime = time;
}
// functions to make hud elements align perfectly in the hud area