seta hud_panel_itemstime 2 "enable this panel, 1 = show when spectating, 2 = even playing in warmup stage"
seta hud_panel_quickmenu 1 "enable this panel"
+seta hud_panel_weapons_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_ammo_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_powerups_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_healtharmor_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_notify_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_timer_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_radar_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_score_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_racetimer_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_vote_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_modicons_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_pressedkeys_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_engineinfo_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_infomessages_dynamichud 0 "apply the dynamic hud effects to this panel"
+seta hud_panel_physics_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_centerprint_dynamichud 1 "apply the dynamic hud effects to this panel"
+seta hud_panel_itemstime_dynamichud 1 "apply the dynamic hud effects to this panel"
+
seta hud_panel_weapons_ammo_full_shells 60 "show 100% of the status bar at this ammo count"
seta hud_panel_weapons_ammo_full_nails 320 "show 100% of the status bar at this ammo count"
seta hud_panel_weapons_ammo_full_cells 180 "show 100% of the status bar at this ammo count"
seta scoreboard_offset_vertical 0.05 "how far (by percent) the scoreboard is offset from the top and bottom of the screen"
seta scoreboard_bg_scale 0.25 "scale for the tiled scoreboard background"
seta scoreboard_respawntime_decimals 1 "decimal places to show for the respawntime countdown display on the scoreboard"
+seta scoreboard_dynamichud 1 "apply the dynamic hud effects to the scoreboard"
seta accuracy_color_levels "0 20 100" "accuracy values at which a specified color (accuracy_color<X>) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order"
seta accuracy_color0 "1 0 0"
float autocvar_hud_dock_alpha;
string autocvar_hud_dock_color;
bool autocvar_hud_dock_color_team;
+bool autocvar_hud_panel_weapons_dynamichud = true;
+bool autocvar_hud_panel_ammo_dynamichud = true;
+bool autocvar_hud_panel_powerups_dynamichud = true;
+bool autocvar_hud_panel_healtharmor_dynamichud = true;
+bool autocvar_hud_panel_notify_dynamichud = true;
+bool autocvar_hud_panel_timer_dynamichud = true;
+bool autocvar_hud_panel_radar_dynamichud = true;
+bool autocvar_hud_panel_score_dynamichud = true;
+bool autocvar_hud_panel_racetimer_dynamichud = true;
+bool autocvar_hud_panel_vote_dynamichud = true;
+bool autocvar_hud_panel_modicons_dynamichud = true;
+bool autocvar_hud_panel_pressedkeys_dynamichud = true;
+bool autocvar_hud_panel_engineinfo_dynamichud = true;
+bool autocvar_hud_panel_infomessages_dynamichud = false;
+bool autocvar_hud_panel_physics_dynamichud = true;
+bool autocvar_hud_panel_centerprint_dynamichud = true;
+bool autocvar_hud_panel_itemstime_dynamichud = true;
bool autocvar_hud_panel_ammo;
bool autocvar_hud_panel_ammo_iconalign;
int autocvar_hud_panel_ammo_maxammo;
float autocvar_scoreboard_offset_right;
float autocvar_scoreboard_offset_vertical;
float autocvar_scoreboard_respawntime_decimals;
+float autocvar_scoreboard_dynamichud = 1;
bool autocvar_v_flipped;
float autocvar_vid_conheight;
float autocvar_vid_conwidth;
pos = panel_pos;
mySize = panel_size;
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_ammo_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(panel_bg_padding)
{
}
}
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_centerprint_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if (!centerprint_showing)
pos = panel_pos;
mySize = panel_size;
+ // chat messages don't scale properly since they are displayed directly by the engine
HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
pos = panel_pos;
mySize = panel_size;
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_engineinfo_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(panel_bg_padding)
{
pos = panel_pos;
mySize = panel_size;
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_healtharmor_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(panel_bg_padding)
{
pos = panel_pos;
mySize = panel_size;
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_infomessages_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(panel_bg_padding)
{
else
mod_alpha = bound(0, 1 - (time - mod_change) * 2, 1);
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_modicons_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
if(mod_alpha)
HUD_Panel_DrawBg(mod_alpha);
return;
HUD_Panel_UpdateCvars();
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_notify_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if (!autocvar__hud_configure)
draw_beginBoldFont();
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_physics_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(panel_bg_padding)
{
// Draw panel background
HUD_Panel_UpdateCvars();
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_powerups_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
// Set drawing area
pos = panel_pos;
mySize = panel_size;
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_pressedkeys_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(panel_bg_padding)
{
pos = panel_pos;
mySize = panel_size;
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_racetimer_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(panel_bg_padding)
{
pos = panel_pos;
mySize = panel_size;
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_radar_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(panel_bg_padding)
{
pos = panel_pos;
mySize = panel_size;
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_score_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(panel_bg_padding)
{
pos = panel_pos;
mySize = panel_size;
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_timer_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(panel_bg_padding)
{
mySize = panel_size;
a = vote_alpha * (vote_highlighted ? autocvar_hud_panel_vote_alreadyvoted_alpha : 1);
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_vote_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(a);
a = panel_fg_alpha * a;
}
// draw the background, then change the virtual size of it to better fit other items inside
- HUD_Scale_Enable();
+ if (autocvar_hud_panel_weapons_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(center.x == -1)
if (!scoreboard_fade_alpha)
return;
+ if (autocvar_scoreboard_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
+
HUD_UpdatePlayerTeams();
scoreboard_alpha_bg = autocvar_scoreboard_alpha_bg * scoreboard_fade_alpha * (1 - autocvar__menu_alpha);
mySize -= '2 2 0' * panel_bg_padding;
}
+ HUD_Scale_Disable();
hud_minigame.minigame_hud_status(pos,mySize);
}
// Required function, draw the game status panel
void bd_hud_status(vector pos, vector mySize)
{
- HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
vector ts;
ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
// Required function, draw the game status panel
void c4_hud_status(vector pos, vector mySize)
{
- HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
vector ts;
ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
// Required function, draw the game status panel
void nmm_hud_status(vector pos, vector mySize)
{
- HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
vector ts;
// Required function, draw the game status panel
void pong_hud_status(vector pos, vector mySize)
{
- HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
vector ts;
ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
// Required function, draw the game status panel
void pp_hud_status(vector pos, vector mySize)
{
- HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
vector ts;
ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
// Required function, draw the game status panel
void ps_hud_status(vector pos, vector mySize)
{
- HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
vector ts;
ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
// Required function, draw the game status panel
void snake_hud_status(vector pos, vector mySize)
{
- HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
vector ts;
ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,
// Required function, draw the game status panel
void ttt_hud_status(vector pos, vector mySize)
{
- HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
vector ts;
ts = minigame_drawstring_wrapped(mySize_x,pos,active_minigame.descriptor.message,