}
}
+const int MAX_SPECIALCOMMAND = 15;
+vector specialcommand_slots[MAX_SPECIALCOMMAND];
+vector specialcommand_colors[MAX_SPECIALCOMMAND];
+const float SPECIALCOMMAND_SPEED = 150;
+const float SPECIALCOMMAND_TURNSPEED = 2;
+const float SPECIALCOMMAND_SIZE = 0.025;
+const float SPECIALCOMMAND_CHANCE = 0.35;
+float sc_spawntime, sc_changetime;
+vector sc_color = '1 1 1';
+void SpecialCommand()
+{
+ if(!STAT(MOVEVARS_SPECIALCOMMAND))
+ return;
+
+ if(time >= sc_changetime)
+ {
+ sc_changetime = time + 1;
+ sc_color = randomvec() * 1.5;
+ sc_color.x = bound(0.2, sc_color.x, 0.75);
+ sc_color.y = bound(0.2, sc_color.y, 0.75);
+ sc_color.z = bound(0.2, sc_color.z, 0.75);
+ }
+ drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
+
+ if(!precache_pic("gfx/smile"))
+ return; // damn party poopers
+
+ for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
+ {
+ vector slot = specialcommand_slots[j];
+ if(slot.y)
+ slot.y += SPECIALCOMMAND_SPEED * frametime;
+ if(slot.z)
+ slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
+ if(slot.y >= vid_conheight)
+ slot = '0 0 0';
+
+ if(slot == '0 0 0')
+ {
+ if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
+ {
+ slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
+ slot.y = 1; // start it off 0 so we can use it
+ slot.z = random();
+ sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
+ vector newcolor = randomvec() * 2;
+ newcolor.x = bound(0.4, newcolor.x, 1);
+ newcolor.y = bound(0.4, newcolor.y, 1);
+ newcolor.z = bound(0.4, newcolor.z, 1);
+ specialcommand_colors[j] = newcolor;
+ }
+ }
+ else
+ {
+ vector splash_size = '0 0 0';
+ splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
+ splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
+ drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+ //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+ }
+
+ specialcommand_slots[j] = slot;
+ }
+}
+
void HUD_Draw(entity this)
{
// if we don't know gametype and scores yet avoid drawing the scoreboard
}
// crosshair goes VERY LAST
+ SpecialCommand();
UpdateDamage();
HUD_Crosshair(this);
HitSound();