]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Rename most of the cvars to make health/armor progressbar code more intuitive
authorterencehill <piuntn@gmail.com>
Mon, 25 Apr 2011 17:31:08 +0000 (19:31 +0200)
committerterencehill <piuntn@gmail.com>
Mon, 25 Apr 2011 17:31:08 +0000 (19:31 +0200)
qcsrc/client/hud.qc

index 73c69422ee99c85cb71104b84da19b27edb6b850..9d997e0eb33c13482a6c3611874d8ebecb301277 100644 (file)
@@ -1304,20 +1304,21 @@ void HUD_Powerups(void)
 // prev_* vars contain the health/armor at the previous FRAME
 float prev_health, prev_armor;
 
-// *_time vars contain time at which damage happened
-       // health_time -1 remembers that player was dead
-float health_time, armor_time;
+// *_damagetime vars contain time at which damage happened
+// set to -1 when player is dead or was not playing
+float health_damagetime, armor_damagetime;
 
-// saved_* vars contain the old health/armor value (before the damage happened)
+// *_beforedamage vars contain the old health/armor value (before the damage happened)
 // set to -1 when load or damage effect are ended normally
-float saved_health, saved_armor;
+float health_beforedamage, armor_beforedamage;
 
-// old_* vars keep track of previous values when smoothing value changes of the progressbar
-float old_health, old_armor;
-float old_healthtime, old_armortime;
+// old_p_* vars keep track of previous values when smoothing value changes of the progressbar
+float old_p_health, old_p_armor;
+float old_p_healthtime, old_p_armortime;
 
+// prev_p_* vars contain the health/armor progressbar value at the previous FRAME
 // set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
-float last_p_health, last_p_armor;
+float prev_p_health, prev_p_armor;
 
 void HUD_HealthArmor(void)
 {
@@ -1330,33 +1331,33 @@ void HUD_HealthArmor(void)
                health = getstati(STAT_HEALTH);
                if(health <= 0)
                {
-                       health_time = -1;
+                       health_damagetime = -1;
                        return;
                }
                armor = getstati(STAT_ARMOR);
 
                // code to check for spectatee_status changes is in Ent_ClientData()
-               // last_p_health and health_time can be set to -1 there
+               // prev_p_health and health_damagetime can be set to -1 there
 
-               if (last_p_health == -1)
+               if (prev_p_health == -1)
                {
                        // no effect
-                       saved_health = 0;
-                       saved_armor = 0;
-                       health_time = 0;
-                       armor_time = 0;
+                       health_beforedamage = 0;
+                       armor_beforedamage = 0;
+                       health_damagetime = 0;
+                       armor_damagetime = 0;
                        prev_health = health;
                        prev_armor = armor;
-                       old_health = health;
-                       old_armor = armor;
-                       last_p_health = health;
-                       last_p_armor = armor;
+                       old_p_health = health;
+                       old_p_armor = armor;
+                       prev_p_health = health;
+                       prev_p_armor = armor;
                }
-               else if (health_time == -1)
+               else if (health_damagetime == -1)
                {
                        //start the load effect
-                       health_time = time;
-                       armor_time = time;
+                       health_damagetime = time;
+                       armor_damagetime = time;
                        prev_health = 0;
                        prev_armor = 0;
                }
@@ -1484,36 +1485,36 @@ void HUD_HealthArmor(void)
                                {
                                        if (fabs(prev_health - health) >= 2)
                                        {
-                                               if (time - old_healthtime < 1)
-                                                       old_health = last_p_health;
+                                               if (time - old_p_healthtime < 1)
+                                                       old_p_health = prev_p_health;
                                                else
-                                                       old_health = prev_health;
-                                               old_healthtime = time;
+                                                       old_p_health = prev_health;
+                                               old_p_healthtime = time;
                                        }
-                                       if (time - old_healthtime < 1)
+                                       if (time - old_p_healthtime < 1)
                                        {
-                                               p_health += (old_health - health) * (1 - (time - old_healthtime));
-                                               last_p_health = p_health;
+                                               p_health += (old_p_health - health) * (1 - (time - old_p_healthtime));
+                                               prev_p_health = p_health;
                                        }
-                                       if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0 && saved_health == -1)
+                                       if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0 && health_beforedamage == -1)
                                        {
                                                if (prev_health == 0 || prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
                                                {
-                                                       health_time = time;
-                                                       saved_health = prev_health;
+                                                       health_damagetime = time;
+                                                       health_beforedamage = prev_health;
                                                }
                                        }
-                                       if (saved_health != -1)
+                                       if (health_beforedamage != -1)
                                        {
-                                               float d = time - health_time;
+                                               float d = time - health_damagetime;
                                                if (d < 1)
                                                {
-                                                       HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, saved_health/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * (1 - d * d), DRAWFLAG_NORMAL);
+                                                       HUD_Panel_DrawProgressBar(pos + health_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_health, health_beforedamage/maxhealth, is_vertical, health_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * (1 - d * d), DRAWFLAG_NORMAL);
                                                        if (prev_health - health >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage) //refresh the effect if repeatedly damaged
-                                                               health_time = time;
+                                                               health_damagetime = time;
                                                }
                                                else
-                                                       saved_health = -1; //damage effect ended
+                                                       health_beforedamage = -1; //damage effect ended
                                        }
                                        prev_health = health;
 
@@ -1542,36 +1543,36 @@ void HUD_HealthArmor(void)
                                {
                                        if (fabs(prev_armor - armor) >= 2)
                                        {
-                                               if (time - old_armortime < 1)
-                                                       old_armor = last_p_armor;
+                                               if (time - old_p_armortime < 1)
+                                                       old_p_armor = prev_p_armor;
                                                else
-                                                       old_armor = prev_armor;
-                                               old_armortime = time;
+                                                       old_p_armor = prev_armor;
+                                               old_p_armortime = time;
                                        }
-                                       if (time - old_armortime < 1)
+                                       if (time - old_p_armortime < 1)
                                        {
-                                               p_armor += (old_armor - armor) * (1 - (time - old_armortime));
-                                               last_p_armor = p_armor;
+                                               p_armor += (old_p_armor - armor) * (1 - (time - old_p_armortime));
+                                               prev_p_armor = p_armor;
                                        }
-                                       if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0 && saved_armor == -1)
+                                       if (autocvar_hud_panel_healtharmor_progressbar_gfx_damage > 0 && armor_beforedamage == -1)
                                        {
                                                if (prev_armor == 0 || prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage)
                                                {
-                                                       armor_time = time;
-                                                       saved_armor = prev_armor;
+                                                       armor_damagetime = time;
+                                                       armor_beforedamage = prev_armor;
                                                }
                                        }
-                                       if (saved_armor != -1)
+                                       if (armor_beforedamage != -1)
                                        {
-                                               float d = time - armor_time;
+                                               float d = time - armor_damagetime;
                                                if (d < 1)
                                                {
-                                                       HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, saved_armor/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * (1 - d * d), DRAWFLAG_NORMAL);
+                                                       HUD_Panel_DrawProgressBar(pos + armor_offset, mySize, autocvar_hud_panel_healtharmor_progressbar_armor, armor_beforedamage/maxarmor, is_vertical, armor_baralign, progressbar_color, autocvar_hud_progressbar_alpha * panel_fg_alpha * (1 - d * d), DRAWFLAG_NORMAL);
                                                        if (prev_armor - armor >= autocvar_hud_panel_healtharmor_progressbar_gfx_damage) //refresh the effect if repeatedly damaged
-                                                               armor_time = time;
+                                                               armor_damagetime = time;
                                                }
                                                else
-                                                       saved_armor = -1; //damage effect ended
+                                                       armor_beforedamage = -1; //damage effect ended
                                        }
                                        prev_armor = armor;
                                }