float autocvar_hud_panel_weapons_timeout_effect;
float autocvar_hud_panel_weapons_timeout_fadebgmin;
float autocvar_hud_panel_weapons_timeout_fadefgmin;
- var float autocvar_hud_panel_weapons_timeout_speed_in = 0.25;
+ var float autocvar_hud_panel_weapons_timeout_speed_in = 0.25;
var float autocvar_hud_panel_weapons_timeout_speed_out = 0.75;
+vector autocvar_hud_progressbar_acceleration_color;
+vector autocvar_hud_progressbar_acceleration_neg_color;
float autocvar_hud_progressbar_alpha;
+vector autocvar_hud_progressbar_armor_color;
+vector autocvar_hud_progressbar_fuel_color;
+vector autocvar_hud_progressbar_health_color;
+vector autocvar_hud_progressbar_nexball_color;
+vector autocvar_hud_progressbar_shield_color;
+vector autocvar_hud_progressbar_speed_color;
+vector autocvar_hud_progressbar_strength_color;
+vector autocvar_hud_progressbar_superweapons_color;
float autocvar_hud_showbinds;
float autocvar_hud_showbinds_limit;
float autocvar__hud_showbinds_reload;
panel_bg_alpha_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_alpha")); \
panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \
panel_bg_padding_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_padding")); \
- HUD_Panel_GetStringVars()\
+ HUD_Panel_GetBg()\
+ if (panel.current_panel_bg != "0") {\
+ HUD_Panel_GetColorTeam()\
+ HUD_Panel_GetColor()\
+ HUD_Panel_GetBgAlpha()\
+ HUD_Panel_GetBorder()\
+ }\
+ HUD_Panel_GetFgAlpha()\
+ HUD_Panel_GetPadding()\
+ panel.current_panel_bg_alpha = panel_bg_alpha; \
+ panel.current_panel_fg_alpha = panel_fg_alpha; \
if(menu_enabled == 2 && panel == highlightedPanel) {\
- HUD_Panel_GetMenuSize()\
- HUD_Panel_GetMenuPos()\
- } \
+ HUD_Panel_UpdatePosSize_ForMenu()\
+ } else {\
+ panel_bg_alpha *= hud_fade_alpha;\
+ panel_fg_alpha *= hud_fade_alpha;\
+ }\
panel.current_panel_pos = panel_pos; \
panel.current_panel_size = panel_size; \
- if(panel.current_panel_bg) \
- strunzone(panel.current_panel_bg); \
- if(panel_bg == "")\
- {\
- /*printf("^xf08 %s panel: panel_bg is empty\n", panel.panel_name);*/\
- panel_bg = "0";\
- }\
- panel.current_panel_bg = strzone(panel_bg); \
-- panel.current_panel_bg_alpha = panel_bg_alpha; \
panel.current_panel_bg_border = panel_bg_border; \
panel.current_panel_bg_color = panel_bg_color; \
panel.current_panel_bg_color_team = panel_bg_color_team; \
- float BOT_PICKUP_RATING_LOW = 2500;
- float BOT_PICKUP_RATING_MID = 5000;
- float BOT_PICKUP_RATING_HIGH = 10000;
-
- float WEP_TYPE_OTHER = 0x00; // not for damaging people
- float WEP_TYPE_SPLASH = 0x01; // splash damage
- float WEP_TYPE_HITSCAN = 0x02; // hitscan
- float WEP_TYPEMASK = 0x0F;
- float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
- float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
- float WEP_FLAG_HIDDEN = 0x40; // hides from menu
- float WEP_FLAG_RELOADABLE = 0x80; // can has reload
- float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
- float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
-
- float IT_UNLIMITED_WEAPON_AMMO = 1;
+ const float BOT_PICKUP_RATING_LOW = 2500;
+ const float BOT_PICKUP_RATING_MID = 5000;
+ const float BOT_PICKUP_RATING_HIGH = 10000;
+
+ const float WEP_TYPE_OTHER = 0x00; // not for damaging people
+ const float WEP_TYPE_SPLASH = 0x01; // splash damage
+ const float WEP_TYPE_HITSCAN = 0x02; // hitscan
+ const float WEP_TYPEMASK = 0x0F;
+ const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
+ const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
+ const float WEP_FLAG_HIDDEN = 0x40; // hides from menu
+ const float WEP_FLAG_RELOADABLE = 0x80; // can has reload
+ const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
+ const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+
+ const float IT_UNLIMITED_WEAPON_AMMO = 1;
// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
- float IT_UNLIMITED_SUPERWEAPONS = 2;
+ const float IT_UNLIMITED_SUPERWEAPONS = 2;
// when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
- float IT_CTF_SHIELDED = 4; // set for the flag shield
- float IT_USING_JETPACK = 8; // confirmation that button is pressed
- float IT_JETPACK = 16; // actual item
- float IT_FUEL_REGEN = 32; // fuel regeneration trigger
- float IT_SHELLS = 256;
- float IT_NAILS = 512;
- float IT_ROCKETS = 1024;
- float IT_CELLS = 2048;
- float IT_SUPERWEAPON = 4096;
- float IT_FUEL = 128;
- float IT_STRENGTH = 8192;
- float IT_INVINCIBLE = 16384;
- float IT_HEALTH = 32768;
+ const float IT_CTF_SHIELDED = 4; // set for the flag shield
+ const float IT_USING_JETPACK = 8; // confirmation that button is pressed
+ const float IT_JETPACK = 16; // actual item
+ const float IT_FUEL_REGEN = 32; // fuel regeneration trigger
+ WANT_CONST float IT_SHELLS = 256;
+ WANT_CONST float IT_NAILS = 512;
+ WANT_CONST float IT_ROCKETS = 1024;
+ WANT_CONST float IT_CELLS = 2048;
+ const float IT_SUPERWEAPON = 4096;
+ const float IT_FUEL = 128;
+ const float IT_STRENGTH = 8192;
+ const float IT_INVINCIBLE = 16384;
+ const float IT_HEALTH = 32768;
// union:
// for items:
- float IT_KEY1 = 131072;
- float IT_KEY2 = 262144;
+ WANT_CONST float IT_KEY1 = 131072;
+ WANT_CONST float IT_KEY2 = 262144;
// for players:
- float IT_RED_FLAG_TAKEN = 32768;
- float IT_RED_FLAG_LOST = 65536;
- float IT_RED_FLAG_CARRYING = 98304;
- float IT_BLUE_FLAG_TAKEN = 131072;
- float IT_BLUE_FLAG_LOST = 262144;
- float IT_BLUE_FLAG_CARRYING = 393216;
+ const float IT_RED_FLAG_TAKEN = 32768;
+ const float IT_RED_FLAG_LOST = 65536;
+ const float IT_RED_FLAG_CARRYING = 98304;
+ const float IT_BLUE_FLAG_TAKEN = 131072;
+ const float IT_BLUE_FLAG_LOST = 262144;
+ const float IT_BLUE_FLAG_CARRYING = 393216;
// end
- float IT_5HP = 524288;
- float IT_25HP = 1048576;
- float IT_ARMOR_SHARD = 2097152;
- float IT_ARMOR = 4194304;
+ const float IT_5HP = 524288;
+ const float IT_25HP = 1048576;
+ const float IT_ARMOR_SHARD = 2097152;
+ const float IT_ARMOR = 4194304;
- float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
- float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
- float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
+ const float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
+ const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
+ const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
-const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
-
// variables:
string weaponorder_byid;