\r
vector color;\r
\r
+vector Sbar_Edge(string str)\r
+{\r
+ vector pos;\r
+ switch(str)\r
+ {\r
+ case "bottom":\r
+ pos_x = vid_conwidth / 2;\r
+ pos_y = vid_conheight;\r
+ default:\r
+ break;\r
+ }\r
+ return pos;\r
+}\r
+\r
void CSQC_kh_hudreset();\r
void CSQC_kh_hud();\r
void CSQC_ctf_hudreset();\r
\r
void Sbar_Status()\r
{\r
- vector bottom;\r
- bottom_x = vid_conwidth/2;\r
- bottom_y = vid_conheight;\r
- bottom_z = 0;\r
-\r
float armor, health, x, a;\r
armor = getstati(STAT_ARMOR);\r
health = getstati(STAT_HEALTH);\r
float stat_items;\r
stat_items = getstati(STAT_ITEMS);\r
\r
- vector health_pos, armor_pos, pos;\r
- health_pos = bottom - '43 58 0';\r
- armor_pos = bottom - '43 68 0';\r
+ vector edge, pos, pos2;\r
+ edge = Sbar_Edge(cvar_string("hud_panel_status_edge"));\r
\r
+ pos = edge - stov(cvar_string("hud_panel_status_background_position"));\r
if (cvar("viewsize") <= 100 && sbar_hudselector) {\r
if (teamplay)\r
- drawpic(bottom - '96 96 0', "gfx/hud/bg_status", '192 96 0', GetTeamRGB(myteam) * sbar_color_bg_team, sbar_alpha_bg, DRAWFLAG_NORMAL); // hud color = myteam color\r
+ drawpic(pos, "gfx/hud/bg_status", stov(cvar_string("hud_panel_status_background_scale")), GetTeamRGB(myteam) * sbar_color_bg_team, sbar_alpha_bg, DRAWFLAG_NORMAL); // hud color = myteam color\r
else {\r
// allow for custom HUD colors in non-teamgames\r
color = stov(cvar_string("sbar_color_bg"));\r
\r
- drawpic(bottom - '96 96 0', "gfx/hud/bg_status", '192 96 0', color, sbar_alpha_bg, DRAWFLAG_NORMAL);\r
+ drawpic(pos, "gfx/hud/bg_status", stov(cvar_string("hud_panel_status_background_scale")), color, sbar_alpha_bg, DRAWFLAG_NORMAL);\r
}\r
}\r
\r
// armor\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_armor_text_position"));\r
+ pos2 = edge - stov(cvar_string("hud_panel_status_item_armor_icon_position"));\r
x = armor;\r
if (x > 0)\r
{\r
- drawpic(armor_pos + '-8 -13.5 0', "gfx/hud/sb_armor", '16 16 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
- armor_pos -= '1 0 0' * stringwidth(ftos(x), FALSE, '12 12 0') * 0.5;\r
- Sbar_DrawXNum(armor_pos, x, 3, 0, 12, Sbar_NumColor(x), sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ drawpic(pos2, "gfx/hud/sb_armor", stov(cvar_string("hud_panel_status_item_armor_icon_scale")), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos -= '1 0 0' * stringwidth(ftos(x), FALSE, '1 1 0' * cvar("hud_panel_status_item_armor_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, x, 3, 0, cvar("hud_panel_status_item_armor_text_scale"), Sbar_NumColor(x), sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
\r
// health\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_health_text_position"));\r
+ pos2 = edge - stov(cvar_string("hud_panel_status_item_health_icon_position"));\r
x = health;\r
- drawpic(health_pos + '-11 16 0', "gfx/hud/sb_health", '32 32 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
- health_pos -= '1 0 0' * stringwidth(ftos(x), FALSE, '22 22 0') * 0.5;\r
- Sbar_DrawXNum(health_pos, x, 3, 0, 22, Sbar_NumColor(x), sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ drawpic(pos2, "gfx/hud/sb_health", stov(cvar_string("hud_panel_status_item_health_icon_scale")), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos -= '1 0 0' * stringwidth(ftos(x), FALSE, '1 1 0' * cvar("hud_panel_status_item_health_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, x, 3, 0, cvar("hud_panel_status_item_health_text_scale"), Sbar_NumColor(x), sbar_alpha_fg, DRAWFLAG_NORMAL);\r
\r
// if we are dead, we can skip the HUD from here\r
if(health <= 0)\r
return;\r
\r
// ammo\r
- pos_x = bottom_x + 140;\r
- pos_y = bottom_y - 20;\r
-\r
float weapon_clipload, weapon_clipsize;\r
- vector ammo_pos_offset;\r
\r
// if we are using the jetpack, show fuel ammo. Otherwise show the ammo of our weapon\r
if(stat_items & IT_JETPACK && button_jetpack)\r
{\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_noload_ammo_text_position"));\r
+ pos2 = edge - stov(cvar_string("hud_panel_status_item_ammo_icon_position"));\r
a = getstati(GetAmmoStat(0)); // how much fuel do we have?\r
- drawpic(pos - '98 18 0', GetAmmoPicture(0), '20 20 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
- ammo_pos_offset = '1 0 0' * stringwidth(ftos(a), FALSE, '16 16 0') * 0.5;\r
- Sbar_DrawXNum(pos - '118 16 0' - ammo_pos_offset, a, 3, 0, 16, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ drawpic(pos2, GetAmmoPicture(0), stov(cvar_string("hud_panel_status_item_noload_ammo_icon_scale")), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos -= '1 0 0' * stringwidth(ftos(a), FALSE, '1 1 0' * cvar("hud_panel_status_item_noload_ammo_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, a, 3, 0, cvar("hud_panel_status_item_noload_ammo_text_scale"), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
else\r
{\r
// if (stat_items & GetAmmoItemCode(i))\r
{\r
a = getstati(GetAmmoStat(i)); // how much ammo do we have of type i?\r
- drawpic(pos - '98 18 0', GetAmmoPicture(i), '20 20 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos2 = edge - stov(cvar_string("hud_panel_status_item_ammo_icon_position"));\r
+ drawpic(pos2, GetAmmoPicture(i), stov(cvar_string("hud_panel_status_item_ammo_icon_scale")), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
\r
// if the weapon we're holding is reloadable, show both its ammo and load\r
if(weapon_clipsize)\r
{\r
weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_load_clip_text_position"));\r
if(weapon_clipload < 0) // we're reloading\r
{\r
- ammo_pos_offset = '1 0 0' * stringwidth("- -", FALSE, '16 16 0') * 0.5;\r
- drawstring(pos - '118 23 0' - ammo_pos_offset, "- -", '16 16 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos -= '1 0 0' * stringwidth("- -", FALSE, '1 1 0' * cvar("hud_panel_status_item_load_clip_text_scale")) * 0.5;\r
+ drawstring(pos, "- -", '1 1 0' * cvar("hud_panel_status_item_load_clip_text_scale"), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
else\r
{\r
- ammo_pos_offset = '1 0 0' * stringwidth(ftos(weapon_clipload), FALSE, '16 16 0') * 0.5;\r
- Sbar_DrawXNum(pos - '118 23 0' - ammo_pos_offset, weapon_clipload, 2, 0, 16, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos -= '1 0 0' * stringwidth(ftos(weapon_clipload), FALSE, '1 1 0' * cvar("hud_panel_status_item_load_clip_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, weapon_clipload, 2, 0, cvar("hud_panel_status_item_load_clip_text_scale"), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
- ammo_pos_offset = '1 0 0' * stringwidth(ftos(a), FALSE, '12 12 0') * 0.5;\r
- Sbar_DrawXNum(pos - '118 7 0' - ammo_pos_offset, a, 3, 0, 12, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_load_ammo_text_position"));\r
+ pos -= '1 0 0' * stringwidth(ftos(a), FALSE, '1 1 0' * cvar("hud_panel_status_item_load_ammo_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, a, 3, 0, cvar("hud_panel_status_item_load_ammo_text_scale"), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
else\r
{\r
- ammo_pos_offset = '1 0 0' * stringwidth(ftos(a), FALSE, '16 16 0') * 0.5;\r
- Sbar_DrawXNum(pos - '118 16 0' - ammo_pos_offset, a, 3, 0, 16, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_noload_ammo_text_position"));\r
+ pos -= '1 0 0' * stringwidth(ftos(a), FALSE, '1 1 0' * cvar("hud_panel_status_item_noload_ammo_text_scale")) * 0.5;\r
+ Sbar_DrawXNum(pos, a, 3, 0, cvar("hud_panel_status_item_noload_ammo_text_scale"), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
}\r
}\r
}\r
\r
// weapon icon\r
+ pos = edge - stov(cvar_string("hud_panel_status_item_weapon_position"));\r
entity e;\r
e = get_weaponinfo(activeweapon);\r
if (e && e.netname != "" && e.netname != "N/A")\r
- drawpic(bottom - '96 96 0', strcat("gfx/hud/bg_status_activeweapon_", e.netname), '192 96 0', '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
+ drawpic(pos, strcat("gfx/hud/bg_status_activeweapon_", e.netname), stov(cvar_string("hud_panel_status_item_weapon_scale")), '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
\r
void Sbar_Timer()\r