void Accuracy_LoadLevels()
{
- if(autocvar_accuracy_color_levels != acc_color_levels)
+ if (autocvar_accuracy_color_levels != acc_color_levels)
{
strcpy(acc_color_levels, autocvar_accuracy_color_levels);
acc_levels = tokenize_console(acc_color_levels);
- if(acc_levels > MAX_ACCURACY_LEVELS)
+ if (acc_levels > MAX_ACCURACY_LEVELS)
acc_levels = MAX_ACCURACY_LEVELS;
- if(acc_levels < 2)
+ if (acc_levels < 2)
LOG_INFO("Warning: accuracy_color_levels must contain at least 2 values");
- int i;
- for(i = 0; i < acc_levels; ++i)
+ for (int i = 0; i < acc_levels; ++i)
acc_lev[i] = stof(argv(i)) / 100.0;
}
}
void Accuracy_LoadColors()
{
- if(time > acc_col_loadtime)
- if(acc_levels >= 2)
+ if (time > acc_col_loadtime)
+ if (acc_levels >= 2)
{
- int i;
- for(i = 0; i < acc_levels; ++i)
+ for (int i = 0; i < acc_levels; ++i)
acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
acc_col_loadtime = time + 2;
}
vector Accuracy_GetColor(float accuracy)
{
- float factor;
- vector color;
- if(acc_levels < 2)
+ if (acc_levels < 2)
return '0 0 0'; // return black, can't determine the right color
// find the max level lower than acc
int j = acc_levels-1;
- while(j && accuracy < acc_lev[j])
+ while (j && accuracy < acc_lev[j])
--j;
// inject color j+1 in color j, how much depending on how much accuracy is higher than level j
- factor = (accuracy - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
- color = acc_col[j];
+ float factor = (accuracy - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
+ vector color = acc_col[j];
color = color + factor * (acc_col[j+1] - color);
return color;
}
bool weapons_orderbyimpulse_old;
void HUD_Weapons()
{
- // declarations
- WepSet weapons_stat = WepSet_GetFromStat();
- int i;
- float f, a;
- float screen_ar;
- vector center = '0 0 0';
- int weapon_count, weapon_id;
- int row, column, rows = 0, columns = 0;
- bool vertical_order = true;
- float aspect = max(0.001, autocvar_hud_panel_weapons_aspect);
-
- float timeout = autocvar_hud_panel_weapons_timeout;
- float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
- float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
-
- vector barsize = '0 0 0', baroffset = '0 0 0';
- vector ammo_color = '1 0 1';
- float ammo_alpha = 1;
-
- float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
- float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
-
- bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_AMMO);
-
- vector weapon_pos, weapon_size = '0 0 0';
- vector color;
-
- entity panel_switchweapon = NULL;
-
// check to see if we want to continue
- if(hud != HUD_NORMAL) return;
+ if (hud != HUD_NORMAL) return;
- if(!autocvar__hud_configure)
+ if (!autocvar__hud_configure)
{
- if((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
+ if ((!autocvar_hud_panel_weapons) || (spectatee_status == -1))
return;
- if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
+ if (STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath)
return;
- if(timeout && time >= weapontime + timeout + timeout_effect_length)
- if(autocvar_hud_panel_weapons_timeout_effect == 3 || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
+
+ float timeout = autocvar_hud_panel_weapons_timeout;
+ float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
+
+ if (timeout && time >= weapontime + timeout + timeout_effect_length)
+ if (autocvar_hud_panel_weapons_timeout_effect == 3
+ || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin)))
{
weaponprevtime = time;
return;
}
}
+ // declarations
+ WepSet weapons_stat = WepSet_GetFromStat();
+ entity panel_switchweapon = NULL;
+ vector center = '0 0 0';
+
+ float when = max(1, autocvar_hud_panel_weapons_complainbubble_time);
+ float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime);
+
+ vector weapon_size = '0 0 0';
+
// update generic hud functions
HUD_Panel_LoadCvars();
- if(cl_weaponpriority_old != autocvar_cl_weaponpriority || weapons_orderbyimpulse_old != autocvar_hud_panel_weapons_orderbyimpulse || weaponorder[0] == NULL)
+ if (cl_weaponpriority_old != autocvar_cl_weaponpriority || weapons_orderbyimpulse_old != autocvar_hud_panel_weapons_orderbyimpulse || weaponorder[0] == NULL)
{
weapons_orderbyimpulse_old = autocvar_hud_panel_weapons_orderbyimpulse;
strcpy(cl_weaponpriority_old, autocvar_cl_weaponpriority);
string weporder = W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(cl_weaponpriority_old));
- if(autocvar_hud_panel_weapons_orderbyimpulse)
- {
+ if (autocvar_hud_panel_weapons_orderbyimpulse)
weporder = W_FixWeaponOrder_BuildImpulseList(weporder);
- }
weaponorder_cmp_str = strcat(" ", weporder, " ");
int weapon_cnt = 0;
FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it);
- for(i = weapon_cnt; i < REGISTRY_MAX(Weapons); ++i)
+ for (int i = weapon_cnt; i < REGISTRY_MAX(Weapons); ++i)
weaponorder[i] = NULL;
heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL);
weaponorder_cmp_str = string_null;
}
- if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
+ if (!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime)
complain_weapon = NULL;
entity wepent = viewmodels[0]; // TODO: unhardcode
else if (!panel_switchweapon)
panel_switchweapon = wepent.switchweapon;
- if(autocvar__hud_configure)
+ if (autocvar__hud_configure)
{
- if(!weapons_stat)
+ if (!weapons_stat)
{
int j = 0;
FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, {
- if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && !(it.spawnflags & WEP_FLAG_SPECIALATTACK))
+ if (!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED) && !(it.spawnflags & WEP_FLAG_SPECIALATTACK))
{
- if(!panel_switchweapon || j < 4)
+ if (!panel_switchweapon || j < 4)
panel_switchweapon = it;
weapons_stat |= it.m_wepset;
++j;
#if 0
/// debug code
- if(cvar("wep_add"))
+ if (cvar("wep_add"))
{
- int j;
int nHidden = 0;
FOREACH(Weapons, it != WEP_Null, {
if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1;
});
weapons_stat = '0 0 0';
float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((REGISTRY_COUNT(Weapons) - 1) - nHidden));
- for(i = 0, j = 0; i <= (REGISTRY_COUNT(Weapons) - 1) && j < countw; ++i)
+ for (int i = 0, j = 0; i <= (REGISTRY_COUNT(Weapons) - 1) && j < countw; ++i)
{
- if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
+ if (weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED)
continue;
weapons_stat |= weaponorder[i].m_wepset;
++j;
}
// determine which weapons are going to be shown
+ int weapon_count;
+ int rows = 0, columns = 0;
+ bool vertical_order = true;
+ float aspect = max(0.001, autocvar_hud_panel_weapons_aspect);
if (autocvar_hud_panel_weapons_onlyowned)
{
- if(autocvar__hud_configure)
+ if (autocvar__hud_configure)
{
- if(hud_configure_menu_open != 2)
+ if (hud_configure_menu_open != 2)
HUD_Panel_DrawBg(); // also draw the bg of the entire panel
}
weapon_count = 0;
if (autocvar_hud_panel_weapons_onlyowned >= 2) // only current
{
- for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
+ for (int i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
if (weaponorder[i] == panel_switchweapon || weaponorder[i] == complain_weapon)
++weapon_count;
}
else
{
- for (i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
+ for (int i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
if ((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || weaponorder[i] == complain_weapon)
++weapon_count;
}
// NOTE: although weapons should aways look the same even if onlyowned is enabled,
// we enlarge them a bit when possible to better match the desired aspect ratio
- if(panel_size.x / panel_size.y < aspect)
- {
- // maximum number of rows that allows to display items with the desired aspect ratio
- int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
- columns = min(columns, ceil(weapon_count / max_rows));
- rows = ceil(weapon_count / columns);
- weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
- weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
- vertical_order = false;
- }
- else
+ vertical_order = panel_size.x / panel_size.y >= aspect;
+ if (vertical_order)
{
+ // maximum number of columns that allows to display items with the desired aspect ratio
int max_columns = floor(panel_size.x / (weapon_size.y * aspect));
rows = min(rows, ceil(weapon_count / max_columns));
columns = ceil(weapon_count / rows);
weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
- vertical_order = true;
+ }
+ else
+ {
+ int max_rows = floor(panel_size.y / (weapon_size.x / aspect));
+ columns = min(columns, ceil(weapon_count / max_rows));
+ rows = ceil(weapon_count / columns);
+ weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect);
+ weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y);
}
// reduce size of the panel
panel_size += '2 2 0' * panel_bg_padding;
// center the resized panel, or snap it to the screen edge when close enough
- if(panel_pos.x > vid_conwidth * 0.001)
+ if (panel_pos.x > vid_conwidth * 0.001)
{
if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999)
panel_pos.x += old_panel_size.x - panel_size.x;
else
panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
}
- else if(old_panel_size.x > vid_conwidth * 0.999)
+ else if (old_panel_size.x > vid_conwidth * 0.999)
panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
- if(panel_pos.y > vid_conheight * 0.001)
+ if (panel_pos.y > vid_conheight * 0.001)
{
- if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
+ if (panel_pos.y + old_panel_size.y > vid_conheight * 0.999)
panel_pos.y += old_panel_size.y - panel_size.y;
else
panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
}
- else if(old_panel_size.y > vid_conheight * 0.999)
+ else if (old_panel_size.y > vid_conheight * 0.999)
panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
}
else
- weapon_count = (REGISTRY_COUNT(Weapons) - 1);
+ weapon_count = (REGISTRY_COUNT(Weapons) - 1); // unused value
+
+
+ Weapons_Fade(center);
+ Weapons_Draw(panel_switchweapon, weapons_stat, center, weapon_size, aspect, when, fadetime, rows, columns, vertical_order);
+}
+
- // animation for fading in/out the panel respectively when not in use
- if(!autocvar__hud_configure)
+// animation for fading in/out the panel respectively when not in use
+void Weapons_Fade(vector center)
+{
+ if (autocvar__hud_configure)
+ return;
+
+ float timeout = autocvar_hud_panel_weapons_timeout;
+ float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
+ float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
+
+ if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
{
- if (timeout && time >= weapontime + timeout) // apply timeout effect if needed
+ float f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
+
+ // fade the panel alpha
+ if (autocvar_hud_panel_weapons_timeout_effect == 1)
{
- f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1);
+ panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
+ panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
+ }
+ else if (autocvar_hud_panel_weapons_timeout_effect == 3)
+ {
+ panel_bg_alpha *= (1 - f);
+ panel_fg_alpha *= (1 - f);
+ }
- // fade the panel alpha
- if(autocvar_hud_panel_weapons_timeout_effect == 1)
+ // move the panel off the screen
+ if (autocvar_hud_panel_weapons_timeout_effect == 2
+ || autocvar_hud_panel_weapons_timeout_effect == 3)
+ {
+ f *= f; // for a cooler movement
+ center.x = panel_pos.x + panel_size.x/2;
+ center.y = panel_pos.y + panel_size.y/2;
+ float screen_ar = vid_conwidth/vid_conheight;
+ if (center.x/center.y < screen_ar) //bottom left
{
- panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f));
- panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f));
+ if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
+ panel_pos.y += f * (vid_conheight - panel_pos.y);
+ else //left
+ panel_pos.x -= f * (panel_pos.x + panel_size.x);
}
- else if(autocvar_hud_panel_weapons_timeout_effect == 3)
+ else //top right
{
- panel_bg_alpha *= (1 - f);
- panel_fg_alpha *= (1 - f);
+ if ((vid_conwidth - center.x)/center.y < screen_ar) //right
+ panel_pos.x += f * (vid_conwidth - panel_pos.x);
+ else //top
+ panel_pos.y -= f * (panel_pos.y + panel_size.y);
}
+ if (f == 1)
+ center.x = -1; // mark the panel as off screen
+ }
+ weaponprevtime = time - (1 - f) * timein_effect_length;
+ }
+ else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
+ {
+ float f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
- // move the panel off the screen
- if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
- {
- f *= f; // for a cooler movement
- center.x = panel_pos.x + panel_size.x/2;
- center.y = panel_pos.y + panel_size.y/2;
- screen_ar = vid_conwidth/vid_conheight;
- if (center.x/center.y < screen_ar) //bottom left
- {
- if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
- panel_pos.y += f * (vid_conheight - panel_pos.y);
- else //left
- panel_pos.x -= f * (panel_pos.x + panel_size.x);
- }
- else //top right
- {
- if ((vid_conwidth - center.x)/center.y < screen_ar) //right
- panel_pos.x += f * (vid_conwidth - panel_pos.x);
- else //top
- panel_pos.y -= f * (panel_pos.y + panel_size.y);
- }
- if(f == 1)
- center.x = -1; // mark the panel as off screen
- }
- weaponprevtime = time - (1 - f) * timein_effect_length;
+ // fade the panel alpha
+ if (autocvar_hud_panel_weapons_timeout_effect == 1)
+ {
+ panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
+ panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
}
- else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed
+ else if (autocvar_hud_panel_weapons_timeout_effect == 3)
{
- f = bound(0, (time - weaponprevtime) / timein_effect_length, 1);
+ panel_bg_alpha *= (f);
+ panel_fg_alpha *= (f);
+ }
- // fade the panel alpha
- if(autocvar_hud_panel_weapons_timeout_effect == 1)
+ // move the panel back on screen
+ if (autocvar_hud_panel_weapons_timeout_effect == 2
+ || autocvar_hud_panel_weapons_timeout_effect == 3)
+ {
+ f *= f; // for a cooler movement
+ f = 1 - f;
+ center.x = panel_pos.x + panel_size.x/2;
+ center.y = panel_pos.y + panel_size.y/2;
+ float screen_ar = vid_conwidth/vid_conheight;
+ if (center.x/center.y < screen_ar) //bottom left
{
- panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f);
- panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f);
+ if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
+ panel_pos.y += f * (vid_conheight - panel_pos.y);
+ else //left
+ panel_pos.x -= f * (panel_pos.x + panel_size.x);
}
- else if(autocvar_hud_panel_weapons_timeout_effect == 3)
+ else //top right
{
- panel_bg_alpha *= (f);
- panel_fg_alpha *= (f);
- }
-
- // move the panel back on screen
- if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3)
- {
- f *= f; // for a cooler movement
- f = 1 - f;
- center.x = panel_pos.x + panel_size.x/2;
- center.y = panel_pos.y + panel_size.y/2;
- screen_ar = vid_conwidth/vid_conheight;
- if (center.x/center.y < screen_ar) //bottom left
- {
- if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom
- panel_pos.y += f * (vid_conheight - panel_pos.y);
- else //left
- panel_pos.x -= f * (panel_pos.x + panel_size.x);
- }
- else //top right
- {
- if ((vid_conwidth - center.x)/center.y < screen_ar) //right
- panel_pos.x += f * (vid_conwidth - panel_pos.x);
- else //top
- panel_pos.y -= f * (panel_pos.y + panel_size.y);
- }
+ if ((vid_conwidth - center.x)/center.y < screen_ar) //right
+ panel_pos.x += f * (vid_conwidth - panel_pos.x);
+ else //top
+ panel_pos.y -= f * (panel_pos.y + panel_size.y);
}
}
}
+}
+void Weapons_Draw(
+ entity panel_switchweapon, WepSet weapons_stat,
+ vector center, vector weapon_size, float aspect,
+ float when, float fadetime,
+ int rows, int columns, bool vertical_order)
+{
// draw the background, then change the virtual size of it to better fit other items inside
if (autocvar_hud_panel_weapons_dynamichud)
HUD_Scale_Enable();
HUD_Scale_Disable();
HUD_Panel_DrawBg();
- if(center.x == -1)
+ if (center.x == -1)
return; // panel has gone off screen
- if(panel_bg_padding)
+ vector color;
+ vector barsize = '0 0 0', baroffset = '0 0 0';
+
+ vector ammo_color = '1 0 1';
+ float ammo_alpha = 1;
+ bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_AMMO);
+
+ int row = 0, column = 0;
+
+ if (panel_bg_padding)
{
panel_pos += '1 1 0' * panel_bg_padding;
panel_size -= '2 2 0' * panel_bg_padding;
// after the sizing and animations are done, update the other values
- if(!rows) // if rows is > 0 onlyowned code has already updated these vars
+ if (!rows) // if rows is > 0 onlyowned code has already updated these vars
{
HUD_WEAPONS_GET_FULL_LAYOUT();
vertical_order = (panel_size.x / panel_size.y >= aspect);
ammo_color = stov(autocvar_hud_panel_weapons_ammo_color);
ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha;
- if(weapon_size.x/weapon_size.y > aspect)
+ if (weapon_size.x/weapon_size.y > aspect)
{
barsize.x = aspect * weapon_size.y;
barsize.y = weapon_size.y;
baroffset.y = (weapon_size.y - barsize.y) / 2;
}
}
- if(autocvar_hud_panel_weapons_accuracy)
+ if (autocvar_hud_panel_weapons_accuracy)
Accuracy_LoadColors();
// draw items
- row = column = 0;
vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1);
vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1);
float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1);
static vector weapon_pos_current = '-1 0 0';
- if(weapon_pos_current.x == -1)
+ if (weapon_pos_current.x == -1)
weapon_pos_current = panel_pos;
float switch_speed;
- if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
+ if (autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure)
switch_speed = 999;
else
switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed;
// draw background behind currently selected weapon
// do it earlier to make sure bg is drawn behind every weapon icons while it's moving
- if(panel_switchweapon)
+ if (panel_switchweapon)
drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
+ for (int i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
{
// retrieve information about the current weapon to be drawn
entity it = weaponorder[i];
- weapon_id = it.impulse;
+ int weapon_id = it.impulse;
// skip if this weapon doesn't exist
- if(!it || weapon_id < 0) { continue; }
+ if (!it || weapon_id < 0)
+ continue;
// skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
if (autocvar_hud_panel_weapons_onlyowned)
}
// figure out the drawing position of weapon
- weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
+ vector weapon_pos = panel_pos + vec2(column * weapon_size.x, row * weapon_size.y);
// update position of the currently selected weapon
- if(it == panel_switchweapon)
+ if (it == panel_switchweapon)
{
- if(weapon_pos_current.y > weapon_pos.y)
+ if (weapon_pos_current.y > weapon_pos.y)
weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y));
- else if(weapon_pos_current.y < weapon_pos.y)
+ else if (weapon_pos_current.y < weapon_pos.y)
weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y));
- if(weapon_pos_current.x > weapon_pos.x)
+ if (weapon_pos_current.x > weapon_pos.x)
weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x));
- else if(weapon_pos_current.x < weapon_pos.x)
+ else if (weapon_pos_current.x < weapon_pos.x)
weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x));
}
// draw the weapon accuracy
- if(autocvar_hud_panel_weapons_accuracy)
+ if (autocvar_hud_panel_weapons_accuracy)
{
float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
- if(panel_weapon_accuracy >= 0)
+ if (panel_weapon_accuracy >= 0)
{
color = Accuracy_GetColor(panel_weapon_accuracy);
drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL);
float weapon_alpha_real = noncurrent_alpha;
float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1);
float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1);
- if(radius_factor_x || radius_factor_y)
+ if (radius_factor_x || radius_factor_y)
{
weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x;
weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y;
weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2;
// drawing all the weapon items
- if(weapons_stat & WepSet_FromWeapon(it))
+ if (weapons_stat & WepSet_FromWeapon(it))
{
// draw the weapon image
drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL);
// draw weapon label string
- switch(autocvar_hud_panel_weapons_label)
+ switch (autocvar_hud_panel_weapons_label)
{
case 1: // weapon number
drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
}
// draw ammo status bar
- if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RES_NONE))
+ if (!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RES_NONE))
{
float ammo_full;
- a = getstati(GetAmmoStat(it.ammo_type)); // how much ammo do we have?
+ float a = getstati(GetAmmoStat(it.ammo_type)); // how much ammo do we have?
- if(a > 0)
+ if (a > 0)
{
// TODO: registry handles
switch (it.ammo_type)
}
// draw the complain message
- if(it == complain_weapon)
+ if (it == complain_weapon)
{
- if(fadetime)
+ float a;
+ if (fadetime)
a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));
else
a = ((complain_weapon_time + when > time) ? 1 : 0);
string s;
- if(complain_weapon_type == 0) {
+ if (complain_weapon_type == 0)
+ {
s = _("Out of ammo");
color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo);
}
- else if(complain_weapon_type == 1) {
+ else if (complain_weapon_type == 1)
+ {
s = _("Don't have");
color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave);
}
- else {
+ else
+ {
s = _("Unavailable");
color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable);
}
#endif
// continue with new position for the next weapon
- if(vertical_order)
+ if (vertical_order)
{
++column;
- if(column >= columns)
+ if (column >= columns)
{
column = 0;
++row;
else
{
++row;
- if(row >= rows)
+ if (row >= rows)
{
row = 0;
++column;