]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Refactor and reformat weapons hud code a bit
authorotta8634 <k9wolf@pm.me>
Mon, 23 Dec 2024 11:19:07 +0000 (19:19 +0800)
committerterencehill <piuntn@gmail.com>
Fri, 27 Dec 2024 17:40:39 +0000 (18:40 +0100)
Having almost all code in the one function made it a bit difficult to understand.

qcsrc/client/hud/panel/weapons.qc
qcsrc/client/hud/panel/weapons.qh

index fe0b84f702278c32ccf99aeb2a1e85aa3a4f7a0a..ff0753f34cad7bb311023fa45933947adec08066 100644 (file)
@@ -37,28 +37,26 @@ void HUD_Weapons_Export(int fh)
 
 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;
        }
@@ -66,19 +64,17 @@ void Accuracy_LoadColors()
 
 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;
 }
@@ -118,77 +114,61 @@ string cl_weaponpriority_old;
 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
@@ -198,15 +178,15 @@ void HUD_Weapons()
        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;
@@ -216,18 +196,17 @@ void HUD_Weapons()
 
                #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;
@@ -237,11 +216,15 @@ void HUD_Weapons()
        }
 
        // 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
                }
 
@@ -249,13 +232,13 @@ void HUD_Weapons()
                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;
                }
@@ -271,24 +254,23 @@ void HUD_Weapons()
 
                // 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
@@ -297,116 +279,137 @@ void HUD_Weapons()
                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();
@@ -414,10 +417,19 @@ void HUD_Weapons()
                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;
@@ -425,7 +437,7 @@ void HUD_Weapons()
 
        // 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);
@@ -437,7 +449,7 @@ void HUD_Weapons()
                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;
@@ -450,20 +462,19 @@ void HUD_Weapons()
                        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;
@@ -471,17 +482,18 @@ void HUD_Weapons()
 
        // 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)
@@ -505,26 +517,26 @@ void HUD_Weapons()
                }
 
                // 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);
@@ -535,7 +547,7 @@ void HUD_Weapons()
                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;
@@ -547,13 +559,13 @@ void HUD_Weapons()
                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);
@@ -572,12 +584,12 @@ void HUD_Weapons()
                        }
 
                        // 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)
@@ -616,23 +628,27 @@ void HUD_Weapons()
                }
 
                // 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);
                        }
@@ -651,10 +667,10 @@ void HUD_Weapons()
                #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;
@@ -663,7 +679,7 @@ void HUD_Weapons()
                else
                {
                        ++row;
-                       if(row >= rows)
+                       if (row >= rows)
                        {
                                row = 0;
                                ++column;
index 3a7182d5edf0e696211658edea8ba2d0ae838d7e..bdcbfb2e3e9d3fca99e46698d757bea43860e3e6 100644 (file)
@@ -45,8 +45,10 @@ vector acc_col[MAX_ACCURACY_LEVELS];
 float acc_col_loadtime;
 int acc_levels;
 string acc_color_levels;
-void Accuracy_LoadLevels();
 
+void Accuracy_LoadLevels();
 void Accuracy_LoadColors();
-
 vector Accuracy_GetColor(float accuracy);
+
+void Weapons_Fade(vector);
+void Weapons_Draw(entity, WepSet, vector, vector, float, float, int, int, float, bool);