seta hud_panel_centerprint_fade_subsequent_minfontsize "" "minimum factor for the font size from the subsequent fading effects"
seta hud_panel_centerprint_fade_minfontsize "" "minimum factor for the font size from the fading in/out effects"
-
+ seta hud_panel_buffs "" "enable/disable this panel"
+ seta hud_panel_buffs_pos "" "position of this panel"
+ seta hud_panel_buffs_size "" "size of this panel"
+ seta hud_panel_buffs_bg "" "if set to something else than \"\" = override default background"
+ seta hud_panel_buffs_bg_color "" "if set to something else than \"\" = override default panel background color"
+ seta hud_panel_buffs_bg_color_team "" "override panel color with team color in team based games"
+ seta hud_panel_buffs_bg_alpha "" "if set to something else than \"\" = override default panel background alpha"
+ seta hud_panel_buffs_bg_border "" "if set to something else than \"\" = override default size of border around the background"
+ seta hud_panel_buffs_bg_padding "" "if set to something else than \"\" = override default padding of contents from border"
++
+seta hud_panel_itemstime "" "enable/disable this panel, it shows left time until important items (mega health, large armor, powerups, superweapons, etc...) respawn in the map: 1 when spectating, 2 even playing in warmup stage"
+seta hud_panel_itemstime_pos "" "position of this base of the panel"
+seta hud_panel_itemstime_size "" "size of this panel"
+seta hud_panel_itemstime_bg "" "if set to something else than \"\" = override default background"
+seta hud_panel_itemstime_bg_color "" "if set to something else than \"\" = override default panel background color"
+seta hud_panel_itemstime_bg_color_team "" "override panel color with team color in team based games"
+seta hud_panel_itemstime_bg_alpha "" "if set to something else than \"\" = override default panel background alpha"
+seta hud_panel_itemstime_bg_border "" "if set to something else than \"\" = override default size of border around the background"
+seta hud_panel_itemstime_bg_padding "" "if set to something else than \"\" = override default padding of contents from border"
+seta hud_panel_itemstime_iconalign "" "0 = align icons to the left, 1 = align icons to the right"
+seta hud_panel_itemstime_progressbar "" "use progressbar behind icons"
+seta hud_panel_itemstime_progressbar_name "" "name of progressbar to use behind icons"
+seta hud_panel_itemstime_progressbar_reduced "" "progressbar is displayed only in the text field"
+seta hud_panel_itemstime_showspawned "" "show icons of already spawned items"
+seta hud_panel_itemstime_text "" "show text"
+seta hud_panel_itemstime_ratio "" "ratio between space reserved for text and icon width of each item entry (min value is 2)"
+seta hud_panel_itemstime_size_dinamic "" "reduce panel size by removing spacing beetwen items"
seta hud_progressbar_armor_color "0 0.6 0"
seta hud_progressbar_fuel_color "0.6 0.6 0"
seta hud_progressbar_nexball_color "0.7 0.1 0"
- seta hud_progressbar_speed_color "1 0.75 0"
- seta hud_progressbar_acceleration_color "0.5 0.75 1"
- seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
+ seta hud_progressbar_speed_color "1 0.75 0"
+ seta hud_progressbar_acceleration_color "0.5 0.75 1"
+ seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
-seta _hud_panelorder "15 12 9 10 5 6 14 0 7 4 11 2 1 3 8 13 16 "
+seta _hud_panelorder "15 12 9 10 5 6 14 0 7 4 11 2 1 3 8 13 16 17 "
seta hud_configure_grid "1"
seta hud_configure_grid_xsize "0.010000"
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
+ seta hud_panel_buffs 1
+ seta hud_panel_buffs_pos "0.450000 0.855000"
+ seta hud_panel_buffs_size "0.050000 0.070000"
+ seta hud_panel_buffs_bg "0"
+ seta hud_panel_buffs_bg_color ""
+ seta hud_panel_buffs_bg_color_team ""
+ seta hud_panel_buffs_bg_alpha ""
+ seta hud_panel_buffs_bg_border ""
+ seta hud_panel_buffs_bg_padding ""
+
+seta hud_panel_itemstime 2
+seta hud_panel_itemstime_pos "0.030000 0.260000"
+seta hud_panel_itemstime_size "0.070000 0.230000"
+seta hud_panel_itemstime_bg "border_itemstime"
+seta hud_panel_itemstime_bg_color ""
+seta hud_panel_itemstime_bg_color_team ""
+seta hud_panel_itemstime_bg_alpha ""
+seta hud_panel_itemstime_bg_border ""
+seta hud_panel_itemstime_bg_padding ""
+seta hud_panel_itemstime_iconalign "0"
+seta hud_panel_itemstime_progressbar "0"
+seta hud_panel_itemstime_progressbar_name "progressbar"
+seta hud_panel_itemstime_progressbar_reduced "0"
+seta hud_panel_itemstime_showspawned "0"
+seta hud_panel_itemstime_text "1"
+seta hud_panel_itemstime_ratio "2"
+seta hud_panel_itemstime_size_dinamic "1"
+
menu_sync
seta hud_progressbar_armor_color "0 0.6 0"
seta hud_progressbar_fuel_color "0.6 0.6 0"
seta hud_progressbar_nexball_color "0.7 0.1 0"
- seta hud_progressbar_speed_color "1 0.75 0"
- seta hud_progressbar_acceleration_color "0.5 0.75 1"
- seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
+ seta hud_progressbar_speed_color "1 0.75 0"
+ seta hud_progressbar_acceleration_color "0.5 0.75 1"
+ seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
-seta _hud_panelorder "10 3 0 14 6 9 13 4 1 2 11 12 7 5 8 15 16 "
+seta _hud_panelorder "10 3 0 14 6 9 13 4 1 2 11 12 7 5 8 15 16 17 "
seta hud_configure_grid "1"
seta hud_configure_grid_xsize "0.010000"
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
+ seta hud_panel_buffs 1
+ seta hud_panel_buffs_pos "0.450000 0.855000"
+ seta hud_panel_buffs_size "0.050000 0.070000"
+ seta hud_panel_buffs_bg "0"
+ seta hud_panel_buffs_bg_color ""
+ seta hud_panel_buffs_bg_color_team ""
+ seta hud_panel_buffs_bg_alpha ""
+ seta hud_panel_buffs_bg_border ""
+ seta hud_panel_buffs_bg_padding ""
+
+seta hud_panel_itemstime 2
+seta hud_panel_itemstime_pos "0.000000 0.310000"
+seta hud_panel_itemstime_size "0.070000 0.180000"
+seta hud_panel_itemstime_bg ""
+seta hud_panel_itemstime_bg_color ""
+seta hud_panel_itemstime_bg_color_team ""
+seta hud_panel_itemstime_bg_alpha ""
+seta hud_panel_itemstime_bg_border ""
+seta hud_panel_itemstime_bg_padding ""
+seta hud_panel_itemstime_iconalign "0"
+seta hud_panel_itemstime_progressbar "0"
+seta hud_panel_itemstime_progressbar_name "progressbar"
+seta hud_panel_itemstime_progressbar_reduced "0"
+seta hud_panel_itemstime_showspawned "0"
+seta hud_panel_itemstime_text "1"
+seta hud_panel_itemstime_ratio "2"
+seta hud_panel_itemstime_size_dinamic "1"
+
menu_sync
seta hud_progressbar_armor_color "0 0.6 0"
seta hud_progressbar_fuel_color "0.6 0.6 0"
seta hud_progressbar_nexball_color "0.7 0.1 0"
- seta hud_progressbar_speed_color "1 0.75 0"
- seta hud_progressbar_acceleration_color "0.5 0.75 1"
- seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
+ seta hud_progressbar_speed_color "1 0.75 0"
+ seta hud_progressbar_acceleration_color "0.5 0.75 1"
+ seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
-seta _hud_panelorder "15 3 1 2 11 10 0 14 6 9 13 4 12 7 5 8 16 "
+seta _hud_panelorder "15 3 1 2 11 10 0 14 6 9 13 4 12 7 5 8 16 17 "
seta hud_configure_grid "1"
seta hud_configure_grid_xsize "0.010000"
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
+ seta hud_panel_buffs 1
+ seta hud_panel_buffs_pos "0.450000 0.855000"
+ seta hud_panel_buffs_size "0.050000 0.070000"
+ seta hud_panel_buffs_bg "0"
+ seta hud_panel_buffs_bg_color ""
+ seta hud_panel_buffs_bg_color_team ""
+ seta hud_panel_buffs_bg_alpha ""
+ seta hud_panel_buffs_bg_border ""
+ seta hud_panel_buffs_bg_padding ""
+
+seta hud_panel_itemstime 2
+seta hud_panel_itemstime_pos "0.000000 0.310000"
+seta hud_panel_itemstime_size "0.070000 0.180000"
+seta hud_panel_itemstime_bg ""
+seta hud_panel_itemstime_bg_color ""
+seta hud_panel_itemstime_bg_color_team ""
+seta hud_panel_itemstime_bg_alpha ""
+seta hud_panel_itemstime_bg_border ""
+seta hud_panel_itemstime_bg_padding ""
+seta hud_panel_itemstime_iconalign "0"
+seta hud_panel_itemstime_progressbar "0"
+seta hud_panel_itemstime_progressbar_name "progressbar"
+seta hud_panel_itemstime_progressbar_reduced "0"
+seta hud_panel_itemstime_showspawned "0"
+seta hud_panel_itemstime_text "1"
+seta hud_panel_itemstime_ratio "2"
+seta hud_panel_itemstime_size_dinamic "1"
+
menu_sync
seta hud_progressbar_armor_color "0 0.6 0"
seta hud_progressbar_fuel_color "0.6 0.6 0"
seta hud_progressbar_nexball_color "0.7 0.1 0"
- seta hud_progressbar_speed_color "1 0.75 0"
- seta hud_progressbar_acceleration_color "0.5 0.75 1"
- seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
+ seta hud_progressbar_speed_color "1 0.75 0"
+ seta hud_progressbar_acceleration_color "0.5 0.75 1"
+ seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
-seta _hud_panelorder "15 10 9 6 8 14 5 0 4 13 2 7 1 3 11 12 16 "
+seta _hud_panelorder "15 10 9 6 8 14 5 0 4 13 2 7 1 3 11 12 16 17 "
seta hud_configure_grid "1"
seta hud_configure_grid_xsize "0.010000"
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
+ seta hud_panel_buffs 1
+ seta hud_panel_buffs_pos "0.450000 0.855000"
+ seta hud_panel_buffs_size "0.050000 0.070000"
+ seta hud_panel_buffs_bg "0"
+ seta hud_panel_buffs_bg_color ""
+ seta hud_panel_buffs_bg_color_team ""
+ seta hud_panel_buffs_bg_alpha ""
+ seta hud_panel_buffs_bg_border ""
+ seta hud_panel_buffs_bg_padding ""
+
+seta hud_panel_itemstime 2
+seta hud_panel_itemstime_pos "0.020000 0.490000"
+seta hud_panel_itemstime_size "0.090000 0.140000"
+seta hud_panel_itemstime_bg "0"
+seta hud_panel_itemstime_bg_color ""
+seta hud_panel_itemstime_bg_color_team ""
+seta hud_panel_itemstime_bg_alpha ""
+seta hud_panel_itemstime_bg_border ""
+seta hud_panel_itemstime_bg_padding ""
+seta hud_panel_itemstime_iconalign "0"
+seta hud_panel_itemstime_progressbar "1"
+seta hud_panel_itemstime_progressbar_name "progressbar"
+seta hud_panel_itemstime_progressbar_reduced "1"
+seta hud_panel_itemstime_showspawned "0"
+seta hud_panel_itemstime_text "1"
+seta hud_panel_itemstime_ratio "3.5"
+seta hud_panel_itemstime_size_dinamic "1"
+
menu_sync
seta hud_progressbar_armor_color "0 0.6 0"
seta hud_progressbar_fuel_color "0.6 0.6 0"
seta hud_progressbar_nexball_color "0.7 0.1 0"
- seta hud_progressbar_speed_color "1 0.75 0"
- seta hud_progressbar_acceleration_color "0.5 0.75 1"
- seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
+ seta hud_progressbar_speed_color "1 0.75 0"
+ seta hud_progressbar_acceleration_color "0.5 0.75 1"
+ seta hud_progressbar_acceleration_neg_color "0.125 0.25 0.5"
-seta _hud_panelorder "15 0 11 8 5 6 14 9 13 7 2 3 1 10 12 4 16 "
+seta _hud_panelorder "15 0 11 8 5 6 14 9 13 7 2 3 1 10 12 4 16 17 "
seta hud_configure_grid "1"
seta hud_configure_grid_xsize "0.01"
seta hud_panel_centerprint_fade_subsequent_minfontsize "0.75"
seta hud_panel_centerprint_fade_minfontsize "0"
+ seta hud_panel_buffs 1
+ seta hud_panel_buffs_pos "0.450000 0.855000"
+ seta hud_panel_buffs_size "0.050000 0.070000"
+ seta hud_panel_buffs_bg "0"
+ seta hud_panel_buffs_bg_color ""
+ seta hud_panel_buffs_bg_color_team ""
+ seta hud_panel_buffs_bg_alpha ""
+ seta hud_panel_buffs_bg_border ""
+ seta hud_panel_buffs_bg_padding ""
+
+seta hud_panel_itemstime 2
+seta hud_panel_itemstime_pos "0.000000 0.290000"
+seta hud_panel_itemstime_size "0.150000 0.060000"
+seta hud_panel_itemstime_bg "0"
+seta hud_panel_itemstime_bg_color ""
+seta hud_panel_itemstime_bg_color_team ""
+seta hud_panel_itemstime_bg_alpha ""
+seta hud_panel_itemstime_bg_border ""
+seta hud_panel_itemstime_bg_padding ""
+seta hud_panel_itemstime_iconalign "0"
+seta hud_panel_itemstime_progressbar "0"
+seta hud_panel_itemstime_progressbar_name "progressbar"
+seta hud_panel_itemstime_progressbar_reduced "0"
+seta hud_panel_itemstime_showspawned "0"
+seta hud_panel_itemstime_text "1"
+seta hud_panel_itemstime_ratio "2"
+seta hud_panel_itemstime_size_dinamic "1"
+
menu_sync
float autocvar_hud_panel_healtharmor_text;
float autocvar_hud_panel_infomessages;
float autocvar_hud_panel_infomessages_flip;
+float autocvar_hud_panel_itemstime;
+float autocvar_hud_panel_itemstime_size_dinamic;
+float autocvar_hud_panel_itemstime_ratio;
+float autocvar_hud_panel_itemstime_iconalign;
+float autocvar_hud_panel_itemstime_progressbar;
+float autocvar_hud_panel_itemstime_progressbar_maxtime;
+string autocvar_hud_panel_itemstime_progressbar_name;
+float autocvar_hud_panel_itemstime_progressbar_reduced;
+float autocvar_hud_panel_itemstime_showspawned;
+float autocvar_hud_panel_itemstime_text;
float autocvar_hud_panel_modicons;
+ float autocvar_hud_panel_modicons_ca_layout;
float autocvar_hud_panel_modicons_dom_layout;
+ float autocvar_hud_panel_modicons_freezetag_layout;
float autocvar_hud_panel_notify;
float autocvar_hud_panel_notify_fadetime;
float autocvar_hud_panel_notify_flip;
}
}
+ // Buffs (#18)
+ //
+ void HUD_Buffs(void)
+ {
+ float buffs = getstati(STAT_BUFFS, 0, 24);
+ if(!autocvar__hud_configure)
+ {
+ if(!autocvar_hud_panel_buffs) return;
+ if(spectatee_status == -1) return;
+ if(getstati(STAT_HEALTH) <= 0) return;
+ if(!buffs) return;
+ }
+ else
+ {
+ buffs = Buff_Type_first.items; // force first buff
+ }
+
+ float b = 0; // counter to tell other functions that we have buffs
+ entity e;
+ string s = "";
+ for(e = Buff_Type_first; e; e = e.enemy) if(buffs & e.items)
+ {
+ ++b;
+ string o = strcat(rgb_to_hexcolor(Buff_Color(e.items)), Buff_PrettyName(e.items));
+ if(s == "")
+ s = o;
+ else
+ s = strcat(s, " ", o);
+ }
+
+ HUD_Panel_UpdateCvars();
+
+ draw_beginBoldFont();
+
+ vector pos, mySize;
+ pos = panel_pos;
+ mySize = panel_size;
+
+ HUD_Panel_DrawBg(bound(0, b, 1));
+ if(panel_bg_padding)
+ {
+ pos += '1 1 0' * panel_bg_padding;
+ mySize -= '2 2 0' * panel_bg_padding;
+ }
+
+ //float panel_ar = mySize_x/mySize_y;
+ //float is_vertical = (panel_ar < 1);
+ //float buff_iconalign = autocvar_hud_panel_buffs_iconalign;
+ vector buff_offset = '0 0 0';
+
+ for(e = Buff_Type_first; e; e = e.enemy) if(buffs & e.items)
+ {
+ //DrawNumIcon(pos + buff_offset, mySize, shield, "shield", is_vertical, buff_iconalign, '1 1 1', 1);
+ drawcolorcodedstring_aspect(pos + buff_offset, s, mySize, panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+ }
+
+ draw_endBoldFont();
+ }
- // ItemsTime (#17)
++// ItemsTime (#XX)
+//
+const float ITEMSTIME_MAXITEMS = 10;
+float ItemsTime_time[ITEMSTIME_MAXITEMS];
+string GetItemsTimePicture(float i)
+{
+ switch(i)
+ {
+ case 0: return "item_large_armor";
+ case 1: return "item_mega_health";
+ case 2: return "item_strength";
+ case 3: return "item_shield";
+ case 4: return "item_mega_health";
+ case 5: return "item_strength";
+ case 6: return "item_shield";
+ case 7: return "fuelregen";
+ case 8: return "jetpack";
+ case 9: return "superweapons";
+ default: return "";
+ }
+}
+
+void DrawItemsTimeItem(vector myPos, vector mySize, float ar, float itemcode)
+{
+ float t = 0;
+ vector color = '0 0 0';
+ float picalpha;
+ if(ItemsTime_time[itemcode] <= time)
+ {
+ float BLINK_FACTOR = 0.15;
+ float BLINK_BASE = 0.85;
+ float BLINK_FREQ = 5;
+ picalpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
+ }
+ else
+ {
+ picalpha = 1;
+ t = floor(ItemsTime_time[itemcode] - time + 0.999);
+ if(t < 5)
+ color = '0.7 0 0';
+ else if(t < 10)
+ color = '0.7 0.7 0';
+ else
+ color = '1 1 1';
+ }
+
+ vector picpos, numpos;
+ if(autocvar_hud_panel_itemstime_iconalign)
+ {
+ numpos = myPos;
+ picpos = myPos + eX * (ar - 1) * mySize_y;
+ }
+ else
+ {
+ numpos = myPos + eX * mySize_y;
+ picpos = myPos;
+ }
+
+ if(t > 0 && autocvar_hud_panel_itemstime_progressbar)
+ {
+ vector p_pos, p_size;
+ if(autocvar_hud_panel_itemstime_progressbar_reduced)
+ {
+ p_pos = numpos;
+ p_size = eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y;
+ }
+ else
+ {
+ p_pos = myPos;
+ p_size = mySize;
+ }
+ HUD_Panel_DrawProgressBar(p_pos, p_size, autocvar_hud_panel_itemstime_progressbar_name, t/autocvar_hud_panel_itemstime_progressbar_maxtime, 0, autocvar_hud_panel_itemstime_iconalign, color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+
+ if(t > 0 && autocvar_hud_panel_itemstime_text)
+ drawstring_aspect(numpos, ftos(t), eX * ((ar - 1)/ar) * mySize_x + eY * mySize_y, color, panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(picpos, GetItemsTimePicture(itemcode), '1 1 0' * mySize_y, '1 1 1', panel_fg_alpha * picalpha, DRAWFLAG_NORMAL);
+}
+
+void HUD_ItemsTime(void)
+{
+ if(!autocvar__hud_configure)
+ {
- if not(autocvar_hud_panel_itemstime == 1 && spectatee_status != 0
- || autocvar_hud_panel_itemstime == 2 && (spectatee_status != 0 || warmup_stage))
++ if not((autocvar_hud_panel_itemstime == 1 && spectatee_status != 0)
++ || (autocvar_hud_panel_itemstime == 2 && (spectatee_status != 0 || warmup_stage)))
+ return;
+
+ ItemsTime_time[0] = getstatf(STAT_ARMOR_LARGE_TIME);
+ ItemsTime_time[1] = getstatf(STAT_HEALTH_MEGA_TIME);
+ ItemsTime_time[2] = getstatf(STAT_INVISIBLE_TIME);
+ ItemsTime_time[3] = getstatf(STAT_SPEED_TIME);
+ ItemsTime_time[4] = getstatf(STAT_EXTRALIFE_TIME);
+ ItemsTime_time[5] = getstatf(STAT_STRENGTH_TIME);
+ ItemsTime_time[6] = getstatf(STAT_SHIELD_TIME);
+ ItemsTime_time[7] = getstatf(STAT_FUELREGEN_TIME);
+ ItemsTime_time[8] = getstatf(STAT_JETPACK_TIME);
+ ItemsTime_time[9] = getstatf(STAT_SUPERWEAPONS_TIME);
+ }
+ else
+ {
- hud_configure_active_panel = HUD_PANEL_ITEMSTIME;
-
+ // do not show here mutator-dependent items
+ ItemsTime_time[0] = time + 0;
+ ItemsTime_time[1] = time + 8;
+ ItemsTime_time[2] = -1; // mutator-dependent
+ ItemsTime_time[3] = -1; // mutator-dependent
+ ItemsTime_time[4] = -1; // mutator-dependent
+ ItemsTime_time[5] = time + 0;
+ ItemsTime_time[6] = time + 4;
+ ItemsTime_time[7] = time + 49;
+ ItemsTime_time[8] = -1;
+ ItemsTime_time[9] = time + 28;
+ }
+
+ float i;
+ float count = 0;
+ if (autocvar_hud_panel_itemstime_showspawned)
+ for (i = 0; i < ITEMSTIME_MAXITEMS; ++i)
+ count += (ItemsTime_time[i] != -1);
+ else
+ for (i = 0; i < ITEMSTIME_MAXITEMS; ++i)
+ count += (ItemsTime_time[i] > time);
+ if (count == 0)
+ return;
+
- HUD_Panel_UpdateCvars(itemstime);
- HUD_Panel_ApplyFadeAlpha();
++ HUD_Panel_UpdateCvars();
++
+ vector pos, mySize;
+ pos = panel_pos;
+ mySize = panel_size;
+
+ if(panel_bg_padding)
+ {
+ pos += '1 1 0' * panel_bg_padding;
+ mySize -= '2 2 0' * panel_bg_padding;
+ }
+
+ float rows, columns;
+ float ar = max(2, autocvar_hud_panel_itemstime_ratio) + 1;
+ rows = mySize_y/mySize_x;
+ rows = bound(1, floor((sqrt(4 * ar * rows * count + rows * rows) + rows + 0.5) / 2), count);
+
+ columns = ceil(count/rows);
+
+ vector itemstime_size;
+ itemstime_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
+
+ vector offset = '0 0 0';
+ float newSize;
+ if(autocvar_hud_panel_itemstime_size_dinamic)
+ {
+ if(autocvar__hud_configure)
+ if(menu_enabled != 2)
+ HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
+
+ // reduce panel to avoid spacing items
+ if(itemstime_size_x / itemstime_size_y < ar)
+ {
+ newSize = rows * itemstime_size_x / ar;
+ pos_y += (mySize_y - newSize) / 2;
+ mySize_y = newSize;
+ itemstime_size_y = mySize_y / rows;
+ }
+ else
+ {
+ newSize = columns * itemstime_size_y * ar;
+ pos_x += (mySize_x - newSize) / 2;
+ mySize_x = newSize;
+ itemstime_size_x = mySize_x / columns;
+ }
+ panel_pos = pos - '1 1 0' * panel_bg_padding;
+ panel_size = mySize + '2 2 0' * panel_bg_padding;
+ }
+ else
+ {
+ if(itemstime_size_x/itemstime_size_y > ar)
+ {
+ newSize = ar * itemstime_size_y;
+ offset_x = itemstime_size_x - newSize;
+ pos_x += offset_x/2;
+ itemstime_size_x = newSize;
+ }
+ else
+ {
+ newSize = 1/ar * itemstime_size_x;
+ offset_y = itemstime_size_y - newSize;
+ pos_y += offset_y/2;
+ itemstime_size_y = newSize;
+ }
+ }
+
+ HUD_Panel_DrawBg(1);
+
+ float row = 0, column = 0;
+ for (i = 0; i < ITEMSTIME_MAXITEMS; ++i) {
+ if (ItemsTime_time[i] == -1)
+ continue;
+ if (!autocvar_hud_panel_itemstime_showspawned)
+ if (ItemsTime_time[i] <= time)
+ continue;
+ DrawItemsTimeItem(pos + eX * column * (itemstime_size_x + offset_x) + eY * row * (itemstime_size_y + offset_y), itemstime_size, ar, i);
+ ++row;
+ if(row >= rows)
+ {
+ row = 0;
+ column = column + 1;
+ }
+ }
+}
/*
==================
var float panel_bg_padding;
var string panel_bg_padding_str;
+ .void() panel_draw;
+
float current_player;
- HUD_PANEL(BUFFS , HUD_Buffs , buffs)
+
+ #define HUD_PANELS \
+ HUD_PANEL(WEAPONS , HUD_Weapons , weapons) \
+ HUD_PANEL(AMMO , HUD_Ammo , ammo) \
+ HUD_PANEL(POWERUPS , HUD_Powerups , powerups) \
+ HUD_PANEL(HEALTHARMOR , HUD_HealthArmor , healtharmor) \
+ HUD_PANEL(NOTIFY , HUD_Notify , notify) \
+ HUD_PANEL(TIMER , HUD_Timer , timer) \
+ HUD_PANEL(RADAR , HUD_Radar , radar) \
+ HUD_PANEL(SCORE , HUD_Score , score) \
+ HUD_PANEL(RACETIMER , HUD_RaceTimer , racetimer) \
+ HUD_PANEL(VOTE , HUD_Vote , vote) \
+ HUD_PANEL(MODICONS , HUD_ModIcons , modicons) \
+ HUD_PANEL(PRESSEDKEYS , HUD_PressedKeys , pressedkeys) \
+ HUD_PANEL(CHAT , HUD_Chat , chat) \
+ HUD_PANEL(ENGINEINFO , HUD_EngineInfo , engineinfo) \
+ HUD_PANEL(INFOMESSAGES , HUD_InfoMessages , infomessages) \
+ HUD_PANEL(PHYSICS , HUD_Physics , physics) \
+ HUD_PANEL(CENTERPRINT , HUD_CenterPrint , centerprint) \
++ HUD_PANEL(BUFFS , HUD_Buffs , buffs) \
++ HUD_PANEL(ITEMSTIME , HUD_ItemsTime , itemstime)
+
+ #define HUD_PANEL(NAME,draw_func,name) \
+ float HUD_PANEL_##NAME; \
+ void draw_func(void); \
+ void RegisterHUD_Panel_##NAME() \
+ { \
+ HUD_PANEL_LAST = HUD_PANEL_##NAME = HUD_PANEL_NUM; \
+ entity hud_panelent = spawn(); \
+ hud_panel[HUD_PANEL_##NAME] = hud_panelent; \
+ hud_panelent.classname = "hud_panel"; \
+ hud_panelent.panel_name = #name; \
+ hud_panelent.panel_id = HUD_PANEL_##NAME; \
+ hud_panelent.panel_draw = draw_func; \
+ ++HUD_PANEL_NUM; \
+ } \
+ ACCUMULATE_FUNCTION(RegisterHUD_Panels, RegisterHUD_Panel_##NAME);
+
+ HUD_PANELS
+ #undef HUD_PANEL
+
+ #define HUD_PANEL(NAME) hud_panel[HUD_PANEL_##NAME]
+
+
// Because calling lots of functions in QC apparently cuts fps in half on many machines:
// ----------------------
// MACRO HELL STARTS HERE
// choose the sprite
switch(self.rule)
{
- if not(autocvar_g_waypointsprite_itemstime == 1 && t == NUM_SPECTATOR + 1
- || autocvar_g_waypointsprite_itemstime == 2 && (t == NUM_SPECTATOR + 1 || warmup_stage))
+ case SPRITERULE_SPECTATOR:
++ if not((autocvar_g_waypointsprite_itemstime == 1 && t == NUM_SPECTATOR + 1)
++ || (autocvar_g_waypointsprite_itemstime == 2 && (t == NUM_SPECTATOR + 1 || warmup_stage)))
+ return;
+ spriteimage = self.netname;
+ break;
case SPRITERULE_DEFAULT:
if(self.team)
{
const float ENT_CLIENT_AUXILIARYXHAIR = 50;
const float ENT_CLIENT_VEHICLE = 60;
+ const float ENT_CLIENT_HEALING_ORB = 80;
+
const float SPRITERULE_DEFAULT = 0;
const float SPRITERULE_TEAMPLAY = 1;
+const float SPRITERULE_SPECTATOR = 2;
const float RADARICON_NONE = 0;
const float RADARICON_FLAG = 1;
// we can use this frags value for both
// water levels
- float WATERLEVEL_NONE = 0;
- float WATERLEVEL_WETFEET = 1;
- float WATERLEVEL_SWIMMING = 2;
- float WATERLEVEL_SUBMERGED = 3;
-
- float MAX_SHOT_DISTANCE = 32768;
-
- // weapon requests
- float WR_SETUP = 1; // (SVQC) setup weapon data
- float WR_THINK = 2; // (SVQC) logic to run every frame
- float WR_CHECKAMMO1 = 3; // (SVQC) checks ammo for weapon
- float WR_CHECKAMMO2 = 4; // (SVQC) checks ammo for weapon
- float WR_AIM = 5; // (SVQC) runs bot aiming code for this weapon
- float WR_PRECACHE = 6; // (CSQC and SVQC) precaches models/sounds used by this weapon
- float WR_SUICIDEMESSAGE = 7; // (SVQC) notification number for suicide message (may inspect w_deathtype for details)
- float WR_KILLMESSAGE = 8; // (SVQC) notification number for kill message (may inspect w_deathtype for details)
- float WR_RELOAD = 9; // (SVQC) does not need to do anything
- float WR_RESETPLAYER = 10; // (SVQC) does not need to do anything
- float WR_IMPACTEFFECT = 11; // (CSQC) impact effect
- float WR_SWITCHABLE = 12; // (CSQC) impact effect
- float WR_PLAYERDEATH = 13; // (SVQC) does not need to do anything
- float WR_GONETHINK = 14; // (SVQC) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
-
- float HUD_PANEL_WEAPONS = 0;
- float HUD_PANEL_AMMO = 1;
- float HUD_PANEL_POWERUPS = 2;
- float HUD_PANEL_HEALTHARMOR = 3;
- float HUD_PANEL_NOTIFY = 4;
- float HUD_PANEL_TIMER = 5;
- float HUD_PANEL_RADAR = 6;
- float HUD_PANEL_SCORE = 7;
- float HUD_PANEL_RACETIMER = 8;
- float HUD_PANEL_VOTE = 9;
- float HUD_PANEL_MODICONS = 10;
- float HUD_PANEL_PRESSEDKEYS = 11;
- float HUD_PANEL_CHAT = 12;
- float HUD_PANEL_ENGINEINFO = 13;
- float HUD_PANEL_INFOMESSAGES = 14;
- float HUD_PANEL_PHYSICS = 15;
- float HUD_PANEL_CENTERPRINT = 16;
- float HUD_PANEL_ITEMSTIME = 17;
- float HUD_PANEL_NUM = 18; // always last panel id + 1, please increment when adding a new panel
-
- string HUD_PANELNAME_WEAPONS = "weapons";
- string HUD_PANELNAME_AMMO = "ammo";
- string HUD_PANELNAME_POWERUPS = "powerups";
- string HUD_PANELNAME_HEALTHARMOR = "healtharmor";
- string HUD_PANELNAME_NOTIFY = "notify";
- string HUD_PANELNAME_TIMER = "timer";
- string HUD_PANELNAME_RADAR = "radar";
- string HUD_PANELNAME_SCORE = "score";
- string HUD_PANELNAME_RACETIMER = "racetimer";
- string HUD_PANELNAME_VOTE = "vote";
- string HUD_PANELNAME_MODICONS = "modicons";
- string HUD_PANELNAME_PRESSEDKEYS = "pressedkeys";
- string HUD_PANELNAME_CHAT = "chat";
- string HUD_PANELNAME_ENGINEINFO = "engineinfo";
- string HUD_PANELNAME_INFOMESSAGES = "infomessages";
- string HUD_PANELNAME_PHYSICS = "physics";
- string HUD_PANELNAME_CENTERPRINT = "centerprint";
- string HUD_PANELNAME_ITEMSTIME = "itemstime";
+ const float WATERLEVEL_NONE = 0;
+ const float WATERLEVEL_WETFEET = 1;
+ const float WATERLEVEL_SWIMMING = 2;
+ const float WATERLEVEL_SUBMERGED = 3;
+
#define SERVERFLAG_ALLOW_FULLBRIGHT 1
#define SERVERFLAG_TEAMPLAY 2
#define SERVERFLAG_PLAYERSTATS 4
--- /dev/null
-// 90 empty?
-// 91 empty?
-// 92 empty?
-// 93 empty?
-// 94 empty?
-// 95 empty?
-// 96 empty?
-// 97 empty?
-// 98 empty?
-// 99 empty?
+ // Full list of all stat constants, icnluded in a single location for easy reference
+ // 255 is the current limit (MAX_CL_STATS - 1), engine will need to be modified if you wish to add more stats
+
+ const float MAX_CL_STATS = 256;
+ const float STAT_HEALTH = 0;
+ // 1 empty?
+ const float STAT_WEAPON = 2;
+ const float STAT_AMMO = 3;
+ const float STAT_ARMOR = 4;
+ const float STAT_WEAPONFRAME = 5;
+ const float STAT_SHELLS = 6;
+ const float STAT_NAILS = 7;
+ const float STAT_ROCKETS = 8;
+ const float STAT_CELLS = 9;
+ const float STAT_ACTIVEWEAPON = 10;
+ const float STAT_TOTALSECRETS = 11;
+ const float STAT_TOTALMONSTERS = 12;
+ const float STAT_SECRETS = 13;
+ const float STAT_MONSTERS = 14;
+ const float STAT_ITEMS = 15;
+ const float STAT_VIEWHEIGHT = 16;
+ // 17 empty?
+ // 18 empty?
+ // 19 empty?
+ // 20 empty?
+ const float STAT_VIEWZOOM = 21;
+ // 22 empty?
+ // 23 empty?
+ // 24 empty?
+ // 25 empty?
+ // 26 empty?
+ // 27 empty?
+ // 28 empty?
+ // 29 empty?
+ // 30 empty?
+ // 31 empty?
+ const float STAT_KH_KEYS = 32;
+ const float STAT_CTF_STATE = 33;
+ // 34 empty?
+ const float STAT_WEAPONS = 35;
+ const float STAT_SWITCHWEAPON = 36;
+ const float STAT_GAMESTARTTIME = 37;
+ const float STAT_STRENGTH_FINISHED = 38;
+ const float STAT_INVINCIBLE_FINISHED = 39;
+ // 40 empty?
+ const float STAT_ARC_HEAT = 41;
+ const float STAT_PRESSED_KEYS = 42;
+ const float STAT_ALLOW_OLDVORTEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
+ const float STAT_FUEL = 44;
+ const float STAT_NB_METERSTART = 45;
+ const float STAT_SHOTORG = 46; // compressShotOrigin
+ const float STAT_LEADLIMIT = 47;
+ const float STAT_WEAPON_CLIPLOAD = 48;
+ const float STAT_WEAPON_CLIPSIZE = 49;
+ const float STAT_VORTEX_CHARGE = 50;
+ const float STAT_LAST_PICKUP = 51;
+ const float STAT_HUD = 52;
+ const float STAT_VORTEX_CHARGEPOOL = 53;
+ const float STAT_HIT_TIME = 54;
+ const float STAT_DAMAGE_DEALT_TOTAL = 55;
+ const float STAT_TYPEHIT_TIME = 56;
+ const float STAT_LAYED_MINES = 57;
+ const float STAT_HAGAR_LOAD = 58;
+ const float STAT_SWITCHINGWEAPON = 59;
+ const float STAT_SUPERWEAPONS_FINISHED = 60;
+ const float STAT_VEHICLESTAT_HEALTH = 61;
+ const float STAT_VEHICLESTAT_SHIELD = 62;
+ const float STAT_VEHICLESTAT_ENERGY = 63;
+ const float STAT_VEHICLESTAT_AMMO1 = 64;
+ const float STAT_VEHICLESTAT_RELOAD1 = 65;
+ const float STAT_VEHICLESTAT_AMMO2 = 66;
+ const float STAT_VEHICLESTAT_RELOAD2 = 67;
+ const float STAT_VEHICLESTAT_W2MODE = 68;
+ const float STAT_NADE_TIMER = 69;
+ const float STAT_SECRETS_TOTAL = 70;
+ const float STAT_SECRETS_FOUND = 71;
+ const float STAT_RESPAWN_TIME = 72;
+ const float STAT_ROUNDSTARTTIME = 73;
+ const float STAT_WEAPONS2 = 74;
+ const float STAT_WEAPONS3 = 75;
+ const float STAT_MONSTERS_TOTAL = 76;
+ const float STAT_MONSTERS_KILLED = 77;
+ const float STAT_BUFFS = 78;
+ const float STAT_NADE_BONUS = 79;
+ const float STAT_NADE_BONUS_TYPE = 80;
+ const float STAT_NADE_BONUS_SCORE = 81;
+ const float STAT_HEALING_ORB = 82;
+ const float STAT_HEALING_ORB_ALPHA = 83;
+ const float STAT_PLASMA = 84;
+ const float STAT_OK_AMMO_CHARGE = 85;
+ const float STAT_OK_AMMO_CHARGEPOOl = 86;
+ // 87 empty?
+ // 88 empty?
+ // 89 empty?
++const float STAT_ARMOR_LARGE_TIME = 90;
++const float STAT_HEALTH_MEGA_TIME = 91;
++const float STAT_INVISIBLE_TIME = 92;
++const float STAT_SPEED_TIME = 93;
++const float STAT_EXTRALIFE_TIME = 94;
++const float STAT_STRENGTH_TIME = 95;
++const float STAT_SHIELD_TIME = 96;
++const float STAT_FUELREGEN_TIME = 97;
++const float STAT_JETPACK_TIME = 98;
++const float STAT_SUPERWEAPONS_TIME = 99;
+
+
+ /* The following stats change depending on the gamemode, so can share the same ID */
+ // IDs 100 to 104 reserved for gamemodes
+
+ // freeze tag, clan arena, jailbreak
+ const float STAT_REDALIVE = 100;
+ const float STAT_BLUEALIVE = 101;
+ const float STAT_YELLOWALIVE = 102;
+ const float STAT_PINKALIVE = 103;
+
+ // domination
+ const float STAT_DOM_TOTAL_PPS = 100;
+ const float STAT_DOM_PPS_RED = 101;
+ const float STAT_DOM_PPS_BLUE = 102;
+ const float STAT_DOM_PPS_YELLOW = 103;
+ const float STAT_DOM_PPS_PINK = 104;
+
+ // vip
+ const float STAT_VIP = 100;
+ const float STAT_VIP_RED = 101;
+ const float STAT_VIP_BLUE = 102;
+ const float STAT_VIP_YELLOW = 103;
+ const float STAT_VIP_PINK = 104;
+
+ // key hunt
+ const float STAT_KH_REDKEY_TEAM = 100;
+ const float STAT_KH_BLUEKEY_TEAM = 101;
+ const float STAT_KH_YELLOWKEY_TEAM = 102;
+ const float STAT_KH_PINKKEY_TEAM = 103;
+
+ /* Gamemode-specific stats end here */
+
+
+ const float STAT_FROZEN = 105;
+ const float STAT_REVIVE_PROGRESS = 106;
+ // 107 empty?
+ // 108 empty?
+ // 109 empty?
+ // 110 empty?
+ // 111 empty?
+ // 112 empty?
+ // 113 empty?
+ // 114 empty?
+ // 115 empty?
+ // 116 empty?
+ // 117 empty?
+ // 118 empty?
+ // 119 empty?
+ // 120 empty?
+ // 121 empty?
+ // 122 empty?
+ // 123 empty?
+ // 124 empty?
+ // 125 empty?
+ // 126 empty?
+ // 127 empty?
+ // 128 empty?
+ // 129 empty?
+ // 130 empty?
+ // 131 empty?
+ // 132 empty?
+ // 133 empty?
+ // 134 empty?
+ // 135 empty?
+ // 136 empty?
+ // 137 empty?
+ // 138 empty?
+ // 139 empty?
+ // 140 empty?
+ // 141 empty?
+ // 142 empty?
+ // 143 empty?
+ // 144 empty?
+ // 145 empty?
+ // 146 empty?
+ // 147 empty?
+ // 148 empty?
+ // 149 empty?
+ // 150 empty?
+ // 151 empty?
+ // 152 empty?
+ // 153 empty?
+ // 154 empty?
+ // 155 empty?
+ // 156 empty?
+ // 157 empty?
+ // 158 empty?
+ // 159 empty?
+ // 160 empty?
+ // 161 empty?
+ // 162 empty?
+ // 162 empty?
+ // 163 empty?
+ // 164 empty?
+ // 165 empty?
+ // 166 empty?
+ // 167 empty?
+ // 168 empty?
+ // 169 empty?
+ // 170 empty?
+ // 171 empty?
+ // 172 empty?
+ // 173 empty?
+ // 174 empty?
+ // 175 empty?
+ // 176 empty?
+ // 177 empty?
+ // 178 empty?
+ // 179 empty?
+ // 180 empty?
+ // 181 empty?
+ // 182 empty?
+ // 183 empty?
+ // 184 empty?
+ // 185 empty?
+ // 186 empty?
+ // 187 empty?
+ // 188 empty?
+ // 189 empty?
+ // 190 empty?
+ // 191 empty?
+ // 192 empty?
+ // 193 empty?
+ // 194 empty?
+ // 195 empty?
+ // 196 empty?
+ // 197 empty?
+ // 198 empty?
+ // 199 empty?
+ // 200 empty?
+ // 201 empty?
+ // 202 empty?
+ // 203 empty?
+ // 204 empty?
+ // 205 empty?
+ // 206 empty?
+ // 207 empty?
+ // 208 empty?
+ // 209 empty?
+ // 210 empty?
+ // 211 empty?
+ // 212 empty?
+ // 213 empty?
+ // 214 empty?
+ // 215 empty?
+ // 216 empty?
+ // 217 empty?
+ // 218 empty?
+ // 219 empty?
+ const float STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR = 220;
+ const float STAT_MOVEVARS_AIRCONTROL_PENALTY = 221;
+ const float STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW = 222;
+ const float STAT_MOVEVARS_AIRSTRAFEACCEL_QW = 223;
+ const float STAT_MOVEVARS_AIRCONTROL_POWER = 224;
+ const float STAT_MOVEFLAGS = 225;
+ const float STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL = 226;
+ const float STAT_MOVEVARS_WARSOWBUNNY_ACCEL = 227;
+ const float STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED = 228;
+ const float STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL = 229;
+ const float STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO = 230;
+ const float STAT_MOVEVARS_AIRSTOPACCELERATE = 231;
+ const float STAT_MOVEVARS_AIRSTRAFEACCELERATE = 232;
+ const float STAT_MOVEVARS_MAXAIRSTRAFESPEED = 233;
+ const float STAT_MOVEVARS_AIRCONTROL = 234;
+ const float STAT_FRAGLIMIT = 235;
+ const float STAT_TIMELIMIT = 236;
+ const float STAT_MOVEVARS_WALLFRICTION = 237;
+ const float STAT_MOVEVARS_FRICTION = 238;
+ const float STAT_MOVEVARS_WATERFRICTION = 239;
+ const float STAT_MOVEVARS_TICRATE = 240;
+ const float STAT_MOVEVARS_TIMESCALE = 241;
+ const float STAT_MOVEVARS_GRAVITY = 242;
+ const float STAT_MOVEVARS_STOPSPEED = 243;
+ const float STAT_MOVEVARS_MAXSPEED = 244;
+ const float STAT_MOVEVARS_SPECTATORMAXSPEED = 245;
+ const float STAT_MOVEVARS_ACCELERATE = 246;
+ const float STAT_MOVEVARS_AIRACCELERATE = 247;
+ const float STAT_MOVEVARS_WATERACCELERATE = 248;
+ const float STAT_MOVEVARS_ENTGRAVITY = 249;
+ const float STAT_MOVEVARS_JUMPVELOCITY = 250;
+ const float STAT_MOVEVARS_EDGEFRICTION = 251;
+ const float STAT_MOVEVARS_MAXAIRSPEED = 252;
+ const float STAT_MOVEVARS_STEPHEIGHT = 253;
+ const float STAT_MOVEVARS_AIRACCEL_QW = 254;
+ const float STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION = 255;
#define PROGNAME "CSQC"
#endif
#endif
-#define COMPARE_INCREASING(to,from) (to < from ? from + to + 2 : to - from)
+
+ #ifndef MENUQC
+ #define CNT_NORMAL 1
+ #define CNT_GAMESTART 2
+ #define CNT_IDLE 3
+ #define CNT_KILL 4
+ #define CNT_RESPAWN 5
+ #define CNT_ROUNDSTART 6
+ float Announcer_PickNumber(float type, float num);
+ #endif
+
+ #ifndef MENUQC
+ float Mod_Q1BSP_SuperContentsFromNativeContents(float nativecontents);
+ float Mod_Q1BSP_NativeContentsFromSuperContents(float supercontents);
+ #endif
+
+ // Quadratic splines (bezier)
+ vector bezier_quadratic_getpoint(vector a, vector p, vector b, float t);
+ vector bezier_quadratic_getderivative(vector a, vector p, vector b, float t);
+
+ #define APPEND_TO_STRING(list,sep,add) ((list) = (((list) != "") ? strcat(list, sep, add) : (add)))
+
+ // Returns the correct difference between two always increasing numbers
++#define COMPARE_INCREASING(to,from) (to < from ? from + to + 2 : to - from)
#include "xonotic/dialog_hudpanel_weapons.c"
#include "xonotic/dialog_hudpanel_physics.c"
#include "xonotic/dialog_hudpanel_centerprint.c"
+ #include "xonotic/dialog_hudpanel_buffs.c"
+#include "xonotic/dialog_hudpanel_itemstime.c"
#include "xonotic/slider_picmip.c"
+ #include "xonotic/slider_particles.c"
+ #include "xonotic/slider_sbfadetime.c"
+ #include "xonotic/dialog_settings_misc_reset.c"
i.configureDialog(i);
me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
-
-
+ i = spawnXonoticHUDBuffsDialog();
+ i.configureDialog(i);
+ me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
+
+ i = spawnXonoticHUDItemsTimeDialog();
+ i.configureDialog(i);
+ me.addItemCentered(me, i, i.intendedWidth * eX + i.intendedHeight * eY, SKINALPHAS_MAINMENU_z);
++
+
// dialogs used by settings
me.userbindEditDialog = i = spawnXonoticUserbindEditDialog();
i.configureDialog(i);
error("No spawnpoints for observers?!?\n");
RemoveGrapplingHook(self); // Wazat's Grappling Hook
- if(clienttype(self) == CLIENTTYPE_REAL)
+ if(IS_REAL_CLIENT(self))
{
+ Item_ItemsTime_Get(self);
msg_entity = self;
WriteByte(MSG_ONE, SVC_SETVIEW);
WriteEntity(MSG_ONE, self);
else
self.superweapons_finished = 0;
- if(!inWarmupStage)
++ if(!warmup_stage)
+ Item_ItemsTime_ResetForPlayer(self);
+
- if(g_weaponarena_random)
+ if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
{
- if(g_weaponarena_random_with_laser)
- WEPSET_ANDNOT_EW(self, WEP_LASER);
+ if(g_weaponarena_random_with_blaster)
+ self.weapons &= ~WEPSET_BLASTER;
W_RandomWeapons(self, g_weaponarena_random);
- if(g_weaponarena_random_with_laser)
- WEPSET_OR_EW(self, WEP_LASER);
+ if(g_weaponarena_random_with_blaster)
+ self.weapons |= WEPSET_BLASTER;
}
self.items = start_items;
restart_mapalreadyrestarted = 0; // reset this var, needed when cvar sv_ready_restart_repeatable is in use
// disable the warmup global for the server
- inWarmupStage = 0; // once the game is restarted the game is in match stage
+ warmup_stage = 0; // once the game is restarted the game is in match stage
+ Item_ItemsTime_Reset();
+
// reset the .ready status of all players (also spectators)
- FOR_EACH_CLIENTSLOT(tmp_player) { tmp_player.ready = 0; }
+ FOR_EACH_REALCLIENT(tmp_player) { tmp_player.ready = 0; }
readycount = 0;
Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client
.void (float act_state) setactive;
.entity realowner;
- float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
+.float item_armor_large_time;
+.float item_health_mega_time;
+.float item_invisible_time;
+.float item_speed_time;
+.float item_extralife_time;
+.float item_strength_time;
+.float item_shield_time;
+.float item_fuelregen_time;
+.float item_jetpack_time;
+.float item_superweapons_time;
+
float serverflags;
.float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
addstat(STAT_TYPEHIT_TIME, AS_FLOAT, typehit_time);
addstat(STAT_LAYED_MINES, AS_INT, minelayer_mines);
- addstat(STAT_NEX_CHARGE, AS_FLOAT, nex_charge);
- addstat(STAT_NEX_CHARGEPOOL, AS_FLOAT, nex_chargepool_ammo);
+ addstat(STAT_VORTEX_CHARGE, AS_FLOAT, vortex_charge);
+ addstat(STAT_VORTEX_CHARGEPOOL, AS_FLOAT, vortex_chargepool_ammo);
addstat(STAT_HAGAR_LOAD, AS_INT, hagar_load);
+
+ addstat(STAT_ARC_HEAT, AS_FLOAT, arc_heat_percent);
- if(g_ca || g_freezetag)
- {
- addstat(STAT_REDALIVE, AS_INT, redalive_stat);
- addstat(STAT_BLUEALIVE, AS_INT, bluealive_stat);
- addstat(STAT_YELLOWALIVE, AS_INT, yellowalive_stat);
- addstat(STAT_PINKALIVE, AS_INT, pinkalive_stat);
- }
- if(g_freezetag)
- {
- addstat(STAT_FROZEN, AS_INT, freezetag_frozen);
- addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, freezetag_revive_progress);
- }
++ // items time
+ addstat(STAT_ARMOR_LARGE_TIME, AS_FLOAT, item_armor_large_time);
+ addstat(STAT_HEALTH_MEGA_TIME, AS_FLOAT, item_health_mega_time);
+ addstat(STAT_INVISIBLE_TIME, AS_FLOAT, item_invisible_time);
+ addstat(STAT_SPEED_TIME, AS_FLOAT, item_speed_time);
+ addstat(STAT_EXTRALIFE_TIME, AS_FLOAT, item_extralife_time);
+ addstat(STAT_STRENGTH_TIME, AS_FLOAT, item_strength_time);
+ addstat(STAT_SHIELD_TIME, AS_FLOAT, item_shield_time);
+ addstat(STAT_FUELREGEN_TIME, AS_FLOAT, item_fuelregen_time);
+ addstat(STAT_JETPACK_TIME, AS_FLOAT, item_jetpack_time);
+ addstat(STAT_SUPERWEAPONS_TIME, AS_FLOAT, item_superweapons_time);
+ Item_ItemsTime_Init();
+
+ // freeze attacks
+ addstat(STAT_FROZEN, AS_INT, frozen);
+ addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);
// g_movementspeed hack
addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
e.SendFlags |= ISF_STATUS;
}
- if(g_minstagib)
+ void Item_Think()
+ {
+ self.nextthink = time;
+ if(self.origin != self.oldorigin)
+ {
+ self.oldorigin = self.origin;
+ ItemUpdate(self);
+ }
+ }
+
+float it_armor_large_time;
+float it_health_mega_time;
+float it_invisible_time;
+float it_speed_time;
+float it_extralife_time;
+float it_strength_time;
+float it_shield_time;
+float it_fuelregen_time;
+float it_jetpack_time;
+float it_superweapons_time;
+
+void Item_ItemsTime_Init()
+{
+ it_armor_large_time = -1;
+ it_health_mega_time = -1;
+ it_invisible_time = -1;
+ it_speed_time = -1;
+ it_extralife_time = -1;
+ it_strength_time = -1;
+ it_shield_time = -1;
+ it_fuelregen_time = -1;
+ it_jetpack_time = -1;
+ it_superweapons_time = -1;
+}
+void Item_ItemsTime_Reset()
+{
+ it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
+ it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
+ it_invisible_time = (it_invisible_time == -1) ? -1 : 0;
+ it_speed_time = (it_speed_time == -1) ? -1 : 0;
+ it_extralife_time = (it_extralife_time == -1) ? -1 : 0;
+ it_strength_time = (it_strength_time == -1) ? -1 : 0;
+ it_shield_time = (it_shield_time == -1) ? -1 : 0;
+ it_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
+ it_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
+ it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
+}
+void Item_ItemsTime_ResetForPlayer(entity e)
+{
+ e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
+ e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
+ e.item_invisible_time = (it_invisible_time == -1) ? -1 : 0;
+ e.item_speed_time = (it_speed_time == -1) ? -1 : 0;
+ e.item_extralife_time = (it_extralife_time == -1) ? -1 : 0;
+ e.item_strength_time = (it_strength_time == -1) ? -1 : 0;
+ e.item_shield_time = (it_shield_time == -1) ? -1 : 0;
+ e.item_fuelregen_time = (it_fuelregen_time == -1) ? -1 : 0;
+ e.item_jetpack_time = (it_jetpack_time == -1) ? -1 : 0;
+ e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
+}
+void Item_ItemsTime_Get(entity e)
+{
+ e.item_armor_large_time = it_armor_large_time;
+ e.item_health_mega_time = it_health_mega_time;
+ e.item_invisible_time = it_invisible_time;
+ e.item_speed_time = it_speed_time;
+ e.item_extralife_time = it_extralife_time;
+ e.item_strength_time = it_strength_time;
+ e.item_shield_time = it_shield_time;
+ e.item_fuelregen_time = it_fuelregen_time;
+ e.item_jetpack_time = it_jetpack_time;
+ e.item_superweapons_time = it_superweapons_time;
+}
+float Item_ItemsTime_UpdateTime_Check(float item_time, float t)
+{
+ if(t == 0 && item_time == -1)
+ return TRUE;
+ if(time < t && (item_time <= time || t < item_time))
+ return TRUE;
+ return FALSE;
+}
+void Item_ItemsTime_UpdateTime(entity e, float t)
+{
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
++ if(g_instagib)
+ {
+ switch(e.items)
+ {
+ case IT_STRENGTH://"item-invis"
+ if(Item_ItemsTime_UpdateTime_Check(it_invisible_time, t))
+ it_invisible_time = t;
+ break;
+ case IT_NAILS://"item-extralife"
+ if(Item_ItemsTime_UpdateTime_Check(it_extralife_time, t))
+ it_extralife_time = t;
+ break;
+ case IT_INVINCIBLE://"item-speed"
+ if(Item_ItemsTime_UpdateTime_Check(it_speed_time, t))
+ it_speed_time = t;
+ break;
+ }
+ }
+ else
+ {
+ switch(e.items)
+ {
+ case IT_HEALTH:
+ //if (e.classname == "item_health_mega")
+ if(Item_ItemsTime_UpdateTime_Check(it_health_mega_time, t))
+ it_health_mega_time = t;
+ break;
+ case IT_ARMOR:
+ if (e.classname == "item_armor_large")
+ if(Item_ItemsTime_UpdateTime_Check(it_armor_large_time, t))
+ it_armor_large_time = t;
+ break;
+ case IT_STRENGTH://"item-strength"
+ if(Item_ItemsTime_UpdateTime_Check(it_strength_time, t))
+ it_strength_time = t;
+ break;
+ case IT_INVINCIBLE://"item-shield"
+ if(Item_ItemsTime_UpdateTime_Check(it_shield_time, t))
+ it_shield_time = t;
+ break;
+ default:
- if(inWarmupStage)
++ if(e.weapons & WEPSET_SUPERWEAPONS)
+ if(Item_ItemsTime_UpdateTime_Check(it_superweapons_time, t))
+ it_superweapons_time = t;
+ }
+ }
+ switch(e.items)
+ {
+ case IT_FUEL_REGEN://"item-fuelregen"
+ if(Item_ItemsTime_UpdateTime_Check(it_fuelregen_time, t))
+ it_fuelregen_time = t;
+ break;
+ case IT_JETPACK://"item-jetpack"
+ if(Item_ItemsTime_UpdateTime_Check(it_jetpack_time, t))
+ it_jetpack_time = t;
+ break;
+ }
+}
+void Item_ItemsTime_GetForAll()
+{
+ entity e;
++ if(warmup_stage)
+ {
+ FOR_EACH_REALCLIENT(e)
+ Item_ItemsTime_Get(e);
+ }
+ else
+ {
+ FOR_EACH_REALCLIENT(e)
+ {
+ if (e.classname != "player")
+ Item_ItemsTime_Get(e);
+ }
+ }
+}
+
void Item_Respawn (void)
{
Item_Show(self, 1);
- if(!g_minstagib && self.items == IT_STRENGTH)
- sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
- else if(!g_minstagib && self.items == IT_INVINCIBLE)
- sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ // this is ugly...
+ if(self.items == IT_STRENGTH)
+ sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
+ else if(self.items == IT_INVINCIBLE)
+ sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
else
- sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM); // play respawn sound
+ sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
setorigin (self, self.origin);
- if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || WEPSET_CONTAINS_ANY_EA(self, WEPBIT_SUPERWEAPONS))
++ if(self.flags & FL_POWERUP || self.classname == "item_armor_large" || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
+ {
+ Item_ItemsTime_UpdateTime(self, 0);
+ Item_ItemsTime_GetForAll();
+ }
+
+ self.think = Item_Think;
+ self.nextthink = time;
-
++
//pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
}
string name;
vector rgb = '1 0 1';
name = string_null;
- if(g_minstagib)
- {
- switch(self.items)
- {
- case IT_STRENGTH: name = "item-invis"; rgb = '0 0 1'; break;
- case IT_NAILS: name = "item-extralife"; rgb = '1 0 0'; break;
- case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
- }
- }
- else
- {
- switch(self.items)
- {
- case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
- case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
- case IT_HEALTH:
- //if (self.classname == "item_health_mega")
- {name = "item_health_mega"; rgb = '1 0 0';}
- break;
- case IT_ARMOR:
- if (self.classname == "item_armor_large")
- {name = "item_armor_large"; rgb = '0 1 0';}
- break;
- }
- }
switch(self.items)
{
- case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
- case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
+ case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
+ case IT_JETPACK: name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
+ case IT_STRENGTH: name = "item-strength"; rgb = '0 0 1'; break;
+ case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
++ case IT_HEALTH:
++ //if (self.classname == "item_health_mega")
++ {name = "item_health_mega"; rgb = '1 0 0';}
++ break;
++ case IT_ARMOR:
++ if (self.classname == "item_armor_large")
++ {name = "item_armor_large"; rgb = '0 1 0';}
++ break;
}
+ item_name = name;
+ item_color = rgb;
+ MUTATOR_CALLHOOK(Item_RespawnCountdown);
+ name = item_name;
+ rgb = item_color;
if(self.flags & FL_WEAPON)
{
entity wi = get_weaponinfo(self.weapon);
}
}
+ void Item_RespawnThink()
+ {
+ self.nextthink = time;
+ if(self.origin != self.oldorigin)
+ {
+ self.oldorigin = self.origin;
+ ItemUpdate(self);
+ }
+
+ if(time >= self.wait)
+ Item_Respawn();
+ }
+
void Item_ScheduleRespawnIn(entity e, float t)
{
- if((e.flags & FL_POWERUP) || WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
- if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
++ if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.classname == "item_armor_large" || e.items == IT_HEALTH)
{
+ entity head;
e.think = Item_RespawnCountdown;
e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
+ e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
e.count = 0;
- if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS))
++ if(e.weapons & WEPSET_SUPERWEAPONS)
+ {
+ for(t = e.scheduledrespawntime, head = world; (head = nextent(head)); )
+ {
+ if(e == head)
+ continue;
+ if(clienttype(head) == CLIENTTYPE_NOTACLIENT)
- if(WEPSET_CONTAINS_ANY_EA(head, WEPBIT_SUPERWEAPONS))
++ if(head.weapons & WEPSET_SUPERWEAPONS)
+ if(head.classname != "weapon_info")
+ {
+ if(head.scheduledrespawntime <= time)
+ {
+ t = 0;
+ break;
+ }
+ if(head.scheduledrespawntime < t)
+ t = head.scheduledrespawntime;
+ }
+ }
+ }
+ else
+ {
+ for(t = e.scheduledrespawntime, head = world; (head = find(head, classname, e.classname)); )
+ {
- // in minstagib .classname is "minstagib" for every item
- if(e == head || (g_minstagib && e.items != head.items))
++ // in instagib .classname is "instagib" for every item
++ if(e == head || (g_instagib && e.items != head.items))
+ continue;
+ if(head.scheduledrespawntime <= time)
+ {
+ t = 0;
+ break;
+ }
+ if(head.scheduledrespawntime < t)
+ t = head.scheduledrespawntime;
+ }
+ }
+ Item_ItemsTime_UpdateTime(e, t);
+ Item_ItemsTime_GetForAll();
}
else
{
- e.think = Item_Respawn;
- e.nextthink = time + t;
- e.scheduledrespawntime = e.nextthink;
+ e.think = Item_RespawnThink;
+ e.nextthink = time;
++ e.scheduledrespawntime = time + t;
+ e.wait = time + t;
}
}
return FALSE;
// team waypoints
- if(self.team && self.rule == SPRITERULE_DEFAULT)
+ if(self.rule == SPRITERULE_SPECTATOR)
+ {
- if(!inWarmupStage && e.classname == "player")
++ if(!warmup_stage && e.classname == "player")
+ return FALSE;
+ }
+ else if(self.team && self.rule == SPRITERULE_DEFAULT)
{
if(self.team != e.team)
return FALSE;