From: terencehill Date: Mon, 6 Jan 2014 00:07:02 +0000 (+0100) Subject: Merge branch 'master' into terencehill/hud_code_cleanup X-Git-Tag: xonotic-v0.8.0~226^2~1^2~3 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=d83e03a366494037c020f4cebf474325de88e69e;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into terencehill/hud_code_cleanup Conflicts: qcsrc/client/hud.qc qcsrc/client/hud.qh qcsrc/common/items.qh --- d83e03a366494037c020f4cebf474325de88e69e diff --cc qcsrc/client/autocvars.qh index eeeff8201,43aab6ae4..5ba321ae1 --- a/qcsrc/client/autocvars.qh +++ b/qcsrc/client/autocvars.qh @@@ -337,19 -339,9 +339,19 @@@ float autocvar_hud_panel_weapons_timeou float autocvar_hud_panel_weapons_timeout_effect; float autocvar_hud_panel_weapons_timeout_fadebgmin; float autocvar_hud_panel_weapons_timeout_fadefgmin; - var float autocvar_hud_panel_weapons_timeout_speed_in = 0.25; + var float autocvar_hud_panel_weapons_timeout_speed_in = 0.25; var float autocvar_hud_panel_weapons_timeout_speed_out = 0.75; +vector autocvar_hud_progressbar_acceleration_color; +vector autocvar_hud_progressbar_acceleration_neg_color; float autocvar_hud_progressbar_alpha; +vector autocvar_hud_progressbar_armor_color; +vector autocvar_hud_progressbar_fuel_color; +vector autocvar_hud_progressbar_health_color; +vector autocvar_hud_progressbar_nexball_color; +vector autocvar_hud_progressbar_shield_color; +vector autocvar_hud_progressbar_speed_color; +vector autocvar_hud_progressbar_strength_color; +vector autocvar_hud_progressbar_superweapons_color; float autocvar_hud_showbinds; float autocvar_hud_showbinds_limit; float autocvar__hud_showbinds_reload; diff --cc qcsrc/client/hud.qh index 12b3919b8,c2432b97c..840e80214 --- a/qcsrc/client/hud.qh +++ b/qcsrc/client/hud.qh @@@ -288,26 -333,22 +288,25 @@@ if(panel.update_time <= time) { panel_bg_alpha_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_alpha")); \ panel_bg_border_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_border")); \ panel_bg_padding_str = cvar_string(strcat("hud_panel_", panel.panel_name, "_bg_padding")); \ - HUD_Panel_GetStringVars()\ + HUD_Panel_GetBg()\ + if (panel.current_panel_bg != "0") {\ + HUD_Panel_GetColorTeam()\ + HUD_Panel_GetColor()\ + HUD_Panel_GetBgAlpha()\ + HUD_Panel_GetBorder()\ + }\ + HUD_Panel_GetFgAlpha()\ + HUD_Panel_GetPadding()\ + panel.current_panel_bg_alpha = panel_bg_alpha; \ + panel.current_panel_fg_alpha = panel_fg_alpha; \ if(menu_enabled == 2 && panel == highlightedPanel) {\ - HUD_Panel_GetMenuSize()\ - HUD_Panel_GetMenuPos()\ - } \ + HUD_Panel_UpdatePosSize_ForMenu()\ + } else {\ + panel_bg_alpha *= hud_fade_alpha;\ + panel_fg_alpha *= hud_fade_alpha;\ + }\ panel.current_panel_pos = panel_pos; \ panel.current_panel_size = panel_size; \ - if(panel.current_panel_bg) \ - strunzone(panel.current_panel_bg); \ - if(panel_bg == "")\ - {\ - /*printf("^xf08 %s panel: panel_bg is empty\n", panel.panel_name);*/\ - panel_bg = "0";\ - }\ - panel.current_panel_bg = strzone(panel_bg); \ -- panel.current_panel_bg_alpha = panel_bg_alpha; \ panel.current_panel_bg_border = panel_bg_border; \ panel.current_panel_bg_color = panel_bg_color; \ panel.current_panel_bg_color_team = panel_bg_color_team; \ diff --cc qcsrc/common/items.qh index 0bf8fd8ef,35cc00232..264c9ca73 --- a/qcsrc/common/items.qh +++ b/qcsrc/common/items.qh @@@ -1,56 -1,58 +1,56 @@@ - float BOT_PICKUP_RATING_LOW = 2500; - float BOT_PICKUP_RATING_MID = 5000; - float BOT_PICKUP_RATING_HIGH = 10000; - - float WEP_TYPE_OTHER = 0x00; // not for damaging people - float WEP_TYPE_SPLASH = 0x01; // splash damage - float WEP_TYPE_HITSCAN = 0x02; // hitscan - float WEP_TYPEMASK = 0x0F; - float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement - float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set - float WEP_FLAG_HIDDEN = 0x40; // hides from menu - float WEP_FLAG_RELOADABLE = 0x80; // can has reload - float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer - float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag) - - float IT_UNLIMITED_WEAPON_AMMO = 1; + const float BOT_PICKUP_RATING_LOW = 2500; + const float BOT_PICKUP_RATING_MID = 5000; + const float BOT_PICKUP_RATING_HIGH = 10000; + + const float WEP_TYPE_OTHER = 0x00; // not for damaging people + const float WEP_TYPE_SPLASH = 0x01; // splash damage + const float WEP_TYPE_HITSCAN = 0x02; // hitscan + const float WEP_TYPEMASK = 0x0F; + const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement + const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set + const float WEP_FLAG_HIDDEN = 0x40; // hides from menu + const float WEP_FLAG_RELOADABLE = 0x80; // can has reload + const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer + const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag) + + const float IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup. - float IT_UNLIMITED_SUPERWEAPONS = 2; + const float IT_UNLIMITED_SUPERWEAPONS = 2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup. - float IT_CTF_SHIELDED = 4; // set for the flag shield - float IT_USING_JETPACK = 8; // confirmation that button is pressed - float IT_JETPACK = 16; // actual item - float IT_FUEL_REGEN = 32; // fuel regeneration trigger - float IT_SHELLS = 256; - float IT_NAILS = 512; - float IT_ROCKETS = 1024; - float IT_CELLS = 2048; - float IT_SUPERWEAPON = 4096; - float IT_FUEL = 128; - float IT_STRENGTH = 8192; - float IT_INVINCIBLE = 16384; - float IT_HEALTH = 32768; + const float IT_CTF_SHIELDED = 4; // set for the flag shield + const float IT_USING_JETPACK = 8; // confirmation that button is pressed + const float IT_JETPACK = 16; // actual item + const float IT_FUEL_REGEN = 32; // fuel regeneration trigger + WANT_CONST float IT_SHELLS = 256; + WANT_CONST float IT_NAILS = 512; + WANT_CONST float IT_ROCKETS = 1024; + WANT_CONST float IT_CELLS = 2048; + const float IT_SUPERWEAPON = 4096; + const float IT_FUEL = 128; + const float IT_STRENGTH = 8192; + const float IT_INVINCIBLE = 16384; + const float IT_HEALTH = 32768; // union: // for items: - float IT_KEY1 = 131072; - float IT_KEY2 = 262144; + WANT_CONST float IT_KEY1 = 131072; + WANT_CONST float IT_KEY2 = 262144; // for players: - float IT_RED_FLAG_TAKEN = 32768; - float IT_RED_FLAG_LOST = 65536; - float IT_RED_FLAG_CARRYING = 98304; - float IT_BLUE_FLAG_TAKEN = 131072; - float IT_BLUE_FLAG_LOST = 262144; - float IT_BLUE_FLAG_CARRYING = 393216; + const float IT_RED_FLAG_TAKEN = 32768; + const float IT_RED_FLAG_LOST = 65536; + const float IT_RED_FLAG_CARRYING = 98304; + const float IT_BLUE_FLAG_TAKEN = 131072; + const float IT_BLUE_FLAG_LOST = 262144; + const float IT_BLUE_FLAG_CARRYING = 393216; // end - float IT_5HP = 524288; - float IT_25HP = 1048576; - float IT_ARMOR_SHARD = 2097152; - float IT_ARMOR = 4194304; + const float IT_5HP = 524288; + const float IT_25HP = 1048576; + const float IT_ARMOR_SHARD = 2097152; + const float IT_ARMOR = 4194304; - float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL; - float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately - float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO; + const float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL; + const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately + const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO; -const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel - // variables: string weaponorder_byid;