/* client/hud.qc HUD Drawing Code Copyright (C) 2021-2022 NZ:P Team This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ //return hud images, makes drawpic slightly cleaner.. string(string img) getImage = { return strcat(huddir, img); } /******************* * HUD_Health * *******************/ void(float width, float height) HUD_Health = { local float health; float alpha; health = getstatf(STAT_HEALTH); if (health < 100) { alpha = (100.0 - ((1.25 * health) - 25))/100*255; if (alpha <= 0.0) return; float modifier = (sin(time * 10) * 20) - 20;//always negative if(modifier < -35.0) modifier = -35.0; alpha += modifier; if(alpha < 0.0) return; float color = 255.0 + modifier; drawpic([0,0,0], getImage("blood.tga"), [width, height, 0], [10,0,0], alpha/2000); // naievil -- alpha factor division here makes it easy to use legacy code } } /******************* * HUD_Ammo * *******************/ void(float width, float height) HUD_Ammo = { local float ammo, curmag, benis, benis2; string ammostring, ammostring_1, ammostring_2; vector color; curmag = getstatf(STAT_CURRENTMAG); ammo = getstatf(STAT_AMMO); benis = strlen(ftos(ammo)); benis2 = strlen(ftos(curmag)); benis = benis + benis2; if (W_IsLowAmmo(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_CURRENTMAG), true)) color = [215/255, 0, 0]; else color = [1, 1, 1]; if (W_IsLowAmmo(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_AMMO), false)) vector color_2 = [215/255, 0, 0]; else color_2 = [1, 1, 1]; if (IsDualWeapon(getstatf(STAT_ACTIVEWEAPON))) { float curmag2 = getstatf(STAT_CURRENTMAG2); ammostring = strcat(ftos(curmag2), " ", ftos(curmag), "/", ftos(ammo)); drawstring([width - (42/480)*width - (benis*20*width/1024), 0.96*height, 0], ammostring, [0.02*width, 0.02*width, 0], [1,1,1], 1, 0); } else { ammostring_1 = ftos(curmag); ammostring_2 = strcat("/",ftos(ammo)); drawstring([width - (42/480)*width - (benis*20*width/1024), 0.96*height, 0], ammostring_1, [0.02*width, 0.02*width, 0], color, 1, 0); drawstring([width - (42/480)*width - ((benis-strlen(ftos(curmag)))*20*width/1024), 0.96*height, 0], ammostring_2, [0.02*width, 0.02*width, 0], color_2, 1, 0); } } // // HUD_AmmoString() // Draws the "LOW AMMO", "Reload", etc. text // float ammoopac, ammoloop; void() HUD_AmmoString = { vector textcolor = [1, 1, 1]; string message = ""; float reserve_is_low; float mag_is_low; // Is the Reserve low? if (W_IsLowAmmo(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_AMMO), false)) { reserve_is_low = true; } else { reserve_is_low = false; } // Is the Magazine low? if (W_IsLowAmmo(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_CURRENTMAG), true)) { mag_is_low = true; } else { mag_is_low = false; } // Nothing to do. if (mag_is_low == false && reserve_is_low == false) { ammoopac = 1; ammoloop = 0; return; } else { // Display Reload text if the mag is low but reserve is not. if (mag_is_low == true && reserve_is_low == false) { message = "Reload"; textcolor = [1, 1, 1]; } // Report NO AMMO if both are empty else if (getstatf(STAT_CURRENTMAG) <= 0 && getstatf(STAT_AMMO) <= 0) { message = "NO AMMO"; textcolor = [215/255, 0, 0]; } // Display LOW AMMO if both are low. else if (reserve_is_low == true && mag_is_low == true) { message = "LOW AMMO"; textcolor = [219/255, 203/255, 19/255]; } } // Blink the text and draw it. if (ammoloop == 0) { ammoopac -= frametime; if (ammoopac < 0.5) { ammoopac = 0.5; ammoloop = 1; } } else { ammoopac += frametime; if (ammoopac >= 1) { ammoopac = 1; ammoloop = 0; } } drawstring([g_width/2, g_height/2 + (30/272)*g_height, 0], message, [0.02*g_width, 0.02*g_width, 0], textcolor, ammoopac, 0); } /******************* * HUD_Points * *******************/ #define MAX_POINT_ELEMENTS 64 // the maximum amount of point differential elements that can be spawned before // we iterate back from 0 float active_point_elements; var struct { float difference; // the difference of points float x_position; // current x position float y_position; // current y position float x_velocity; // how fast the element moves on the x axis float y_velocity; // how fast the element moves on the y axis float opacity; // the opacity of the text_string as it progresses float string_width; // the width of text_string float occupied; // is this array being used/occupied? string text_string; // either '+(difference)' or '-(difference)' } point_elements[MAX_POINT_ELEMENTS]; float last_point_element_index; void(float amount) RegisterPointChange = { if (last_point_element_index >= MAX_POINT_ELEMENTS) last_point_element_index = 0; float index = last_point_element_index; // set the difference amount point_elements[index].difference = amount; // fill our text string if (point_elements[index].difference > 0) { point_elements[index].text_string = strcat("+", ftos(point_elements[index].difference)); } else { point_elements[index].text_string = ftos(point_elements[index].difference); } // determine the width of the text string point_elements[index].string_width = stringwidth(point_elements[index].text_string, 0, [0.022*g_width, 0.022*g_width, 0]); // generate a velocity point_elements[index].y_velocity = random()/4; while (point_elements[index].x_velocity < 0.33) { point_elements[index].x_velocity = random(); } if (point_elements[index].x_velocity > 0.70) point_elements[index].x_velocity -= 0.2; // should the vertical velocity be positive or negative? float rng = random(); // negative if (rng < 0.5) { point_elements[index].y_velocity = -point_elements[index].y_velocity; } // set our x and y positions point_elements[index].x_position = 0; point_elements[index].y_position = 0.720 * g_height; // start with an opacity of 1 point_elements[index].opacity = 1; // the element is being used point_elements[index].occupied = true; // iterate last_point_element_index++; active_point_elements++; } void(float pwidth, float width, float height) PointUpdate = { if (active_point_elements == 0) return; vector POINT_DIFF_COLOR; for (float i = 0; i < MAX_POINT_ELEMENTS; i++) { if (point_elements[i].opacity <= 0 && point_elements[i].occupied == true) { point_elements[i].occupied = false; active_point_elements--; continue; } // should the text be red or orange? if (point_elements[i].difference > 0) { POINT_DIFF_COLOR = TEXT_ORANGE; } else { POINT_DIFF_COLOR = TEXT_RED; } if (point_elements[i].difference != 0 && point_elements[i].opacity > 0 /* && (point_elements[i].x_position - point_elements[i].string_width) < g_width * 0.05*/) { drawstring([pwidth - point_elements[i].string_width - point_elements[i].x_position, point_elements[i].y_position, 0], point_elements[i].text_string, [0.022*width, 0.022*width, 0], POINT_DIFF_COLOR, point_elements[i].opacity, 0); } point_elements[i].x_position += point_elements[i].x_velocity * (frametime*375); point_elements[i].y_position += point_elements[i].y_velocity * (frametime*375); point_elements[i].opacity -= (frametime*4); } } void(float width, float height) HUD_Points = { local float pointlength = 0, increm = 10, i = 0, pointwidth = 0, x = 0; local float backwidth = 0.8*width; vector TEXTCOLOR = '0 0 0'; for (i = 3; i >= 0; i = i - 1) { if (playerpoints[i] == -1) continue; switch(i) { case 1: TEXTCOLOR = TEXT_LIGHTBLUE; break; case 2: TEXTCOLOR = TEXT_ORANGE; break; case 3: TEXTCOLOR = TEXT_GREEN; break; default: TEXTCOLOR = [1, 1, 1]; break; } if ((i+1) == getstatf(STAT_PLAYERNUM)) { pointwidth = stringwidth(ftos(playerpoints[i]), 0, [0.022*width, 0.022*width, 0]); x = ((width + backwidth) - pointwidth)/2; drawpic([backwidth ,0.70*height - (.061*height*i),0], getImage("moneyback.tga"), [0.2*width, 0.07*height, 0], [1,1,1], 1); drawstring([x, 0.715*height - 0.06*height*i, 0], ftos(playerpoints[i]), [0.022*width, 0.022*width, 0], TEXTCOLOR, 1, 0); PointUpdate(backwidth * 1.025, width, height); } else { backwidth = 0.85*width; pointwidth = stringwidth(ftos(playerpoints[i]), 0, [0.022*width*0.8, 0.022*width*0.8, 0]); x = ((width + backwidth) - pointwidth)/2; drawpic([backwidth, 0.70*height - (.071*height*i*0.8),0], getImage("moneyback.tga"), [0.2*width*0.8, 0.07*height*0.8, 0], [1,1,1], 0); drawstring([x, 0.715*height - 0.07*height*i*0.8, 0], ftos(playerpoints[i]), [0.022*width*0.8, 0.022*width*0.8, 0], TEXTCOLOR, 1, 0); } } } /******************* * HUD_Grenades * *******************/ void(float width, float height) HUD_Grenades = { local float grenades; local float betties; grenades = getstatf(STAT_GRENADES); betties = getstatf(STAT_SECGRENADES); drawpic([0.9*width,0.825*height,0], getImage("frag.tga"), [0.11*height, 0.11*height, 0], [1,1,1], 1); drawstring([0.935*width, 0.900*height, 0], ftos(grenades), [0.025*width, 0.025*width, 0], [1, 1, 1], 1, 0); if (betties != -1) { drawpic([0.825*width,0.825*height,0], getImage("betty.tga"), [0.11*height, 0.11*height, 0], [1,1,1], 1); drawstring([0.935*width, 0.900*height, 0], ftos(betties), [0.025*width, 0.025*width, 0], [1, 1, 1], 1, 0); } } /******************* * HUD_Rounds * *******************/ float color_shift[3]; float color_shift_end[3]; float color_shift_steps[3]; int color_shift_init; int blinking; string sb_round[5]; string sb_round_num[10]; int alphabling; float endroundchange; float round_center_x; float round_center_y; //motolegacy -- 'round' text float pwidth; float rcolor, rinit, ralpha, localpha; void(float width, float height) HUD_Rounds = { float roundheight = 48/272*height; float roundwidth = 0.02291666*width; float roundwidth_4 = (60/480)*width; float roundheight_4 = (48/272)*height; float roundheight_num = 48/272*height; float roundwidth_num = 48/480*height; // naievil -- was 32, but more square makes it look better // drawstring([0.01*width, 0.70*height, 0], ftos(rounds_change), [0.03*width, 0.03*width, 0], [1, 1, 1], 1, 1); // draw roundchange int i, x_offset, icon_num, savex; int num[3]; x_offset = 0; savex = 0; for (float j = 0; j < 10; j++) { if (j < 5) { sb_round[j] = getImage(strcat("r", ftos(j+1), ".tga")); } sb_round_num[j] = getImage(strcat("r_num", ftos(j), ".tga")); } if (rounds_change == 1 || rounds_change == 2) { if (!rinit) { rcolor = rinit = 1; ralpha = 1; } pwidth = (width - stringwidth("Round", 0, [0.030*width, 0.030*width, 0]))/2; drawstring([pwidth, 0.35*height, 0], "Round", [0.030*width, 0.030*width, 0], [1, rcolor, rcolor], ralpha, 0); rcolor -= frametime/2.5; if (rcolor < 0) { rcolor = 0; ralpha -= frametime/2.5; if (ralpha > 0) { localpha += frametime*0.4; if (localpha > 1) localpha = 1; } if (ralpha < 0) { ralpha = 0; localpha -= frametime*0.4; if (localpha < 0) localpha = 0; } } drawstring([0.01*width, 0.66*height, 0], chaptertitle, [0.015*width, 0.015*width, 0], [1, 1, 1], localpha, 0); drawstring([0.01*width, 0.69*height, 0], location, [0.015*width, 0.015*width, 0], [1, 1, 1], localpha, 0); drawstring([0.01*width, 0.72*height, 0], date, [0.015*width, 0.015*width, 0], [1, 1, 1], localpha, 0); drawstring([0.01*width, 0.75*height, 0], person, [0.015*width, 0.015*width, 0], [1, 1, 1], localpha, 0); } if (rounds_change == 1)//this is the rounds icon at the middle of the screen { alphabling = alphabling + (frametime*500); if (alphabling < 0) alphabling = 0; else if (alphabling > 255) alphabling = 255; round_center_x = (g_width - (11*g_width/480)) /2; round_center_y = (g_height - (48*g_height/272)) /2; drawpic([round_center_x,round_center_y,0], sb_round[0], [roundwidth, roundheight, 1], [107/255,1/255,0], alphabling/255); } else if (rounds_change == 2)//this is the rounds icon moving from middle { float round_center_y_offset = 0; float round_center_x_offset = 0; drawpic([round_center_x + round_center_x_offset,round_center_y + round_center_y_offset,0], sb_round[0], [roundwidth,roundheight, 1], [107/255,(1/255),0], 1); round_center_x = round_center_x - (((229/108)*2 - 0.2)*(width/480)/8) * (frametime*250); round_center_y = round_center_y + ((2*(height/272))/8) * (frametime*250); if (round_center_x <= (5/480)*height) round_center_x = (5/480)*height; if (round_center_y >= (220/272)*height) round_center_y = (220/272)*height; } else if (rounds_change == 3)//shift to white { if (!color_shift_init) { color_shift[0] = 107; color_shift[1] = 1; color_shift[2] = 0; for (i = 0; i < 3; i = i + 1) { color_shift_end[i] = 255; color_shift_steps[i] = (color_shift_end[i] - color_shift[i])/60; } color_shift_init = 1; } for (i = 0; i < 3; i = i + 1) { if (color_shift[i] < color_shift_end[i]) color_shift[i] = color_shift[i] + color_shift_steps[i]*(frametime*100); if (color_shift[i] >= color_shift_end[i]) color_shift[i] = color_shift_end[i]; } if (rounds > 0 && rounds < 11) { for (i = 0; i < rounds; i = i + 1) { if (i == 4) { drawpic([5,height - roundheight, 0], sb_round[4], [roundwidth_4,roundheight_4, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); savex = x_offset + (10*width/480); x_offset = x_offset + (10*width/480); continue; } if (i == 9) { drawpic([5 + savex, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); continue; } if (i > 4) icon_num = i - 5; else icon_num = i; drawpic([5 + x_offset, height - roundheight - (4*height/272),0], sb_round[icon_num], [roundwidth,roundheight, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); x_offset = x_offset + roundwidth + (3*width/480); } } else { if (rounds >= 100) { num[2] = (int)(rounds/100); drawpic([5 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[2]], [roundwidth_num, roundheight_num, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[2] = 0; if (rounds >= 10) { num[1] = (int)((rounds - num[2]*100)/10); drawpic([5 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[1]], [roundwidth_num,roundheight_num, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[1] = 0; num[0] = rounds - num[2]*100 - num[1]*10; drawpic([5 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[0]], [roundwidth_num,roundheight_num, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); x_offset = x_offset + roundwidth_num - (8*width/480); } } else if (rounds_change == 4)//blink white { if (endroundchange > time) { blinking = ((int)(time*1000)&510) - 255; blinking = fabs(blinking); } else { if (blinking) blinking = blinking - 1; else blinking = 0; } if (rounds > 0 && rounds < 11) { for (i = 0; i < rounds; i = i + 1) { if (i == 4) { drawpic([5, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [1,1,1], blinking/255); savex = x_offset + (10*width/480); x_offset = x_offset + (10*width/480); continue; } if (i == 9) { drawpic([5 + savex, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [1,1,1], blinking/255); continue; } if (i > 4) icon_num = i - 5; else icon_num = i; drawpic([5 + x_offset, height - roundheight - (4*height/272),0], sb_round[icon_num], [roundwidth,roundheight, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth + (3*width/480); } } else { if (rounds >= 100) { num[2] = (int)(rounds/100); drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[2]], [roundwidth_num,roundheight_num, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[2] = 0; if (rounds >= 10) { num[1] = (int)((rounds - num[2]*100)/10); drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[1]], [roundwidth_num,roundheight_num, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[1] = 0; num[0] = rounds - num[2]*100 - num[1]*10; drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[0]], [roundwidth_num,roundheight_num, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth_num - (8*width/480); } if (endroundchange == 0) endroundchange = time + 2; } else if (rounds_change == 5)//blink white { if (blinking > 0) blinking = blinking - (frametime*5000); if (blinking < 0) blinking = 0; if (rounds > 0 && rounds < 11) { for (i = 0; i < rounds; i = i + 1) { if (i == 4) { drawpic([5, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [1,1,1], blinking/255); savex = x_offset + (10*width/480); x_offset = x_offset + (10*width/480); continue; } if (i == 9) { drawpic([5 + savex, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [1,1,1], blinking/255); continue; } if (i > 4) icon_num = i - 5; else icon_num = i; drawpic([5 + x_offset, height - roundheight - (4*height/272),0], sb_round[icon_num], [roundwidth,roundheight, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth + (3*width/480); } } else { if (rounds >= 100) { num[2] = (int)(rounds/100); drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[2]], [roundwidth_num,roundheight_num, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[2] = 0; if (rounds >= 10) { num[1] = (int)((rounds - num[2]*100)/10); drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[1]], [roundwidth_num,roundheight_num, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[1] = 0; num[0] = rounds - num[2]*100 - num[1]*10; drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[0]], [roundwidth_num,roundheight_num, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth_num - (8*width/480); } } else if (rounds_change == 6)//blink white while fading back { endroundchange = 0; color_shift_init = 0; blinking = ((int)(time*1000)&510) - 255; blinking = fabs(blinking); if (rounds > 0 && rounds < 11) { for (i = 0; i < rounds; i = i + 1) { if (i == 4) { drawpic([5, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [1,1,1], blinking/255); savex = x_offset + (10*width/480); x_offset = x_offset + (10*width/480); continue; } if (i == 9) { drawpic([5 + savex, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [1,1,1], blinking/255); continue; } if (i > 4) icon_num = i - 5; else icon_num = i; drawpic([5 + x_offset, height - roundheight - (4*height/272),0], sb_round[icon_num], [roundwidth,roundheight, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth + (3*width/480); } } else { if (rounds >= 100) { num[2] = (int)(rounds/100); drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[2]], [roundwidth_num,roundheight_num, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[2] = 0; if (rounds >= 10) { num[1] = (int)((rounds - num[2]*100)/10); drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[1]], [roundwidth_num,roundheight_num, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[1] = 0; num[0] = rounds - num[2]*100 - num[1]*10; drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[0]], [roundwidth_num,roundheight_num, 1], [1,1,1], blinking/255); x_offset = x_offset + roundwidth_num - (8*width/480); } } else if (rounds_change == 7)//blink white while fading back { if (!color_shift_init) { color_shift_end[0] = 107; color_shift_end[1] = 1; color_shift_end[2] = 0; for (i = 0; i < 3; i = i + 1) { color_shift[i] = 255; color_shift_steps[i] = (color_shift[i] - color_shift_end[i])*(frametime*1.5); } color_shift_init = 1; } for (i = 0; i < 3; i = i + 1) { if (color_shift[i] > color_shift_end[i]) color_shift[i] = color_shift[i] - color_shift_steps[i]; if (color_shift[i] < color_shift_end[i]) color_shift[i] = color_shift_end[i]; } if (rounds > 0 && rounds < 11) { for (i = 0; i < rounds; i = i + 1) { if (i == 4) { drawpic([5, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); savex = x_offset + (10*width/480); x_offset = x_offset + (10*width/480); continue; } if (i == 9) { drawpic([5 + savex, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); continue; } if (i > 4) icon_num = i - 5; else icon_num = i; drawpic([5 + x_offset, height - roundheight - (4*height/272),0], sb_round[icon_num], [roundwidth,roundheight, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); x_offset = x_offset + roundwidth + (3*width/480); } } else { if (rounds >= 100) { num[2] = (int)(rounds/100); drawpic([2+x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[2]], [roundwidth_num,roundheight_num, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[2] = 0; if (rounds >= 10) { num[1] = (int)((rounds - num[2]*100)/10); drawpic([2+x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[1]], [roundwidth_num,roundheight_num, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[1] = 0; num[0] = rounds - num[2]*100 - num[1]*10; drawpic([2+x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[0]], [roundwidth_num,roundheight_num, 1], [color_shift[0]/255,color_shift[1]/255,color_shift[2]/255], 1); x_offset = x_offset + roundwidth_num - (8*width/480); } } else { color_shift[0] = 107; color_shift[1] = 1; color_shift[2] = 0; color_shift_init = 0; alphabling = 0; if (rounds > 0 && rounds < 11) { for (i = 0; i < rounds; i = i + 1) { if (i == 4) { drawpic([5, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [107/255,1/255,0], 1); savex = x_offset + (10*width/480); x_offset = x_offset + (10*width/480); continue; } if (i == 9) { drawpic([5 + savex, height - roundheight - (4*height/272),0], sb_round[4], [roundwidth_4,roundheight_4, 1], [107/255,1/255,0], 1); continue; } if (i > 4) icon_num = i - 5; else icon_num = i; drawpic([5 + x_offset, height - roundheight - (4*height/272),0], sb_round[icon_num], [roundwidth,roundheight, 1], [107/255,1/255,0], 1); x_offset = x_offset + roundwidth + (3*width/480); } } else { if (rounds >= 100) { num[2] = (int)(rounds/100); drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[2]], [roundwidth_num,roundheight_num, 1], [107/255,1/255,0], 1); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[2] = 0; if (rounds >= 10) { num[1] = (int)((rounds - num[2]*100)/10); drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[1]], [roundwidth_num,roundheight_num, 1], [107/255,1/255,0], 1); x_offset = x_offset + roundwidth_num - (8*width/480); } else num[1] = 0; num[0] = rounds - num[2]*100 - num[1]*10; if(rounds == 0) return; drawpic([2 + x_offset, height - roundheight - (4*height/272),0], sb_round_num[num[0]], [roundwidth_num,roundheight_num, 1], [107/255,1/255,0], 1); x_offset = x_offset + roundwidth_num - (8*width/480); } } } /******************* * HUD_Useprint * *******************/ void(float width, float height) HUD_Useprint = { string usestring, usebutton, usespace; float print_width, x, button_width; usestring = ""; usespace = ""; tokenize(findkeysforcommand("+button7")); usebutton = strtoupper(keynumtostring(stof(argv(0)))); for(float i = 0; i < strlen(usebutton); i++) { usespace = strcat(usespace, " "); } switch (useprint_type) { case 0://clear usestring = ""; break; case 1://door usestring = strcat("Hold ",usespace, " to open Door [Cost:", ftos(useprint_cost),"]"); break; case 2://debris usestring = strcat("Hold ",usespace, " to remove Debris [Cost:", ftos(useprint_cost),"]"); break; case 3://ammo usestring = strcat("Hold ",usespace, " to buy Ammo for ", GetWeaponName(useprint_weapon), " [Cost:", ftos(useprint_cost),"]"); break; case 4://weapon usestring = strcat("Hold ",usespace, " to buy ", GetWeaponName(useprint_weapon), " [Cost:", ftos(useprint_cost),"]"); break; case 5://window usestring = strcat("Hold ",usespace, " to Rebuild Barrier"); break; case 6://box usestring = strcat("Hold ",usespace, " to buy a Random Weapon [Cost:", ftos(useprint_cost),"]"); break; case 7://box take usestring = strcat("Hold ",usespace, " to take Weapon"); break; case 8://power usestring = "The Power must be Activated first"; break; case 9://perk usestring = strcat("Hold ",usespace, " to buy ", GetPerkName(useprint_weapon), " [Cost:", ftos(useprint_cost),"]"); break; case 10://turn on power usestring = strcat("Hold ",usespace, " to Turn On the Power"); break; case 11://turn on trap usestring = strcat("Hold ",usespace, " to Activate the Trap [Cost:", ftos(useprint_cost), "]"); break; case 12://packapunch usestring = strcat("Hold ",usespace, " to Pack-a-Punch [Cost:", ftos(useprint_cost), "]"); break; case 13://revive usestring = strcat("Hold ",usespace, " to Revive Player"); break; case 14://use teleporter (free) usestring = strcat("Hold ", usespace, " to use Teleporter"); break; case 15://use teleporter (cost) usestring = strcat("Hold ", usespace, " to use Teleporter [Cost: ", ftos(useprint_cost), "]"); break; case 16://tp cooldown usestring = "Teleporter is cooling down"; break; case 17://link usestring = strcat("Hold ", usespace, " to initate link to pad"); break; case 18://no link usestring = "Link not active"; break; case 19://finish link usestring = strcat("Hold ", usespace, " to link pad with core"); break; case 20://buyable ending usestring = strcat("Hold ", usespace, " to End the Game [Cost: ", ftos(useprint_cost), "]"); break; default: usestring = "This should not happen you dum fuck"; //yikes break; } print_width = stringwidth (usestring, 0, [0.015*width, 0.015*width, 0]); x = (width - print_width)/2; drawstring([x, 0.67*height, 0], usestring, [0.015*width, 0.015*width, 0], [1, 1, 1], 1, 0); // Draw highlighted usebutton (or button icon in the future) if (substring(usestring, 0, 4) == "Hold") { button_width = x + stringwidth ("Hold ", 0, [0.015*width, 0.015*width, 0]); drawstring([button_width, 0.67*height, 0], usebutton, [0.015*width, 0.015*width, 0], [1, 1, 0], 1, 0); } } /******************* * HUD_Perks * *******************/ int perk_order[9]; int current_perk_order; void(float width, float height) HUD_Perks = { int i; float y = 0.725; float x = 0.005; for (i = 0; i < 9; i = i + 1) { if (perk_order[i]) { switch(perk_order[i]) { case P_JUG: drawpic([x*width,y*height,0], getImage("jug.tga"), [0.075*height, 0.075*height, 1], [1,1,1], 1); break; case P_DOUBLE: drawpic([x*width,y*height,0], getImage("double.tga"), [0.075*height, 0.075*height, 1], [1,1,1], 1); break; case P_SPEED: drawpic([x*width,y*height,0], getImage("speed.tga"), [0.075*height, 0.075*height, 1], [1,1,1], 1); break; case P_REVIVE: drawpic([x*width,y*height,0], getImage("revive.tga"), [0.075*height, 0.075*height, 1], [1,1,1], 1); break; case P_FLOP: drawpic([x*width,y*height,0], getImage("flopper.tga"), [0.075*height, 0.075*height, 1], [1,1,1], 1); break; case P_STAMIN: drawpic([x*width,y*height,0], getImage("stamin.tga"), [0.075*height, 0.075*height, 1], [1,1,1], 1); break; case P_DEAD: drawpic([x*width,y*height,0], getImage("dead.tga"), [0.075*height, 0.075*height, 1], [1,1,1], 1); break; case P_MULE: drawpic([x*width,y*height,0], getImage("mule.tga"), [0.075*height, 0.075*height, 1], [1,1,1], 1); break; default: break; } y -= 0.08; } } } /******************* * HUD Weapons * *******************/ void(float width, float height) HUD_Weaponstring = { string weaponstring; float ws_offset; weaponstring = GetWeaponName(getstatf(STAT_ACTIVEWEAPON)); ws_offset = (strlen(weaponstring)); drawstring([0.925*width + (40*width/1024) - ws_offset*20*width/1024, 0.75*height + 10, 0], weaponstring, [0.02*width, 0.02*width, 0], [1, 1, 1], 1, 0); } /******************* * HUD Progress Bar * *******************/ void(float width, float height) HUD_Progressbar = { float percent = getstatf(STAT_PROGRESSBAR); if (!percent) { return; } string progress; local float ws_offset; progress = ftos(percent); ws_offset = (strlen(progress) - 1); float bar_width = 0.0175*width * 20; float bar_height = 0.0175*width; float bar_x = (width - bar_width)/2; float bar_y = height*0.75; drawfill ([bar_x - 1, bar_y - 1, 0], [bar_width+2, bar_height, 0], [0, 0, 0], 0.4, 0); drawfill ([bar_x, bar_y, 0], [bar_width * percent, bar_height-2, 0], [1, 1, 1], 0.4, 0); drawstring([(width - (88))/2, height*0.77 + 10, 0], "Reviving...", [0.0175*width, 0.0175*width, 0], [1, 1, 1], 1, 0); } /******************* * HUD Hitmark * *******************/ void() HUD_Hitmark = { drawpic([g_width/2 - (8/480)*g_width, g_height/2 - (8/480)*g_width,0], "gfx/hud/hit_marker.tga", [(16/480)*g_width, (16/480)*g_width, 1], [1,1,1], 1); } /******************* * HUD Crosshair * *******************/ float croshhairmoving; // naievil --used t o see if we are moving or not float cur_spread; float crosshair_offset_step; float crosshair_opacity; vector crosshair_color; void() Draw_Crosshair = { if (!crosshair_opacity) crosshair_opacity = 1; if (K_BACKDOWN || K_FORWARDDOWN || K_LEFTDOWN || K_RIGHTDOWN || input_buttons == 2) { croshhairmoving = 1; crosshair_opacity -= frametime; if (crosshair_opacity < 0.5) crosshair_opacity = 0.5; if (cur_spread >= CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE))) { cur_spread = CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE)); } else { cur_spread += (frametime*80); } } else { croshhairmoving = 0; if (cur_spread > 0) cur_spread -= (frametime*80); else cur_spread = 0; crosshair_opacity += frametime; if (crosshair_opacity > 1) crosshair_opacity = 1; } // Update values to be red if we're facing an enemy // FIXME - this should be handled COMPLETELY client side, NOT as a stat. if (getstatf(STAT_FACINGENEMY)) crosshair_color = TEXT_RED; else crosshair_color = [1, 1, 1]; if (getstatf(STAT_WEAPONZOOM) == 2 && zoom_2_time < time) { setmodel(vmodel, ""); setmodel(v2model, ""); drawfill('0 0 0', [g_width/2 - g_height/2, g_height, 0], '0 0 0', 1, 0); drawpic([(g_width/2 - g_height/2),0,0], "gfx/hud/scope_nb.tga", [g_height, g_height, 1], [1,1,1], 1); drawfill([(g_width/2 + g_height/2),0,0], [g_width, g_height, 0], '0 0 0', 1, 0); } if (getstatf(STAT_HEALTH) < 11) return; if (crosshair_spread_time > time && crosshair_spread_time) { cur_spread = cur_spread + 10; if (cur_spread >= CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE))) cur_spread = CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE)); if (!croshhairmoving) cur_spread *= 1/2; } else if (crosshair_spread_time < time && crosshair_spread_time) { cur_spread = cur_spread - 0.25; if (cur_spread <= 0) { cur_spread = 0; crosshair_spread_time = 0; } } if (getstatf(STAT_ACTIVEWEAPON) == W_M2 || getstatf(STAT_ACTIVEWEAPON) == W_TESLA || getstatf(STAT_ACTIVEWEAPON) == W_DG3) { drawstring([(g_width/2 - g_width*0.0175/2), (g_height/2 - g_height*0.0175/2), 0], "O", [0.0175*g_width, 0.0175*g_width, 0], crosshair_color, 1, 0); } else if (getstatf(STAT_WEAPONZOOM) != 1 && getstatf(STAT_WEAPONZOOM) != 2 && getstatf(STAT_ACTIVEWEAPON) != W_PANZER && getstatf(STAT_ACTIVEWEAPON) != W_LONGINUS) // naievil (FIXME) crosshair cvar { int x_value, y_value; int crosshair_offset; crosshair_offset = CrossHairWeapon(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE)) + cur_spread; if (CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE)) < crosshair_offset) crosshair_offset = CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE)); if (perks & P_DEAD) crosshair_offset *= 0.65; crosshair_offset_step += (crosshair_offset - crosshair_offset_step) * 0.5; // Left x_value = g_width/2 - crosshair_offset_step*2; y_value = g_height/2; drawstring([x_value, y_value, 0], "-", [0.0175*g_width, 0.0175*g_width, 0], crosshair_color, crosshair_opacity, 0); // Right x_value = g_width/2 + crosshair_offset_step*2; y_value = g_height/2; drawstring([x_value, y_value, 0], "-", [0.0175*g_width, 0.0175*g_width, 0], crosshair_color, crosshair_opacity, 0); // Down x_value = g_width/2; y_value = g_height/2 - crosshair_offset_step*2; drawstring([x_value, y_value, 0], "|", [0.0175*g_width, 0.0175*g_width, 0], crosshair_color, crosshair_opacity, 0); // Up x_value = g_width/2; y_value = g_height/2 + crosshair_offset_step*2; drawstring([x_value, y_value, 0], "|", [0.0175*g_width, 0.0175*g_width, 0], crosshair_color, crosshair_opacity, 0); } else if (/*crosshair.value && */getstatf(STAT_WEAPONZOOM) != 1 && getstatf(STAT_WEAPONZOOM) != 2) // naievil (FIXME) crosshair cvar drawstring([((480 - 8)/2/480)*g_width, ((272 - 8)/2)*(g_height/272), 0], ".", [0.0175*g_width, 0.0175*g_width, 0], [1, 1, 1], 1, 0); } void() HUD_Powerups = { if(getstatf(STAT_X2)) drawpic([(g_width/2 - (28/272)*g_height),0,0], "gfx/hud/2x.tga", [(28/272)*g_height, (28/272)*g_height, 1], [1,1,1], 1); if(getstatf(STAT_INSTA)) drawpic([(g_width/2 + (5/480)*g_width),0,0], "gfx/hud/in_kill.tga", [(28/272)*g_height, (28/272)*g_height, 1], [1,1,1], 1); } void() HUD_Broadcast = { string broadcast_msg = ""; float health = getstatf(STAT_HEALTH); switch(broadcast_type) { case 2: broadcast_msg = strcat(broadcast_string, " needs to be revived"); break; case 3: broadcast_msg = strcat(broadcast_string, " is reviving you"); break; default: break; } float print_width = stringwidth (broadcast_msg, 0, [0.015*g_width, 0.015*g_width, 0]); float x = (g_width - print_width)/2; if (broadcast_msg != "") drawstring([x, g_height/2, 0], broadcast_msg, [0.015*g_width, 0.015*g_width, 0], [1, 1, 1], 1, 0); } void() HUD_Scores = { string subtext = "Name Kills Score"; float xback, i, x; vector TEXTCOLOR = [1, 1, 1]; if(serverkey("constate") != "disconnected") { float print_width = stringwidth(subtext, 0, [0.015*g_width, 0.015*g_width, 0]); x = (g_width - print_width)/2; drawstring([x,g_height*(5/12), 0], subtext, [0.015*g_width, 0.015*g_width, 0], [1, 1, 1], 1, 0); xback = x; for (i = 0; i < 4; i = i + 1) { if (playerpoints[i] == -1) break; switch(i) { case 1: TEXTCOLOR = TEXT_LIGHTBLUE; break; case 2: TEXTCOLOR = TEXT_ORANGE; break; case 3: TEXTCOLOR = TEXT_GREEN; break; default: TEXTCOLOR = [1, 1, 1]; break; } print_width = stringwidth(ftos(playerpoints[i]), 0, [0.015*g_width, 0.015*g_width, 0]); x = (g_width + (0.5*g_width) - print_width)/2; drawstring([x,g_height*(5.75/12)+(i*g_width*0.03), 0], ftos(playerpoints[i]), [0.015*g_width, 0.015*g_width, 0], TEXTCOLOR, 1, 0); drawstring([x/1.36,g_height*(5.75/12)+(i*g_width*0.03), 0], ftos(playerkills[i]), [0.015*g_width, 0.015*g_width, 0], TEXTCOLOR, 1, 0); drawstring([xback,g_height*(5.75/12)+(i*g_width*0.03), 0], playernames[i], [0.015*g_width, 0.015*g_width, 0], TEXTCOLOR, 1, 0); } } } void() HUD_Endgame = { string message = "GAME OVER"; string rnd = " rounds"; if (rounds == 1) rnd = " round"; string survive = strcat("You survived ", ftos(rounds), rnd); // first message float print_width = stringwidth(message, 0, [(1/30)*g_width, (1/30)*g_width, 0]); float x = (g_width - print_width)/2; drawstring([x, g_height*(1/4), 0], message, [(1/30)*g_width, (1/30)*g_width, 0], [1, 1, 1], 1, 0); // second message print_width = stringwidth(survive, 0, [0.025*g_width, 0.025*g_width, 0]); x = (g_width - print_width)/2; drawstring([x,g_height*(1/3), 0], survive, [0.025*g_width, 0.025*g_width, 0], [1, 1, 1], 1, 0); // we can reuse our tab scores for the endgame HUD_Scores(); } float oldfade_alpha; void() HUD_Fade = { float alpha; if (fade_type == 1) { alpha = cos(fade_time - time); if (oldfade_alpha > 0.95) alpha = 1; alpha = invertfloat(alpha); drawfill ([0, 0, 0], [g_width, g_height, 0], [0, 0, 0], alpha, 0); // background oldfade_alpha = alpha; } else if (fade_type == 2) { alpha = sin(((fade_time - time) * 2)); if (oldfade_alpha > 0.95) alpha = 1; drawfill ([0, 0, 0], [g_width, g_height, 0], [0, 0, 0], alpha, 0); // background oldfade_alpha = alpha; } } void(float width, float height) HUD_ScrollText = { local float print_width = stringwidth (scrolltext, 0, [0.015*width, 0.015*width, 0]); local float x = (width - print_width)/2; drawstring([x, scrollheight*height, 0], scrolltext, [0.015*width, 0.015*width, 0], [1, 1, 1], scrollopacity, 0); //low if (scrollheight > 0.70) { scrollheight -= frametime/10; if (scrollopacity > 0) scrollopacity -= frametime; } else { stext = 0; } } float achievement_init; float achievement_ypos; float achievement_desc_ypos; float achievement_img_ypos; float achievement_time; void(float width, float height) HUD_Achievements = { if (active_achievement == -1) return; if (!achievement_init) { achievement_time = 0; achievement_ypos = -0.16; achievement_desc_ypos = -0.13; achievement_img_ypos = -0.164; achievement_init = true; } drawstring([0.2*width, achievement_ypos*height, 0], "ACHIEVEMENT GET!", [0.015*width, 0.015*width, 0], [1, 1, 0], 1, 0); drawstring([0.2*width, achievement_desc_ypos*height, 0], achievements[active_achievement].name, [0.015*width, 0.015*width, 0], [1, 1, 1], 1, 0); drawpic([0.005*width, achievement_img_ypos*height,0], achievements[active_achievement].img, [0.16*width, 0.08*width, 0], [1,1,1], 1); if (achievement_time <= 120) { achievement_ypos += (frametime*0.15); achievement_desc_ypos += (frametime*0.15); achievement_img_ypos += (frametime*0.15); } else { achievement_ypos -= (frametime*0.15); achievement_desc_ypos -= (frametime*0.15); achievement_img_ypos -= (frametime*0.15); if (achievement_desc_ypos <= -0.13) { achievement_init = 0; active_achievement = -1; } } if (achievement_desc_ypos > 0.045) { if (achievement_time <= 120) { achievement_ypos = 0.015; achievement_desc_ypos = 0.045; achievement_img_ypos = 0.01; } achievement_time += (frametime*25); } } string(float index) GetButtonString = { // place holder if (index == 100) return "LMOUSE"; else if (index == 101) return "RMOUSE"; tokenize(findkeysforcommand(buttonBind[index])); string temps = strtoupper(keynumtostring(stof(argv(0)))); return temps; } void(float width, float height) HUD_Waypoint = { drawstring([0.015*width, 0.015*height, 0], "WAYPOINT MODE", [0.030*width, 0.030*width, 0], [1, 1, 1], 1, 0); drawfill([0.015*width, 0.035*height + height*0.035, 0], [strlen("WAYPOINT MODE")*0.030*width, 0.005*width, 0], [1, 1,1], 1, 0); drawstring([0.015*width, 0.095*height, 0], strcat("Press ", GetButtonString(100), " to Create a Waypoint"), [0.015*width, 0.015*width, 0], [1, 1, 1], 1, 0); drawstring([0.015*width, 0.125*height, 0], strcat("Press ", GetButtonString(9), " to Select a Waypoint"), [0.015*width, 0.015*width, 0], [1, 1, 1], 1, 0); drawstring([0.015*width, 0.155*height, 0], strcat("Press ", GetButtonString(101), " to Link a Waypoint"), [0.015*width, 0.015*width, 0], [1, 1, 1], 1, 0); drawstring([0.015*width, 0.185*height, 0], strcat("Press ", GetButtonString(11), " to Remove a Waypoint"), [0.015*width, 0.015*width, 0], [1, 1, 1], 1, 0); drawstring([0.015*width, 0.215*height, 0], strcat("Press ", GetButtonString(7), " to Move a Waypoint Here"), [0.015*width, 0.015*width, 0], [1, 1, 1], 1, 0); drawstring([0.015*width, 0.245*height, 0], strcat("Press ", GetButtonString(10), " to Create a Special Waypoint"), [0.015*width, 0.015*width, 0], [1, 1, 1], 1, 0); drawstring([0.015*width, 0.275*height, 0], strcat("Press ", "=", " to load map waypoints"), [0.015*width, 0.015*width, 0], [1, 1, 1], 1, 0); drawstring([0.015*width, 0.305*height, 0], strcat("Press ", "-", " to save current waypoints"), [0.015*width, 0.015*width, 0], [1, 1, 1], 1, 0); } void(float width, float height) HUD_PlayerNames = { for (float i = 3; i >= 0; i = i - 1) { if ((i+1) == getstatf(STAT_PLAYERNUM)) continue; float player_number = getplayerkeyfloat(i, "viewentity"); string text = getplayerkeyvalue(i, "name"); vector player_origin = getentity(player_number, GE_ORIGIN) + '0 0 48'; vector screen_position = project(player_origin); vector text_color = '1 1 1'; screen_position_x -= stringwidth(text, 0, [0.014*width, 0.014*width, 0])/2; switch(i) { case 1: text_color = TEXT_LIGHTBLUE; break; case 2: text_color = TEXT_ORANGE; break; case 3: text_color = TEXT_GREEN; break; default: break; } if (screen_position_z > 0) drawstring(screen_position, text, [0.014*g_width, 0.014*g_width, 0], text_color, 1, 0); } } void(float width, float height) HUD_ReviveIcons = { for (float i = 0; i < active_revive_icons; i++) { if (revive_icons[i].draw == true) { revive_icons[i].timer += frametime; vector revive_origin; revive_origin_x = revive_icons[i].org[0]; revive_origin_y = revive_icons[i].org[1]; revive_origin_z = revive_icons[i].org[2]; vector screen_position = project(revive_origin); screen_position_x -= (0.075*height)/2; if (screen_position_z > 0) { // being revived if (revive_icons[i].state == 2) drawpic(screen_position, "gfx/hud/revive_icon.tga", [0.075*height, 0.075*height, 1], [1,1,1], 1); else { drawpic(screen_position, "gfx/hud/revive_icon.tga", [0.075*height, 0.075*height, 1], [1,1 - (revive_icons[i].timer/30),0], 1); } } } } } /******************* * HUD Draw * *******************/ void(float width, float height) HUD_Draw = { if (cvar("cl_cinematic")) return; HUD_Achievements(width, height); if (!getstatf(STAT_SPECTATING) && (getstatf(STAT_HEALTH) > 10) && !score_show) { if (vmodel.model == GetWeaponModel(getstatf(STAT_ACTIVEWEAPON), FALSE) && vmodel.model != "" || getstatf(STAT_WEAPONZOOM) == 2) Draw_Crosshair(); if (!cvar("waypoint_mode")) { HUD_Health(width, height); HUD_Points(width, height); HUD_Rounds(width, height); HUD_Perks(width, height); HUD_Progressbar(width, height); HUD_Powerups(); if (vmodel.model == GetWeaponModel(getstatf(STAT_ACTIVEWEAPON), FALSE) && vmodel.model != "") HUD_AmmoString(); if (HUD_Change_time > time) { HUD_Grenades(width, height); if (vmodel.model == GetWeaponModel(getstatf(STAT_ACTIVEWEAPON), FALSE) && vmodel.model != "") { HUD_Ammo(width, height); HUD_Weaponstring(width, height); } } if (useprint_time > time) HUD_Useprint(width, height); if (Hitmark_time > time) HUD_Hitmark(); if (stext) { HUD_ScrollText(width, height); } else { scrollopacity = 1; scrollheight = 0.80; } HUD_PlayerNames(width, height); HUD_ReviveIcons(width, height); } else { HUD_Waypoint(width, height); } } // Only keep broadcast messages outside in case they are important if (broadcast_time > time) HUD_Broadcast(); if (getstatf(STAT_HEALTH) <= 10 && getstatf(STAT_SPECTATING) && !find(world, classname, "ai_zombie")) HUD_Endgame(); if (score_show) HUD_Scores(); if (fade_time > time) HUD_Fade(); } void UpdatePerks(float newperks) { float s; // avoids out of bounds err - moto if (newperks == 0) current_perk_order = 0; for(float i = 1; i < 129; i *= 2) { if (newperks & i && !(perks & i)) { perk_order[current_perk_order] = i; current_perk_order += 1; } } for(float i = 1; i < 129; i *= 2) { if (perks & i && !(newperks & i)) { for(s = 0; s < 8; s++) { if (perk_order[s] == i) { perk_order[s] = 0; while (perk_order[s+1]) { perk_order[s] = perk_order[s+1]; perk_order[s+1] = 0; } break; } } } } perks = newperks; }