quakec/source/client/hud.qc

1908 lines
No EOL
56 KiB
C++

/*
client/hud.qc
HUD Drawing Code
Copyright (C) 2021-2024 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
*/
float(string bind) Key_IsControllerGlyph;
void(vector position, string bind, vector scale) Key_DrawControllerGlyph;
// vid_ultrawide_limiter
#define ULTRAWIDE_OFFSET 250
float() GetUltraWideOffset =
{
if (cvar("vid_ultrawide_limiter"))
return ULTRAWIDE_OFFSET;
return 0;
}
//return hud images, makes drawpic slightly cleaner..
string(string img) getImage = {
return strcat(huddir, img);
}
/*******************
* HUD_Health *
*******************/
void(float width, float height) HUD_Health =
{
float health;
float max_health;
float alpha;
health = getstatf(STAT_HEALTH);
max_health = getstatf(STAT_MAXHEALTH);
if (health < max_health)
{
alpha = 255 - ((health/max_health))*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], "gfx/hud/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 =
{
float ammo, curmag;
string ammostring, ammostring_1, ammostring_2;
vector color;
curmag = getstatf(STAT_CURRENTMAG);
ammo = getstatf(STAT_AMMO);
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));
float x2 = (g_width - GetUltraWideOffset()) - 62 - getTextWidth(ammostring, 12);
Draw_String([x2, g_height - 29], ammostring, [12, 12], [1,1,1], 1, 0);
} else {
ammostring_1 = ftos(curmag);
ammostring_2 = strcat("/", ftos(ammo));
string weapon_ammo_string = strcat(ftos(curmag), "/", ftos(ammo));
float x = (g_width - GetUltraWideOffset()) - 62 - getTextWidth(weapon_ammo_string, 12);
Draw_String([x, g_height - 29], ammostring_1, [12, 12], color, 1, 0);
Draw_String([x + getTextWidth(ammostring_1, 12), g_height - 29], ammostring_2, [12, 12], 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 mag is low and reserve is empty
else if (mag_is_low == true && getstatf(STAT_AMMO) <= 0)
{
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;
}
}
float x = (g_width/2) - (getTextWidth(message, 12)/2);
Draw_String([x, g_height/2 + 40, 0], message, [12, 12, 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?
float playerid; // who does this element belong to?
string text_string; // either '+(difference)' or '-(difference)'
} point_elements[MAX_POINT_ELEMENTS];
float last_point_element_index;
void(float amount, float playernum) 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;
// assign it to the player
point_elements[index].playerid = playernum;
// 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 = getTextWidth(point_elements[index].text_string, 12);
// 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 = (g_height - 90) - (25*(playernum - 1));
// 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, float playernum) PointUpdate =
{
if (active_point_elements == 0)
return;
vector POINT_DIFF_COLOR;
for (float i = 0; i < MAX_POINT_ELEMENTS; i++) {
if (point_elements[i].playerid != playernum)
continue;
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) {
Draw_String([pwidth - point_elements[i].string_width - point_elements[i].x_position,
point_elements[i].y_position], point_elements[i].text_string, [12, 12],
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 =
{
float pointlength = 0, increm = 10, pointwidth = 0, x = 0;
float backwidth = 0.8*width;
vector TEXTCOLOR = '0 0 0';
for (int i = 3; i >= 0; i = i - 1)
{
float player_number = getplayerkeyfloat(i, "viewentity");
entity client = findfloat(world, playernum, player_number);
if (client == world || client.movetype == MOVETYPE_BOUNCE)
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;
}
pointwidth = getTextWidth(ftos(client.points), 12);
x = (99 - pointwidth)/2 + GetUltraWideOffset();
if ((i + 1) == getstatf(STAT_PLAYERNUM)) {
drawpic([3 + GetUltraWideOffset(), g_height - 97 - (i * 25)], "gfx/hud/moneyback.tga", [96, 24], [1,1,1], 1);
Draw_String([x, g_height - 92 - (i * 25)], ftos(client.points), [12, 12], TEXTCOLOR, 1, 0);
} else {
drawpic([-7 + GetUltraWideOffset(), g_height - 97 - (i * 25)], "gfx/hud/moneyback_condensed.tga", [96, 24], [1,1,1], 1);
Draw_String([x - 9, g_height - 92 - (i * 25)], ftos(client.points), [12, 12], TEXTCOLOR, 1, 0);
}
PointUpdate(x + 70, width, height, i + 1);
}
}
/************************
* HUD_CharacterName *
************************/
void(float width, float height) HUD_CharacterName =
{
float x = 100 + GetUltraWideOffset();
float alpha = 1;
if (nameprint_time - 1 < time) {
alpha = (nameprint_time - time);
}
Draw_String([x, height - 92 - ((getstatf(STAT_PLAYERNUM) - 1) * 25)], character_name, [12, 12], [1, 1, 1], alpha, 0);
}
/*******************
* HUD_Grenades *
*******************/
void(float width, float height) HUD_Grenades =
{
float grenades;
float betties;
vector grenade_text_color;
vector betties_text_color;
grenades = getstatf(STAT_GRENADES);
betties = getstatf(STAT_SECGRENADES);
if (grenades == 0)
grenade_text_color = [1, 0, 0];
else
grenade_text_color = [1, 1, 1];
if (betties == 0)
betties_text_color = [1, 0, 0];
else
betties_text_color = [1, 1, 1];
drawpic([g_width - 3 - 56 - GetUltraWideOffset(), g_height - 50], "gfx/hud/frag.tga", [32, 32], [1, 1, 1], 1);
Draw_String([g_width - 3 - 38 - GetUltraWideOffset(), g_height - 29], ftos(grenades), [12, 12], grenade_text_color, 1, 0);
if (betties != -1) {
drawpic([g_width - 3 - 28 - GetUltraWideOffset(), g_height - 50], "gfx/hud/betty.tga", [32, 32], [1, 1, 1], 1);
Draw_String([g_width - 3 - 10 - GetUltraWideOffset(), g_height - 29], ftos(betties), [12, 12], betties_text_color, 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 = 65;
float roundwidth = 15;
float roundwidth_4 = 81;
float roundheight_4 = 65;
float roundheight_num = 65;
float roundwidth_num = 43; // naievil -- was 32, but more square makes it look better
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 = getTextWidth("Round", 24)/2;
Draw_String([(g_width/2) - pwidth, g_height/2 - 70], "Round", [24, 24], [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;
}
}
Draw_String([3 + GetUltraWideOffset(), g_height/2 + 24], chaptertitle, [12, 12], [1, 1, 1], localpha, 0);
Draw_String([3 + GetUltraWideOffset(), g_height/2 + 36], location, [12, 12], [1, 1, 1], localpha, 0);
Draw_String([3 + GetUltraWideOffset(), g_height/2 + 48], date, [12, 12], [1, 1, 1], localpha, 0);
Draw_String([3 + GetUltraWideOffset(), g_height/2 + 60], person, [12, 12], [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/2 - 6;
round_center_y = g_height/2 - 36;
drawpic([round_center_x,round_center_y,0], sb_round[0], [roundwidth, roundheight], [107/255,1/255], alphabling/255);
}
else if (rounds_change == 2)//this is the rounds icon moving from middle
{
stopwatch_round_isactive = true;
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 - GetUltraWideOffset())/480)/8) * (frametime*250);
round_center_y = round_center_y + ((2*(height/272))/8) * (frametime*250);
if (round_center_x <= 3 + GetUltraWideOffset())
round_center_x = 3 + GetUltraWideOffset();
if (round_center_y >= g_height - 1 - roundheight)
round_center_y = g_height - 1 - roundheight;
}
else if (rounds_change == 3)//shift to white
{
stopwatch_round_isactive = false;
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 + GetUltraWideOffset(),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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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*475)&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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + 7.5;
blinking = 0;
}
}
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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 += frametime*500;
if (blinking > 255) blinking = 255;
if (rounds > 0 && rounds < 11)
{
for (i = 0; i < rounds; i = i + 1)
{
if (i == 4)
{
drawpic([5 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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
{
stopwatch_round_isactive = true;
stopwatch_round_hr = stopwatch_round_min = stopwatch_round_sec = 0;
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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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 + GetUltraWideOffset(), 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, usespace;
string usecost;
float print_width, x, button_width;
usestring = "";
usespace = "";
usecost = "";
string usebutton = "";
float argc = tokenize(findkeysforcommandex("+button7"));
for (int i = 0; i < argc; i++) {
usebutton = strtoupper(argv(i));
float bind_is_gamepad = Key_IsControllerGlyph(usebutton);
if (bind_is_gamepad && last_input_was_gamepad)
break;
else if (!bind_is_gamepad && !last_input_was_gamepad)
break;
}
if (usebutton == "")
usebutton = "UNBOUND";
// If this is a gamepad button, the space we want to reserve
// in the usestring should be a fixed width.
if (Key_IsControllerGlyph(usebutton)) {
usespace = " ";
}
// Scale the space in the usestring for the bind according to
// the bind's name.
else {
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");
usecost = strcat("[Cost: ", ftos(useprint_cost), "]");
break;
case 2://debris
usestring = strcat("Hold ",usespace, " to remove Debris");
usecost = strcat("[Cost: ", ftos(useprint_cost), "]");
break;
case 3://ammo
usestring = strcat("Hold ",usespace, " to buy Ammo for ", GetWeaponName(useprint_weapon));
usecost = strcat("[Cost: ", ftos(useprint_cost), "]");
break;
case 4://weapon
usestring = strcat("Hold ",usespace, " to buy ", GetWeaponName(useprint_weapon));
usecost = strcat("[Cost: ", ftos(useprint_cost), "]");
break;
case 5://window
usestring = strcat("Hold ",usespace, " to Rebuild Barrier");
break;
case 6://box
usestring = strcat("Hold ",usespace, " for Mystery Box");
usecost = strcat("[Cost: ", ftos(useprint_cost), "]");
break;
case 7://box take
usestring = strcat("Hold ",usespace, " for ", GetWeaponName(useprint_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));
usecost = strcat("[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");
usecost = strcat("[Cost: ", ftos(useprint_cost), "]");
break;
case 12://packapunch
usestring = strcat("Hold ",usespace, " to Pack-a-Punch");
usecost = strcat("[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");
usecost = strcat("[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");
usecost = strcat("[Cost: ", ftos(useprint_cost), "]");
break;
default:
usestring = "This should not happen you dum fuck"; //yikes
break;
}
print_width = getTextWidth(usestring, 12);
x = (width - print_width)/2;
Draw_String([x, g_height/2 + 65, 0], usestring, [12, 12, 0], [1, 1, 1], 1, 0);
// Draw "Cost" text.
if (usecost != "") {
float cost_width = getTextWidth(usecost, 12);
float x3 = (width - cost_width)/2;
Draw_String([x3, g_height/2 + 84, 0], usecost, [12, 12, 0], [1, 1, 1], 1, 0);
}
// Draw highlighted usebutton
if (substring(usestring, 0, 4) == "Hold") {
button_width = x + getTextWidth("Hold ", 12);
if (Key_IsControllerGlyph(usebutton))
Key_DrawControllerGlyph([button_width - 5, g_height/2 + 62], usebutton, [18, 18]);
else
Draw_String([button_width, g_height/2 + 65, 0], usebutton, [12, 12, 0], [1, 1, 0], 1, 0);
}
}
/*******************
* HUD_Perks *
*******************/
int perk_order[9];
int current_perk_order;
void() UpdatePerks =
{
float new_perks = getstatf(STAT_PERKS);
if (perks == new_perks)
return;
float s;
// avoids out of bounds err - moto
if (new_perks == 0)
current_perk_order = 0;
for(float i = 1; i < 129; i *= 2) {
if (new_perks & i && !(perks & i)) {
perk_order[current_perk_order] = i;
current_perk_order += 1;
}
}
for(float i = 1; i < 129; i *= 2) {
if (perks & i && !(new_perks & 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 = new_perks;
}
void(float width, float height) HUD_Perks =
{
float scale;
float x, y;
// Update Perk Order.
UpdatePerks();
scale = 32;
x = 20;
y = 6;
if (cvar("vid_ultrawide_limiter"))
x += ULTRAWIDE_OFFSET;
// Double-Tap can have 2 icons depending on
// machine-specified version.
string double_tap_icon;
if (double_tap_version == 1) // damage buffed
double_tap_icon = "gfx/hud/double2.tga";
else // just rof
double_tap_icon = "gfx/hud/double.tga";
// Draw second column first -- these need to be
// overlayed below the first column.
for (float i = 4; i < 8; i++) {
if (perk_order[i]) {
if (perk_order[i] == P_JUG) {drawpic([x, y], "gfx/hud/jug.tga", [scale, scale], [1,1,1], 1);}
if (perk_order[i] == P_DOUBLE) {drawpic([x, y], double_tap_icon, [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_SPEED) {drawpic([x, y], "gfx/hud/speed.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_REVIVE) {drawpic([x, y], "gfx/hud/revive.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_FLOP) {drawpic([x, y], "gfx/hud/flopper.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_STAMIN) {drawpic([x, y], "gfx/hud/stamin.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_DEAD) {drawpic([x, y], "gfx/hud/dead.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_MULE) {drawpic([x, y], "gfx/hud/mule.tga", [scale, scale, 1], [1,1,1], 1);}
}
y += scale;
}
x = 3;
y = 6;
if (cvar("vid_ultrawide_limiter"))
x += ULTRAWIDE_OFFSET;
// Now the first column.
for (float i = 0; i < 4; i++) {
if (perk_order[i]) {
if (perk_order[i] == P_JUG) {drawpic([x, y], "gfx/hud/jug.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_DOUBLE) {drawpic([x, y], double_tap_icon, [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_SPEED) {drawpic([x, y], "gfx/hud/speed.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_REVIVE) {drawpic([x, y], "gfx/hud/revive.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_FLOP) {drawpic([x, y], "gfx/hud/flopper.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_STAMIN) {drawpic([x, y], "gfx/hud/stamin.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_DEAD) {drawpic([x, y], "gfx/hud/dead.tga", [scale, scale, 1], [1,1,1], 1);}
if (perk_order[i] == P_MULE) {drawpic([x, y], "gfx/hud/mule.tga", [scale, scale, 1], [1,1,1], 1);}
}
y += scale;
}
}
/*******************
* HUD Weapons *
*******************/
void(float width, float height) HUD_Weaponstring =
{
string weaponstring;
weaponstring = GetWeaponName(getstatf(STAT_ACTIVEWEAPON));
float x = g_width - 62 - getTextWidth(weaponstring, 12);
Draw_String([x - GetUltraWideOffset(), g_height - 49], weaponstring, [12, 12], [1, 1, 1], 1, 0);
}
/*********************
* HUD Bouncing Betty *
*********************/
void(float width, float height) HUD_BouncingBetty =
{
float top_x, bot_x, but_x;
string betty_key;
string betty_space = "";
string activate_string, activate_string2;
tokenize(findkeysforcommandex("impulse 33"));
betty_key = strtoupper(argv(0));
// If this is a gamepad button, the space we want to reserve
// in the betty string should be a fixed width.
if (Key_IsControllerGlyph(betty_key)) {
betty_space = " ";
}
// Scale the space in the betty string for the bind according to
// the bind's name.
else {
for(float i = 0; i < strlen(betty_key); i++) {
betty_space = strcat(betty_space, " ");
}
}
activate_string = strcat("Press ", betty_space, " to place a");
activate_string2 = "Bouncing Betty";
top_x = (g_width/2) - (getTextWidth(activate_string, 12)/2);
bot_x = (g_width/2) - (getTextWidth(activate_string2, 12)/2);
Draw_String([top_x, g_height - 303], activate_string, [12, 12], [1, 1, 1], 1, 0);
Draw_String([bot_x, g_height - 289], activate_string2, [12, 12], [1, 1, 1], 1, 0);
// Draw the highlighted button
but_x = top_x + getTextWidth("Press ", 12);
if (Key_IsControllerGlyph(betty_key))
Key_DrawControllerGlyph([but_x - 5, g_height - 308], betty_key, [22, 22]);
else
Draw_String([but_x, g_height - 303], betty_key, [12, 12], [1, 1, 0], 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 = 200;
float bar_height = 12;
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);
float x = (g_width/2) - (getTextWidth("Reviving...", 12)/2);
Draw_String([x, g_height - 105], "Reviving...", [12, 12], [1, 1, 1], 1, 0);
}
/*******************
* HUD Hitmark *
*******************/
void() HUD_Hitmark =
{
drawpic([g_width/2 - 12, g_height/2 - 12], "gfx/hud/hit_marker.tga", [24, 24], [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 (cvar("cl_crosshair_debug")) {
drawline(2, [g_width/2, g_height/2, 0], [0, g_height, 0], [1, 0, 0], 0.5);
drawline(2, [g_width/2, g_height/2, 0], [g_width, 0, 0], [0, 1, 1], 0.5);
drawline(2, [g_width, g_height, 0], [g_width/2, g_height/2, 0], [0, 1, 0], 0.5);
drawline(2, [0, 0, 0], [g_width/2, g_height/2, 0], [0, 0, 1], 0.5);
}
hide_viewmodel = false;
if (getstatf(STAT_WEAPONZOOM) == 2 && zoom_2_time < time)
{
hide_viewmodel = true;
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);
return;
}
float crosshair_value = cvar("crosshair");
if (!crosshair_value || getstatf(STAT_WEAPONZOOM) == 1)
return;
if (!crosshair_opacity)
crosshair_opacity = 1;
if ((K_BACKDOWN || K_FORWARDDOWN || K_LEFTDOWN || K_RIGHTDOWN || input_buttons == 2) && crosshair_value == 1) {
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*160);
}
} else {
croshhairmoving = 0;
if (cur_spread > 0)
cur_spread -= (frametime*160);
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
if (getstatf(STAT_FACINGENEMY))
crosshair_color = TEXT_RED;
else
crosshair_color = [1, 1, 1];
if (getstatf(STAT_HEALTH) < 1)
return;
// Standard crosshair (+)
if (crosshair_value == 1) {
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;
// Creds to heartologic for some actually good crosshair position stuff.
vector crossSize = [1, 5];
vector screenSize = [g_width, g_height];
drawfill(screenSize / 2 - [crossSize.x, +crossSize.y * 2 + crosshair_offset_step], crossSize, crosshair_color, crosshair_opacity, 0); // top
drawfill(screenSize / 2 - [crossSize.x, -crossSize.y * 1 - crosshair_offset_step + 2], crossSize, crosshair_color, crosshair_opacity, 0); // bottom
drawfill(screenSize / 2 - [+crossSize.y * 2 + crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // right
drawfill(screenSize / 2 - [-crossSize.y * 1 - crosshair_offset_step, crossSize.x], [crossSize.y, crossSize.x], crosshair_color, crosshair_opacity, 0); // left
}
// Area of Effect (o)
else if (crosshair_value == 2) {
float circle_offset = getTextWidth("O", 14)/2;
Draw_String([g_width/2 - circle_offset, g_height/2 - circle_offset], "O", [14, 14], crosshair_color, 1, 0);
}
// Dot crosshair (.)
else if (crosshair_value == 3) {
vector screenSize2 = [g_width, g_height];
drawfill(screenSize2 / 2 - [2, 2], [4, 4], crosshair_color, crosshair_opacity, 0); // dot
}
// Grenade crosshair
else if (crosshair_value == 4) {
if (crosshair_pulse_grenade) {
crosshair_offset_step = 0;
cur_spread = 12;
}
crosshair_pulse_grenade = false;
int crosshair_offset2;
crosshair_offset2 = 3 + cur_spread;
crosshair_offset_step += (crosshair_offset2 - crosshair_offset_step) * 0.05;
// Creds to heartologic for some actually good crosshair position stuff.
vector crossSize2 = [1, 5];
vector screenSize3 = [g_width, g_height];
drawfill(screenSize3 / 2 - [crossSize2.x, +crossSize2.y * 2 + crosshair_offset_step], crossSize2, crosshair_color, crosshair_opacity, 0); // top
drawfill(screenSize3 / 2 - [crossSize2.x, -crossSize2.y * 1 - crosshair_offset_step + 2], crossSize2, crosshair_color, crosshair_opacity, 0); // bottom
drawfill(screenSize3 / 2 - [+crossSize2.y * 2 + crosshair_offset_step, crossSize2.x], [crossSize2.y, crossSize2.x], crosshair_color, crosshair_opacity, 0); // right
drawfill(screenSize3 / 2 - [-crossSize2.y * 1 - crosshair_offset_step, crossSize2.x], [crossSize2.y, crossSize2.x], crosshair_color, crosshair_opacity, 0); // left
}
}
void() HUD_Powerups =
{
float count = 0;
// horrible way to offset check :)))))))))))))))))) :DDDDDDDD XOXO
if (getstatf(STAT_X2))
count++;
if (getstatf(STAT_INSTA))
count++;
// both are avail draw fixed order
if (count == 2) {
drawpic([g_width/2 - (2 + 32), g_height - 38], "gfx/hud/2x.tga", [32, 32], [1, 1, 1], 1);
drawpic([g_width/2 + 2, g_height - 38], "gfx/hud/in_kill.tga", [32, 32], [1, 1, 1], 1);
} else {
if (getstatf(STAT_X2))
drawpic([g_width/2 - 16, g_height - 38], "gfx/hud/2x.tga", [32, 32], [1, 1, 1], 1);
else if (getstatf(STAT_INSTA))
drawpic([g_width/2 - 16, g_height - 38], "gfx/hud/in_kill.tga", [32, 32], [1, 1, 1], 1);
}
}
void() HUD_Broadcast =
{
string broadcast_msg = "";
string broadcast_name = getplayerkeyvalue(broadcast_num - 1, "name");
switch(broadcast_type) {
case CSQC_BROADCAST_PLAYERDOWNED:
broadcast_msg = strcat(broadcast_name, " needs to be revived");
break;
case CSQC_BROADCAST_BEINGREVIVED:
broadcast_msg = strcat(broadcast_name, " is reviving you");
break;
case CSQC_BROADCAST_REVIVINGPLAYER:
broadcast_msg = strcat("Reviving ", broadcast_name);
break;
case CSQC_BROADCAST_NONE:
broadcast_msg = "";
break;
default:
broadcast_msg = "Bad broadcast.";
break;
}
float print_width = getTextWidth(broadcast_msg, 0.015*g_width);
float x = (g_width - print_width)/2;
if (broadcast_msg != "")
Draw_String([x, g_height/2, 0], broadcast_msg, [0.015*g_width, 0.015*g_width, 0], [1, 1, 1], 1, 0);
};
void() HUD_Scores =
{
int j;
vector TEXTCOLOR = [1, 1, 1];
if(serverkey("constate") != "disconnected")
{
// Headers
Draw_String([g_width/2 + 15, 175], "Points", [12, 12], TEXTCOLOR, 1, 0);
Draw_String([g_width/2 + 170, 175], "Kills", [12, 12], TEXTCOLOR, 1, 0);
for (int i = 0; i < 4; i = i + 1)
{
float player_number = getplayerkeyfloat(i, "viewentity");
entity client = findfloat(world, playernum, player_number);
if (client == world || client.movetype == MOVETYPE_BOUNCE)
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;
}
//
// Since positioning is center-aligned, we need to be careful how we do our X and Y
// pos. to keep things looking nicely centered and even with different aspect ratios.
//
// Center moneyback
drawpic([g_width/2 - 48, 195 + (30 * i)], "gfx/hud/moneyback.tga", [96, 24], [1,1,1], 1);
// Left
for(j = 0; j < 3; j++) {
drawpic([(g_width/2 - 48) - (70 * (j+1)), 195 + (30 * i)], "gfx/hud/moneyback.tga", [96, 24], [1,1,1], 1);
}
// Right
for(j = 0; j < 3; j++) {
drawpic([(g_width/2 - 48) + (70 * (j+1)), 195 + (30 * i)], "gfx/hud/moneyback.tga", [96, 24], [1,1,1], 1);
}
// Name
string player_name = getplayerkeyvalue(i, "name");
Draw_String([g_width/2 - 245, 200 + (30 * i)], player_name, [12, 12], TEXTCOLOR, 1, 0);
// Points
float point_width = getTextWidth(ftos(client.points), 12);
float point_x = ((g_width/2) - (point_width)/2) + 52;
Draw_String([point_x, 200 + (30 * i)], ftos(client.points), [12, 12], TEXTCOLOR, 1, 0);
// Kills
float kill_width = getTextWidth(ftos(client.kills), 12);
float kill_x = ((g_width/2) - (kill_width)/2) + 210;
Draw_String([kill_x, 200 + (30 * i)], ftos(client.kills), [12, 12], TEXTCOLOR, 1, 0);
}
}
}
void() HUD_Endgame = {
string game_over = "GAME OVER";
string survive;
string round;
if (rounds == 1)
round = " Round";
else
round = " Rounds";
survive = strcat("You Survived ", ftos(rounds), round);
float game_over_width = getTextWidth(game_over, 24);
Draw_String([g_width/2 - game_over_width/2, 100], game_over, [24, 24], [1, 1, 1], 1, 0);
float survive_width = getTextWidth(survive, 18);
Draw_String([g_width/2 - survive_width/2, 135], survive, [18, 18], [1, 1, 1], 1, 0);
HUD_Scores();
}
//
// HUD_Screenflash()
// Screen fade in and out behaviors.
//
void() HUD_Screenflash =
{
vector color = '0 0 0';
float flash_alpha = 0;
// Obtain the flash color
switch(screenflash_color) {
case SCREENFLASH_COLOR_BLACK: color = '0 0 0'; break;
case SCREENFLASH_COLOR_WHITE: color = '1 1 1'; break;
default: color = '1 0 0'; break;
}
float percentage_complete = screenflash_worktime / (screenflash_duration - screenflash_starttime);
// Fade Out
if (screenflash_type == SCREENFLASH_FADE_OUT) {
flash_alpha = invertfloat(percentage_complete);
}
// Fade In
else if (screenflash_type == SCREENFLASH_FADE_IN) {
flash_alpha = percentage_complete;
}
// Fade In + Fade Out
else {
// Fade In
if (percentage_complete < 0.5) {
flash_alpha = percentage_complete;
}
// Fade Out
else {
flash_alpha = invertfloat(percentage_complete);
}
}
screenflash_worktime += frametime;
drawfill ([0, 0], [g_width, g_height, 0], color, flash_alpha, 0);
}
//
// HUD_MaxAmmo(width, height)
// Displays the "Max Ammo!" text on the HUD.
//
void(float width, float height) HUD_MaxAmmo =
{
string maxammo_string = "Max Ammo!";
float start_y = 70;
float end_y = 55;
float diff_y = end_y - start_y;
float text_alpha = 1;
float string_width = getTextWidth(maxammo_string, 14);
float pos_x = (width - string_width)/2;
float pos_y;
float start_time, end_time;
// For the first 0.5s, stay still while we fade in
if (hud_maxammo_endtime > time + 1.5) {
start_time = hud_maxammo_starttime;
end_time = hud_maxammo_starttime + 0.5;
text_alpha = (time - start_time) / (end_time - start_time);
pos_y = start_y;
}
// For the remaining 1.5s, fade out while we fly upwards.
else {
start_time = hud_maxammo_starttime + 0.5;
end_time = hud_maxammo_endtime;
float percent_time = (time - start_time) / (end_time - start_time);
pos_y = start_y + diff_y * percent_time;
text_alpha = 1 - percent_time;
}
Draw_String([pos_x, pos_y, 0], maxammo_string, [14, 14], [1, 1, 1], text_alpha, 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;
}
Draw_String([0.2*width, achievement_ypos*height, 0], "ACHIEVEMENT GET!", [0.015*width, 0.015*width, 0], [1, 1, 0], 1, 0);
Draw_String([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(findkeysforcommandex(buttonBind[index]));
// string temps = strtoupper(argv(0));
// return temps;
return "LMOUSE";
}
void(float width, float height) HUD_Waypoint =
{
Draw_String([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);
Draw_String([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);
Draw_String([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);
Draw_String([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);
Draw_String([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);
Draw_String([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);
Draw_String([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);
Draw_String([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);
Draw_String([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");
entity client = findfloat(world, playernum, player_number);
if (client == world || client.movetype == MOVETYPE_BOUNCE)
continue;
// Append "[CHAT] " to the player name if the user is in message mode
if (client.is_in_menu == 2)
text = strcat("[CHAT] ", text);
// Similarly, append "[PAUSED] " to the player name if the user is paused
else if (client.is_in_menu == 1)
text = strcat("[PAUSED] ", text);
entity plr = findfloat(world, playernum, player_number);
vector player_origin = plr.origin + '0 0 48';
vector screen_position = project(player_origin);
vector text_color = '1 1 1';
if (player_origin == '0 0 48')
continue;
screen_position_x -= getTextWidth(text, 8)/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)
Draw_String(screen_position, text, [8, 8], text_color, 1, 0);
}
}
void(float width, float height) HUD_ReviveIcons =
{
for (float i = 3; i >= 0; i = i - 1) {
float player_index = i;
// Don't render our own Icon.
if (player_index + 1 == getstatf(STAT_PLAYERNUM))
continue;
// Player is not in Last Stand.
if (revive_icons[player_index].state <= 0)
continue;
// Player is not being actively revived, so the
// Revive Icon should grow more and more red over time.
if (revive_icons[player_index].state == 1)
revive_icons[player_index].timer += frametime;
float player_number = getplayerkeyfloat(i, "viewentity");
//string text = getplayerkeyvalue(i, "name");
entity client = findfloat(world, playernum, player_number);
// Client does not exist/is spectating.
if (client == world || client.movetype == MOVETYPE_BOUNCE)
continue;
entity plr = findfloat(world, playernum, player_number);
vector player_origin = plr.origin + '0 0 32';
vector screen_position = project(player_origin);
screen_position_x -= (32)/2;
if (player_origin == '0 0 32')
continue;
if (screen_position_z > 0) {
// Client is actively being revived, render white.
if (revive_icons[i].state == 2) {
drawpic(screen_position, "gfx/hud/revive_icon.tga", [32, 32, 1], [1,1,1], 1);
}
// Draw with a yellow->red hue.
else {
drawpic(screen_position, "gfx/hud/revive_icon.tga", [32, 32, 1], [1,1 - (revive_icons[i].timer/30),0], 1);
}
}
}
}
void(float width, float height) HUD_StopWatch =
{
string sec, min, hr;
string stopwatch;
if (stopwatch_sec < 10) {
sec = strcat("0", substring(ftos(stopwatch_sec), 0, 3));
} else {
sec = substring(ftos(stopwatch_sec), 0, 4);
}
if (stopwatch_min < 10) min = strcat("0", ftos(stopwatch_min)); else min = ftos(stopwatch_min);
if (stopwatch_hr < 10) hr = strcat("0", ftos(stopwatch_hr)); else hr = ftos(stopwatch_hr);
stopwatch = strcat(hr, ":", min, ":", sec);
Draw_String([width - (getTextWidth(stopwatch, 12)) - 2, 2], stopwatch, [12, 12], TEXT_ORANGE, 1, 0);
}
void(float width, float height) HUD_RoundStopWatch =
{
string sec, min, hr;
string stopwatch;
if (stopwatch_round_sec < 10) {
sec = strcat("0", substring(ftos(stopwatch_round_sec), 0, 3));
} else {
sec = substring(ftos(stopwatch_round_sec), 0, 4);
}
if (sec == "00") sec = "00.0";
if (stopwatch_round_min < 10) min = strcat("0", ftos(stopwatch_round_min)); else min = ftos(stopwatch_round_min);
if (stopwatch_round_hr < 10) hr = strcat("0", ftos(stopwatch_round_hr)); else hr = ftos(stopwatch_round_hr);
stopwatch = strcat(hr, ":", min, ":", sec);
Draw_String([width - (getTextWidth(stopwatch, 12)) - 2, 16], stopwatch, [12, 12], [1, 1, 1], 1, 0);
}
/*******************
* HUD Draw *
*******************/
void(float width, float height) HUD_Draw =
{
if (cvar("cl_cinematic"))
return;
if (!getstatf(STAT_SPECTATING) && (getstatf(STAT_HEALTH) > 1) && !score_show)
{
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 (cl_viewent.modelindex != 0)
HUD_AmmoString();
if (nameprint_time > time)
HUD_CharacterName(width, height);
if (bettyprompt_time > time)
HUD_BouncingBetty(width, height);
if (HUD_Change_time > time)
{
HUD_Grenades(width, height);
if (cl_viewent.modelindex != 0) {
HUD_Ammo(width, height);
HUD_Weaponstring(width, height);
}
}
if (useprint_time > time)
HUD_Useprint(width, height);
if (Hitmark_time > time)
HUD_Hitmark();
if (hud_maxammo_endtime > time)
HUD_MaxAmmo(width, height);
HUD_PlayerNames(width, height);
HUD_ReviveIcons(width, height);
if (cvar("scr_serverstopwatch")) {
HUD_StopWatch(width, height);
}
if (cvar("scr_serverstopwatch") >= 2) {
HUD_RoundStopWatch(width, height);
}
} else {
HUD_Waypoint(width, height);
}
}
// Only keep broadcast messages outside in case they are important
if (broadcast_time > time)
HUD_Broadcast();
if (game_over)
HUD_Endgame();
if (score_show)
HUD_Scores();
HUD_Achievements(width, height);
if (screenflash_duration > time)
HUD_Screenflash();
}