2019-01-21 02:00:14 +00:00
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/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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/* Use first frame for drawing (needs precache) */
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#define HUD_NUMS "sprites/640hud7.spr_0.tga"
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#define NUMSIZE_X 24/256
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#define NUMSIZE_Y 24/128
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#define HUD_ALPHA 0.5
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vector g_hud_color;
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float spr_hudnum[10] = {
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0 / 256,
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24 / 256,
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(24*2) / 256,
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(24*3) / 256,
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(24*4) / 256,
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(24*5) / 256,
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(24*6) / 256,
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(24*7) / 256,
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(24*8) / 256,
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(24*9) / 256
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};
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float spr_health[4] = {
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80 / 256, // pos x
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24 / 128, // pos u
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32 / 256, // size x
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32 / 128 // size y
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};
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float spr_suit1[4] = {
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10 / 256, // pos x
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24 / 128, // pos u
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30 / 256, // size x
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40 / 128 // size y
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};
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float spr_suit2[4] = {
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50 / 256, // pos x
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24 / 128, // pos u
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30 / 256, // size x
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40 / 128 // size y
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};
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float spr_flash1[4] = {
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160 / 256, // pos x
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24 / 128, // pos u
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32 / 256, // size x
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32 / 128 // size y
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};
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float spr_flash2[4] = {
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112 / 256, // pos x
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24 / 128, // pos u
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48 / 256, // size x
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32 / 128 // size y
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};
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void HUD_Init(void)
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{
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precache_model("sprites/640hud7.spr");
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}
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/*
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=================
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HUD_DrawNumber
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Draws a normal number
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=================
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*/
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void HUD_DrawNumber(int iNumber, vector vPos, float fAlpha, vector vColor) {
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drawsubpic(vPos, [24,24], HUD_NUMS, [spr_hudnum[iNumber], 0],
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[NUMSIZE_X, NUMSIZE_Y], vColor, fAlpha, DRAWFLAG_ADDITIVE);
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}
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/*
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=================
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HUD_DrawNums
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Draws numerals quickly for health, armor etc.
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=================
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*/
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void HUD_DrawNums(float fNumber, vector vPos, float fAlpha, vector vColor) {
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int iNumber = fNumber;
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if (iNumber > 0) {
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while (iNumber > 0) {
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HUD_DrawNumber((float)iNumber % 10, vPos, fAlpha, vColor);
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iNumber = iNumber / 10;
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vPos[0] -= 20;
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}
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} else {
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HUD_DrawNumber(0, vPos, fAlpha, vColor);
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}
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}
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/*
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=================
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HUD_DrawHealth
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Draw the current amount of health
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=================
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*/
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void HUD_DrawHealth(void) {
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player pl = (player)self;
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static float fOldHealth;
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static float fHealthAlpha;
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if (pl.health != fOldHealth) {
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fHealthAlpha = 1.0;
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}
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if (fHealthAlpha >= HUD_ALPHA) {
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fHealthAlpha -= frametime * 0.5;
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} else {
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fHealthAlpha = HUD_ALPHA;
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}
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vector pos = video_mins + [16, video_res[1] - 42];
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if (pl.health > 25) {
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drawsubpic(pos + [0,-4], [32,32], HUD_NUMS, [spr_health[0], spr_health[1]],
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[spr_health[2], spr_health[3]], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE);
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HUD_DrawNums(pl.health, pos + [72, 0], HUD_ALPHA, g_hud_color);
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} else {
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drawsubpic(pos + [0,-4], [32,32], HUD_NUMS, [spr_health[0], spr_health[1]],
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[spr_health[2], spr_health[3]], [1,0,0], HUD_ALPHA, DRAWFLAG_ADDITIVE);
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HUD_DrawNums(pl.health, pos + [72, 0], HUD_ALPHA, [1,0,0]);
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}
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fOldHealth = pl.health;
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}
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/*
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=================
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HUD_DrawArmor
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Draw the current amount of armor
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=================
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*/
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void HUD_DrawArmor(void)
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{
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vector pos;
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static float oldarmor;
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static float armoralpha;
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player pl = (player)self;
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pos = video_mins + [128, video_res[1] - 42];
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if (pl.armor != oldarmor) {
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armoralpha = 1.0;
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}
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if (armoralpha >= HUD_ALPHA) {
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armoralpha -= frametime * 0.5;
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} else {
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armoralpha = HUD_ALPHA;
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}
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drawsubpic(pos + [0,-9], [30,40], HUD_NUMS, [spr_suit2[0], spr_suit2[1]],
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[spr_suit2[2], spr_suit2[3]], g_hud_color, armoralpha, DRAWFLAG_ADDITIVE);
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HUD_DrawNums(pl.armor, pos + [72, 0], armoralpha, g_hud_color);
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oldarmor = pl.armor;
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}
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void HUD_DrawFlashlight(void)
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{
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vector pos;
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pos = video_mins + [video_res[0] - 48, 16];
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drawsubpic(pos, [32,32], HUD_NUMS, [spr_flash1[0], spr_flash1[1]],
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[spr_flash1[2], spr_flash1[3]], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE);
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}
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2019-01-19 04:50:25 +00:00
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void HUD_Draw(void)
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{
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2019-01-21 02:00:14 +00:00
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g_hud_color = autocvar_con_color * (1 / 255);
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2019-01-19 04:50:25 +00:00
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2019-01-21 02:00:14 +00:00
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HUD_DrawHealth();
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HUD_DrawArmor();
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HUD_DrawFlashlight();
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Damage_Draw();
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2019-01-19 04:50:25 +00:00
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}
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