3 void CSQC_common_hud(void);
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5 void CSQC_kh_hud(void);
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6 void CSQC_ctf_hud(void);
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8 float Sbar_WouldDrawScoreboard ();
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9 void CSQC_UpdateView(void)
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11 // watch for gametype changes here...
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12 // in ParseStuffCMD the cmd isn't executed yet :/
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13 // might even be better to add the gametype to TE_CSQC_INIT...?
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17 sbar_alpha_fg = cvar("sbar_alpha_fg" );
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18 sbar_hudselector = cvar("sbar_hudselector");
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19 activeweapon = getstati(STAT_ACTIVEWEAPON);
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20 teamplay = cvar("teamplay");
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22 if(last_weapon != activeweapon) {
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24 last_weapon = activeweapon;
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27 // ALWAYS Clear Current Scene First
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30 // Assign Standard Viewflags
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31 // Draw the World (and sky)
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32 R_SetView(VF_DRAWWORLD, 1);
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34 // Draw the Crosshair
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35 R_SetView(VF_DRAWCROSSHAIR, !Sbar_WouldDrawScoreboard());
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37 // Draw the Engine Status Bar (the default Quake HUD)
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38 draw_enginesbar = !cvar("sbar_usecsqc");
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39 R_SetView(VF_DRAWENGINESBAR, draw_enginesbar);
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41 // Set the console size vars
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42 vid_conwidth = cvar("vid_conwidth");
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43 vid_conheight = cvar("vid_conheight");
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45 // Update the mouse position
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47 mousepos_x = vid_conwidth;
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48 mousepos_y = vid_conheight;
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49 mousepos = mousepos*0.5 + getmousepos();
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52 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
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57 // Draw the mouse cursor
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58 // NOTE: drawpic must happen after R_RenderScene for some reason
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59 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
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60 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
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61 //self = edict_num(player_localnum);
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62 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
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63 //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
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64 // as long as the ctf part isn't in, this is useless
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68 /*if(gametype == GAME_CTF)
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72 if(!draw_enginesbar)
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77 if(gametype == GAME_ONSLAUGHT)
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79 //drawstring('0 0', minimapname, '8 8 0', '1 1 1', 1, 0);
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80 //drawsetcliparea(0,0,800,600);
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82 //drawresetcliparea();
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87 void CSQC_common_hud(void)
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89 // Sbar_SortFrags(); done in Sbar_Draw
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93 // KeyHunt HUD by victim
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94 void CSQC_kh_hud(void)
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96 // HUD 0 has the weapons on the right hand side - temporarily shown when needed
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97 // HUD 1 has the weapons on the bottom - permanently
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99 // use the following two binds to check the icons move correctly
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100 // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right" // move the icons
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101 // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector" // change the HUD
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103 float kh_keys, kh_keys_status, kh_teams_set;
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104 float kh_margin_x, kh_margin_y, kh_key_box;
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105 string kh_carrying, kh_outline;
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106 vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;
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107 vector red, blue, yellow, pink;
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109 kh_keys = getstati(STAT_KH_KEYS);
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110 kh_keys_status = kh_keys / 256;
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111 kh_teams_set = cvar("_teams_available"); // set in keyhunt.qc
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114 kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;
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115 // sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin
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117 red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;
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121 pink_pos_y = kh_margin_y + 0; // top
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122 yellow_pos_y = kh_margin_y + kh_key_box;
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123 blue_pos_y = kh_margin_y + kh_key_box * 2;
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124 red_pos_y = kh_margin_y + kh_key_box * 3; //bottom
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131 kh_size = '0 0 0'; // don't resize the image
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133 kh_carrying = "gfx/sb_kh_full";
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134 kh_outline = "gfx/sb_kh_outline";
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136 // drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)
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137 // vector position = '0 0'; // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599
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139 // vector size = '0 0'; // 'x y' changes the x & y dimensions. '0 0' gives the default pic size
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140 // vector rgb = '0 0 0'; // 'r g b' range 0 - 1
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142 if (kh_keys_status & 1) // red
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143 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0); // show 20% alpha key
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145 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0); // show key outline 40% alpha
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148 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0); // show solid key 100% alpha
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151 if (kh_keys_status & 2) // blue
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152 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);
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154 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);
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157 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);
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160 if (kh_teams_set & 4) // yellow
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162 if (kh_keys_status & 4)
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163 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);
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165 drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);
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168 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);
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172 if (kh_teams_set & 8) // pink
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174 if (kh_keys_status & 8)
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175 drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);
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177 drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);
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180 drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);
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