5 void CSQC_common_hud(void);
\r
7 void CSQC_kh_hud(void);
\r
8 void CSQC_ctf_hud(void);
\r
10 float Sbar_WouldDrawScoreboard ();
\r
11 void CSQC_UpdateView(void)
\r
15 drawframetime = time - drawtime;
\r
18 // watch for gametype changes here...
\r
19 // in ParseStuffCMD the cmd isn't executed yet :/
\r
20 // might even be better to add the gametype to TE_CSQC_INIT...?
\r
24 sbar_alpha_fg = cvar("sbar_alpha_fg" );
\r
25 sbar_hudselector = cvar("sbar_hudselector");
\r
26 activeweapon = getstati(STAT_ACTIVEWEAPON);
\r
27 teamplay = cvar("teamplay");
\r
29 if(last_weapon != activeweapon) {
\r
31 last_weapon = activeweapon;
\r
34 // ALWAYS Clear Current Scene First
\r
37 // Assign Standard Viewflags
\r
38 // Draw the World (and sky)
\r
39 R_SetView(VF_DRAWWORLD, 1);
\r
41 // Draw the Crosshair
\r
42 R_SetView(VF_DRAWCROSSHAIR, !Sbar_WouldDrawScoreboard());
\r
44 // Draw the Engine Status Bar (the default Quake HUD)
\r
45 draw_enginesbar = !cvar("sbar_usecsqc");
\r
46 R_SetView(VF_DRAWENGINESBAR, draw_enginesbar);
\r
48 // Set the console size vars
\r
49 vid_conwidth = cvar("vid_conwidth");
\r
50 vid_conheight = cvar("vid_conheight");
\r
52 // Update the mouse position
\r
54 mousepos_x = vid_conwidth;
\r
55 mousepos_y = vid_conheight;
\r
56 mousepos = mousepos*0.5 + getmousepos();
\r
59 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
\r
63 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
\r
64 view_angles = input_angles;
\r
65 makevectors(view_angles);
\r
66 view_forward = v_forward;
\r
67 view_right = v_right;
\r
71 for(self = world; (self = nextent(self)); )
\r
77 // Draw the mouse cursor
\r
78 // NOTE: drawpic must happen after R_RenderScene for some reason
\r
79 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
\r
80 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
\r
81 //self = edict_num(player_localnum);
\r
82 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
\r
83 //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);
\r
84 // as long as the ctf part isn't in, this is useless
\r
88 /*if(gametype == GAME_CTF)
\r
92 if(!draw_enginesbar)
\r
97 if(gametype == GAME_ONSLAUGHT)
\r
99 //drawstring('0 0', minimapname, '8 8 0', '1 1 1', 1, 0);
\r
100 //drawsetcliparea(0,0,800,600);
\r
102 //drawresetcliparea();
\r
107 void CSQC_common_hud(void)
\r
109 // Sbar_SortFrags(); done in Sbar_Draw
\r
113 // KeyHunt HUD by victim
\r
114 void CSQC_kh_hud(void)
\r
116 // HUD 0 has the weapons on the right hand side - temporarily shown when needed
\r
117 // HUD 1 has the weapons on the bottom - permanently
\r
119 // use the following two binds to check the icons move correctly
\r
120 // bind g "toggle sbar_flagstatus_right; echo Menu right $sbar_flagstatus_right" // move the icons
\r
121 // bind h "toggle sbar_hudselector; echo HUD $sbar_hudselector" // change the HUD
\r
123 float kh_keys, kh_keys_status, kh_teams_set;
\r
124 float kh_margin_x, kh_margin_y, kh_key_box;
\r
125 string kh_carrying, kh_outline;
\r
126 vector red_pos, blue_pos, yellow_pos, pink_pos, kh_size;
\r
127 vector red, blue, yellow, pink;
\r
129 kh_keys = getstati(STAT_KH_KEYS);
\r
130 kh_keys_status = kh_keys / 256;
\r
131 kh_teams_set = cvar("_teams_available"); // set in keyhunt.qc
\r
134 kh_margin_x = (cvar("sbar_flagstatus_right") * sbar_hudselector * (vid_conwidth - 67)) + 10;
\r
135 // sbar_flagstatus_right 0/1; sbar_hudselector 0/1; screen width - key width + margin
\r
137 red_pos_x = blue_pos_x = yellow_pos_x = pink_pos_x = kh_margin_x;
\r
141 pink_pos_y = kh_margin_y + 0; // top
\r
142 yellow_pos_y = kh_margin_y + kh_key_box;
\r
143 blue_pos_y = kh_margin_y + kh_key_box * 2;
\r
144 red_pos_y = kh_margin_y + kh_key_box * 3; //bottom
\r
151 kh_size = '0 0 0'; // don't resize the image
\r
153 kh_carrying = "gfx/sb_kh_full";
\r
154 kh_outline = "gfx/sb_kh_outline";
\r
156 // drawpic(vector position, string pic, vector size, vector rgb, float alpha, float flag)
\r
157 // vector position = '0 0'; // 'x y' 0 0 (the origin) is the top left. X 0 - 799, Y 0 - 599
\r
159 // vector size = '0 0'; // 'x y' changes the x & y dimensions. '0 0' gives the default pic size
\r
160 // vector rgb = '0 0 0'; // 'r g b' range 0 - 1
\r
162 if (kh_keys_status & 1) // red
\r
163 drawpic (red_pos, kh_carrying, kh_size, red, 0.2, 0); // show 20% alpha key
\r
165 drawpic (red_pos, kh_outline, kh_size, red, 0.4, 0); // show key outline 40% alpha
\r
168 drawpic (red_pos, kh_carrying, kh_size, red, 1.0, 0); // show solid key 100% alpha
\r
171 if (kh_keys_status & 2) // blue
\r
172 drawpic (blue_pos, kh_carrying, kh_size, blue, 0.2, 0);
\r
174 drawpic (blue_pos, kh_outline, kh_size, blue, 0.4, 0);
\r
177 drawpic (blue_pos, kh_carrying, kh_size, blue, 1.0, 0);
\r
180 if (kh_teams_set & 4) // yellow
\r
182 if (kh_keys_status & 4)
\r
183 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 0.2, 0);
\r
185 drawpic (yellow_pos, kh_outline, kh_size, yellow, 0.4, 0);
\r
188 drawpic (yellow_pos, kh_carrying, kh_size, yellow, 1.0, 0);
\r
192 if (kh_teams_set & 8) // pink
\r
194 if (kh_keys_status & 8)
\r
195 drawpic (pink_pos, kh_carrying, kh_size, pink, 0.2, 0);
\r
197 drawpic (pink_pos, kh_outline, kh_size, pink, 0.4, 0);
\r
200 drawpic (pink_pos, kh_carrying, kh_size, pink, 1.0, 0);
\r