3 #include "strafehud.qh"
5 #include <client/autocvars.qh>
6 #include <client/miscfunctions.qh>
7 #include <common/animdecide.qh>
8 #include <common/ent_cs.qh>
9 #include <common/mapinfo.qh>
10 #include <common/physics/movetypes/movetypes.qh>
11 #include <common/physics/player.qh>
12 #include <lib/csqcmodel/cl_player.qh>
16 void HUD_StrafeHUD_Export(int fh)
18 // allow saving cvars that aesthetically change the panel into hud skin files
23 float demo_angle = -37;
24 float demo_direction = 1;
26 bool state_onground = false;
27 float state_onground_time = 0;
28 bool state_strafekeys = false;
29 float state_strafekeys_time = 0;
33 bool state_fwd = true;
34 bool state_fwd_prev = true;
35 float state_fwd_time = 0;
37 float startspeed = -1;
39 float jumpheight = -1;
40 float jumpheight_persistent = -1;
41 float jumpheight_prev = 0;
42 float jumpspeed_prev = 0;
43 bool jumprestart = true;
45 // provide basic panel cvars to old clients
46 // TODO remove them after a future release (0.8.2+)
47 noref string autocvar_hud_panel_strafehud_pos = "0.320000 0.570000";
48 noref string autocvar_hud_panel_strafehud_size = "0.360000 0.020000";
49 noref string autocvar_hud_panel_strafehud_bg = "0";
50 noref string autocvar_hud_panel_strafehud_bg_color = "";
51 noref string autocvar_hud_panel_strafehud_bg_color_team = "";
52 noref string autocvar_hud_panel_strafehud_bg_alpha = "0.7";
53 noref string autocvar_hud_panel_strafehud_bg_border = "";
54 noref string autocvar_hud_panel_strafehud_bg_padding = "";
61 // generic hud routines
62 if(!autocvar__hud_configure)
64 if(!autocvar_hud_panel_strafehud ||
65 (spectatee_status == -1 && (autocvar_hud_panel_strafehud == 1 || autocvar_hud_panel_strafehud == 3)) ||
66 (autocvar_hud_panel_strafehud == 3 && !(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))) return;
69 HUD_Panel_LoadCvars();
71 if(autocvar_hud_panel_strafehud_dynamichud)
84 panel_pos += '1 1 0' * panel_bg_padding;
85 panel_size -= '2 2 0' * panel_bg_padding;
88 // find out whether the local csqcmodel entity is valid
89 if(spectatee_status > 0 || isdemo())
92 strafeplayer = CSQCModel_server2csqc(player_localentnum - 1);
97 strafeplayer = csqcplayer;
101 if(csqcplayer && strafeplayer)
104 bool onground = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
106 bool swimming = strafeplayer.waterlevel >= WATERLEVEL_SWIMMING;
107 float speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337; // use local csqcmodel entity for this even when spectating, flickers too much otherwise
108 float maxspeed_crouch_mod = IS_DUCKED(strafeplayer) && !swimming ? .5 : 1;
109 float maxspeed_water_mod = swimming ? .7 : 1; // very simplified water physics, the hud will not work well (and is not supposed to) while swimming
110 float maxspeed_phys = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
111 float maxspeed = !autocvar__hud_configure ? maxspeed_phys * maxspeed_crouch_mod * maxspeed_water_mod : 320;
112 float vel_angle = vectoangles(strafeplayer.velocity).y;
113 float view_angle = PHYS_INPUT_ANGLES(strafeplayer).y + 180;
115 vector movement = PHYS_INPUT_MOVEVALUES(strafeplayer);
116 int keys = STAT(PRESSED_KEYS);
121 int mode = autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1 ? autocvar_hud_panel_strafehud_mode : 0;
122 float speed_conversion_factor = GetSpeedUnitFactor(autocvar_hud_panel_strafehud_unit);
123 float length_conversion_factor = GetLengthUnitFactor(autocvar_hud_panel_strafehud_unit);
124 string speed_unit = GetSpeedUnit(autocvar_hud_panel_strafehud_unit);
125 string length_unit = GetLengthUnit(autocvar_hud_panel_strafehud_unit);
126 int length_decimals = autocvar_hud_panel_strafehud_unit >= 3 && autocvar_hud_panel_strafehud_unit <= 5 ? 6 : 2; // use more decimals when displaying km or miles
127 float antiflicker_angle = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180);
128 float antiflicker_speed = max(0, autocvar_hud_panel_strafehud_antiflicker_speed);
130 float shift_offset = 0;
131 bool straight_overturn = false;
132 bool immobile = speed <= (swimming ? antiflicker_speed : 0);
134 float neutral_offset;
136 vector currentangle_color = autocvar_hud_panel_strafehud_angle_neutral_color;
137 float currentangle_offset;
138 vector currentangle_size = '0 0 0';
141 bool bestangle_anywhere = false;
142 float bestangle_offset;
143 float switch_bestangle_offset;
144 bool odd_angles = false;
145 float odd_bestangle_offset = 0;
146 float switch_odd_bestangle_offset = 0;
147 float bestangle_width;
148 float accelzone_left_offset;
149 float accelzone_right_offset;
150 float accelzone_width;
151 float overturn_offset;
152 float overturn_width;
153 float slickdetector_height;
154 vector direction_size_vertical = '0 0 0';
155 vector direction_size_horizontal = '0 0 0';
156 float range_minangle;
158 // determine whether the player is pressing forwards or backwards keys
159 if(islocal) // if entity is local player
165 else if(movement.x < 0)
174 else // alternatively determine direction by querying pressed keys
176 if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD))
180 else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD))
190 // determine player wishdir
191 if(islocal) // if entity is local player
199 else if(movement.y > 0)
216 wishangle = RAD2DEG * atan2(movement.y, movement.x);
217 // wrap the wish angle if it exceeds ±90°
218 if(fabs(wishangle) > 90)
220 if(wishangle < 0) wishangle += 180;
221 else wishangle -= 180;
222 wishangle = -wishangle;
227 else // alternatively calculate wishdir by querying pressed keys
229 if(keys & KEY_FORWARD || keys & KEY_BACKWARD)
241 else if(!(keys & KEY_RIGHT))
243 wishangle = 0; // wraps at 180°
247 strafekeys = fabs(wishangle) == 90;
249 // determine minimum required angle to display full strafe range
250 range_minangle = fabs(wishangle) % 90; // maximum range is 90 degree
251 if(range_minangle > 45) // minimum angle range is 45
253 range_minangle = 45 - fabs(wishangle) % 45;
255 range_minangle = 90 - range_minangle; // calculate value which is never >90 or <45
256 range_minangle *= 2; // multiply to accommodate for both sides of the hud
258 if(autocvar_hud_panel_strafehud_range == 0)
260 if(autocvar__hud_configure)
266 hudangle = range_minangle; // use minimum angle required if dynamically setting hud angle
271 hudangle = bound(0, fabs(autocvar_hud_panel_strafehud_range), 360); // limit HUD range to 360 degrees, higher values don't make sense
274 // detect air strafe turning
275 if(onground != state_onground)
277 state_onground_time = time;
279 state_onground = onground;
281 if(strafekeys != state_strafekeys)
283 state_strafekeys_time = time;
285 state_strafekeys = strafekeys;
287 if((keys & KEY_FORWARD) || (keys & KEY_BACKWARD) || swimming || autocvar__hud_configure)
293 if((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_ground) // timeout for strafe jumping in general
298 else // air strafe only
302 if(((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_air) || (keys & KEY_JUMP)) // timeout for slick ramps
304 turn = true; // CPMA turning
305 turnangle = wishangle;
308 else if((time - state_strafekeys_time) >= autocvar_hud_panel_strafehud_timeout_turn) // timeout for jumping with strafe keys only
315 maxspeed = PHYS_MAXAIRSTRAFESPEED(strafeplayer); // no modifiers here because they don't affect air strafing
316 wishangle = turnangle;
319 minspeed = autocvar_hud_panel_strafehud_switch_minspeed < 0 ? maxspeed + antiflicker_speed : autocvar_hud_panel_strafehud_switch_minspeed;
321 // get current strafing angle ranging from -180° to +180°
322 if(!autocvar__hud_configure)
326 // calculate view angle relative to the players current velocity direction
327 angle = vel_angle - view_angle;
329 // if the angle goes above 180° or below -180° wrap it to the opposite side
330 if (angle > 180) angle -= 360;
331 else if(angle < -180) angle += 360;
333 // shift the strafe angle by 180° for hud calculations
334 if(angle < 0) angle += 180;
337 // determine whether the player is strafing forwards or backwards
338 // if the player isn't strafe turning use forwards/backwards keys to determine direction
345 else if(keys_fwd < 0)
351 state_fwd = fabs(angle) <= 90;
354 // otherwise determine by examining the strafe angle
357 if(wishangle < 0) // detect direction using wishangle since the direction is not yet set
359 state_fwd = angle <= -wishangle;
363 state_fwd = angle >= -wishangle;
367 if(state_fwd_prev != state_fwd)
369 state_fwd_time = time;
371 state_fwd_prev = state_fwd;
373 if((time - state_fwd_time) >= autocvar_hud_panel_strafehud_timeout_direction || speed < maxspeed || (strafekeys && mode == 0)) // timeout when changing between forwards and backwards movement
378 // shift the strafe angle by 180° when strafing backwards
381 if(angle < 0) angle += 180;
385 // don't make the angle indicator switch side too much at ±180° if anti flicker is turned on
386 if(angle > (180 - antiflicker_angle) || angle < (-180 + antiflicker_angle))
388 straight_overturn = true;
396 else // simulate turning for HUD setup
399 if(autocvar__hud_panel_strafehud_demo && ((time - demo_time) >= .025))
402 demo_angle += demo_direction;
403 if(fabs(demo_angle) >= 55)
405 demo_direction = -demo_direction;
409 wishangle = 45 * (demo_angle > 0 ? 1 : -1);
412 // invert the wish angle when strafing backwards
415 wishangle = -wishangle;
418 // flip angles if v_flipped is enabled
419 if(autocvar_v_flipped)
422 wishangle = -wishangle;
425 // determine whether the player is strafing left or right
428 direction = wishangle > 0 ? 1 : -1;
432 direction = (angle > antiflicker_angle && angle < (180 - antiflicker_angle)) ? 1 : (angle < -antiflicker_angle && angle > (-180 + antiflicker_angle)) ? -1 : 0;
435 // best angle to strafe at
436 bestangle = (speed > maxspeed ? acos(maxspeed / speed) : 0) * RAD2DEG * (direction < 0 ? -1 : 1);
437 odd_bestangle = -bestangle - wishangle;
438 bestangle -= wishangle;
440 // various offsets and size calculations of hud indicator elements
441 // how much is hidden by the current hud angle
442 hidden_width = (360 - hudangle) / hudangle * panel_size.x;
444 currentangle_size.x = max(panel_size.x * autocvar_hud_panel_strafehud_angle_width, 1);
447 currentangle_offset = angle/hudangle * panel_size.x;
451 currentangle_offset = bound(-hudangle/2, angle, hudangle/2)/hudangle * panel_size.x + panel_size.x/2;
453 currentangle_size.y = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_height, 2), 1);
454 // best strafe acceleration angle
455 bestangle_offset = bestangle/hudangle * panel_size.x + panel_size.x/2;
456 switch_bestangle_offset = -bestangle/hudangle * panel_size.x + panel_size.x/2;
457 bestangle_width = max(panel_size.x * autocvar_hud_panel_strafehud_switch_width, 1);
459 if(((angle > -wishangle && direction < 0) || (angle < -wishangle && direction > 0)) && (direction != 0))
462 odd_bestangle_offset = odd_bestangle/hudangle * panel_size.x + panel_size.x/2;
463 switch_odd_bestangle_offset = (odd_bestangle+bestangle*2)/hudangle * panel_size.x + panel_size.x/2;
465 // direction indicator
466 direction_size_vertical.x = max(panel_size.y * min(autocvar_hud_panel_strafehud_direction_width, .5), 1);
467 direction_size_vertical.y = panel_size.y;
468 direction_size_horizontal.x = max(panel_size.x * min(autocvar_hud_panel_strafehud_direction_length, .5), direction_size_vertical.x);
469 direction_size_horizontal.y = direction_size_vertical.x;
471 overturn_width = 180/hudangle * panel_size.x;
473 // the neutral zone fills the whole strafe bar
477 if(panel_size.x > 0 && panel_size.y > 0 && autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha > 0)
479 switch(autocvar_hud_panel_strafehud_style)
483 drawfill(panel_pos, panel_size, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
487 HUD_Panel_DrawProgressBar(panel_pos, panel_size, "progressbar", 1, 0, 0, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
493 // calculate various zones of the strafe-o-meter
494 accelzone_width = overturn_offset = (90 - fabs(bestangle + wishangle))/hudangle * panel_size.x;
495 accelzone_right_offset = 0;
496 accelzone_left_offset = overturn_offset + overturn_width;
497 neutral_width = 360/hudangle * panel_size.x - accelzone_width*2 - overturn_width;
498 neutral_offset = direction < 0 ? accelzone_left_offset + accelzone_width : -neutral_width;
500 // remove switch indicator width from offset
503 bestangle_offset -= bestangle_width;
504 switch_odd_bestangle_offset -= bestangle_width;
508 switch_bestangle_offset -= bestangle_width;
509 odd_bestangle_offset -= bestangle_width;
512 // shift hud if operating in view angle centered mode
515 shift_offset = -currentangle_offset;
516 bestangle_offset += shift_offset;
517 switch_bestangle_offset += shift_offset;
518 odd_bestangle_offset += shift_offset;
519 switch_odd_bestangle_offset += shift_offset;
521 if(direction < 0) shift_offset += -360/hudangle * panel_size.x;
522 // calculate how far off-center the strafe zones currently are
523 shift_offset += (panel_size.x + neutral_width)/2 - wishangle/hudangle * panel_size.x;
524 // shift strafe zones into correct place
525 neutral_offset += shift_offset;
526 accelzone_left_offset += shift_offset;
527 accelzone_right_offset += shift_offset;
528 overturn_offset += shift_offset;
530 // draw left acceleration zone
531 HUD_Panel_DrawStrafeHUD(accelzone_left_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 1);
533 // draw right acceleration zone
534 HUD_Panel_DrawStrafeHUD(accelzone_right_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 2);
536 // draw overturn zone
537 HUD_Panel_DrawStrafeHUD(overturn_offset, overturn_width, autocvar_hud_panel_strafehud_bar_overturn_color, autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 3);
540 HUD_Panel_DrawStrafeHUD(neutral_offset, neutral_width, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 0);
542 if(direction != 0 && direction_size_vertical.x > 0 && autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha > 0)
544 bool indicator_direction = direction < 0;
545 // invert left/right when strafing backwards or when strafing towards the opposite side indicated by the direction variable
546 // if both conditions are true then it's inverted twice hence not inverted at all
547 if(!fwd != odd_angles)
549 indicator_direction = !indicator_direction;
551 // draw the direction indicator caps at the sides of the hud
553 if(direction_size_vertical.y > 0) drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x), direction_size_vertical, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
554 // top horizontal line
555 drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) - eY * direction_size_horizontal.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
556 // bottom horizontal line
557 drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) + eY * panel_size.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
560 if(speed >= minspeed) // only draw indicators if minspeed is reached
562 // draw best angles for acceleration
563 float offset = !odd_angles ? bestangle_offset : odd_bestangle_offset;
564 float switch_offset = !odd_angles ? switch_bestangle_offset : switch_odd_bestangle_offset;
565 // both indicators are inactive if no direction can be determined
566 vector switch_color = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_color : autocvar_hud_panel_strafehud_switch_inactive_color;
567 float switch_alpha = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_alpha : autocvar_hud_panel_strafehud_switch_inactive_alpha;
568 // draw the switch indicators
569 HUD_Panel_DrawStrafeHUD(switch_offset, bestangle_width, autocvar_hud_panel_strafehud_switch_inactive_color, autocvar_hud_panel_strafehud_switch_inactive_alpha * panel_fg_alpha, 0, 0);
570 HUD_Panel_DrawStrafeHUD(offset, bestangle_width, switch_color, switch_alpha * panel_fg_alpha, 0, 0);
574 slickdetector_height = panel_size.y * bound(0, autocvar_hud_panel_strafehud_slickdetector_height, 0.5);
575 if(autocvar_hud_panel_strafehud_slickdetector_range > 0 && autocvar_hud_panel_strafehud_slickdetector_alpha > 0 && slickdetector_height > 0 && panel_size.x > 0) // dunno if slick detection works in spectate
577 float slicksteps = 90 / pow(2, bound(0, autocvar_hud_panel_strafehud_slickdetector_granularity, 4));
578 bool slickdetected = false;
580 slickdetected = IS_ONSLICK(strafeplayer); // don't need to traceline if already touching slick
582 // traceline into every direction
583 trace_dphitq3surfaceflags = 0;
584 for(float i = 0; i < 360 && !slickdetected; i += slicksteps)
588 slickoffset.z = -cos(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
589 slickrotate = sin(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
590 if(i != 0 && i != 180)
592 for(float j = 0; j < 180 && !slickdetected; j += slicksteps)
594 slickoffset.x = sin(j * DEG2RAD) * slickrotate;
595 slickoffset.y = cos(j * DEG2RAD) * slickrotate;
597 traceline(strafeplayer.origin, strafeplayer.origin + slickoffset, MOVE_WORLDONLY, NULL);
598 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) slickdetected = true;
603 slickoffset.x = slickoffset.y = 0;
604 traceline(strafeplayer.origin, strafeplayer.origin + slickoffset, MOVE_WORLDONLY, NULL);
605 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) slickdetected = true;
609 // if a traceline hit a slick surface
612 vector slickdetector_size = panel_size;
613 slickdetector_size.y = slickdetector_height;
614 // top horizontal line
615 drawfill(panel_pos - eY * slickdetector_size.y, slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color, autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
616 // bottom horizontal line
617 drawfill(panel_pos + eY * panel_size.y, slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color, autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
621 draw_beginBoldFont();
622 // show speed when crossing the start trigger
623 if(autocvar_hud_panel_strafehud_startspeed_fade > 0)
625 float text_alpha = 0;
626 if(race_checkpoint == 254) // checkpoint 254 is the start trigger
628 if(starttime != race_checkpointtime)
630 starttime = race_checkpointtime;
636 text_alpha = cos(((time - starttime) / autocvar_hud_panel_strafehud_startspeed_fade) * 90 * DEG2RAD); // fade non-linear like the physics panel does
637 if((time - starttime) > autocvar_hud_panel_strafehud_startspeed_fade)
642 if(startspeed >= 0 && text_alpha > 0 && autocvar_hud_panel_strafehud_startspeed_size > 0)
644 vector startspeed_size = panel_size;
645 startspeed_size.y = panel_size.y * min(autocvar_hud_panel_strafehud_startspeed_size, 5);
646 drawstring_aspect(panel_pos + eY * panel_size.y, strcat(ftos_decimals(startspeed * speed_conversion_factor, 2), autocvar_hud_panel_strafehud_unit_show ? speed_unit : ""), startspeed_size, autocvar_hud_panel_strafehud_startspeed_color, text_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
655 // show height achieved by a single jump
656 if(autocvar_hud_panel_strafehud_jumpheight_fade > 0)
658 float text_alpha = 0;
659 float jumpheight_min = max(autocvar_hud_panel_strafehud_jumpheight_min * length_conversion_factor, 0);
660 float jumpheight_current = strafeplayer.origin.z;
661 float jumpspeed_current = strafeplayer.velocity.z;
662 if(jumpspeed_prev <= jumpspeed_current || jumpheight_prev > jumpheight_current || IS_ONGROUND(strafeplayer) || swimming || IS_DEAD(strafeplayer))
668 if(jumpheight < 0 || jumprestart)
672 // this reduces accuracy a little bit but prevents all kind of bugs from carryover values at connect or when dying
673 jumpheight_prev = jumpheight_current;
674 jumpspeed_prev = jumpspeed_current;
678 jumpheight += jumpheight_current - jumpheight_prev;
680 if(jumpheight > jumpheight_min && jumpheight > jumpheight_persistent)
683 jumpheight_persistent = jumpheight;
686 jumpheight_prev = jumpheight_current;
687 jumpspeed_prev = jumpspeed_current;
688 if(jumpheight_persistent > 0)
690 text_alpha = cos(((time - jumptime) / autocvar_hud_panel_strafehud_jumpheight_fade) * 90 * DEG2RAD); // fade non-linear like the physics panel does
691 if((time - jumptime) > autocvar_hud_panel_strafehud_jumpheight_fade)
693 jumpheight_persistent = -1;
696 if(jumpheight_persistent > 0 && text_alpha > 0 && autocvar_hud_panel_strafehud_jumpheight_size > 0)
698 vector jumpheight_size = panel_size;
699 jumpheight_size.y = panel_size.y * min(autocvar_hud_panel_strafehud_jumpheight_size, 5);
700 drawstring_aspect(panel_pos - eY * jumpheight_size.y, strcat(ftos_decimals(jumpheight_persistent * length_conversion_factor, length_decimals), autocvar_hud_panel_strafehud_unit_show ? length_unit : ""), jumpheight_size, autocvar_hud_panel_strafehud_jumpheight_color, text_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
705 jumpheight_prev = jumpspeed_prev = 0;
706 jumpheight = jumpheight_persistent = -1;
710 if(speed < (maxspeed + antiflicker_speed) && !immobile)
712 bestangle_anywhere = true; // moving forward should suffice to gain speed
715 // draw the actual strafe angle
716 if(!bestangle_anywhere && !immobile) // player gains speed with strafing
718 if((direction > 0 && (angle >= bestangle || angle <= -(bestangle + wishangle*2))) ||
719 (direction < 0 && (angle <= bestangle || angle >= -(bestangle + wishangle*2))))
720 currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
723 if(fabs(angle + wishangle) > 90) // player is overturning
725 currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color;
727 else if(bestangle_anywhere) // player gains speed without strafing
729 currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
732 if(mode == 0 || straight_overturn)
734 currentangle_offset = panel_size.x/2;
737 if(autocvar_hud_panel_strafehud_style == 2 && !immobile)
739 float moveangle = angle + wishangle;
740 float strafeangle = (bestangle + wishangle) * (direction < 0 ? -1 : 1);
741 float strafe_ratio = 0;
742 if(fabs(moveangle) > 90)
744 strafe_ratio = -((fabs(moveangle) - 90) / 90);
745 if(strafe_ratio < -1) strafe_ratio = -2 - strafe_ratio;
749 if(moveangle >= strafeangle)
751 strafe_ratio = 1 - (moveangle - strafeangle) / (90 - strafeangle);
753 else if(moveangle <= -strafeangle)
755 strafe_ratio = 1 - (moveangle + strafeangle) / (-90 + strafeangle);
760 currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_overturn_color, -strafe_ratio);
764 currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_accel_color, strafe_ratio);
768 if(currentangle_size.x > 0 && currentangle_size.y > 0 && autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha > 0)
770 drawfill(panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (currentangle_offset - currentangle_size.x/2), currentangle_size, currentangle_color, autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
775 // functions to make hud elements align perfectly in the hud area
776 void HUD_Panel_DrawStrafeHUD(float offset, float width, vector color, float alpha, int type, int gradientType)
778 float mirror_offset, mirror_width;
779 vector size = panel_size;
780 vector mirror_size = panel_size;
782 float original_width = width;
783 float hiddencolor_width;
785 if(alpha <= 0 && type != 2 || width <= 0) return;
787 if(type == 2 && gradientType == 0) type = 0;
791 mirror_width = min(fabs(offset), width);
792 mirror_offset = panel_size.x + hidden_width - fabs(offset);
798 mirror_width = min(offset + width - panel_size.x - hidden_width, width);
799 mirror_offset = max(offset - panel_size.x - hidden_width, 0);
801 if((offset + width) > panel_size.x)
803 width = panel_size.x - offset;
805 if(mirror_offset < 0)
807 mirror_width += mirror_offset;
810 if((mirror_offset + mirror_width) > panel_size.x)
812 mirror_width = panel_size.x - mirror_offset;
815 if(width < 0) width = 0;
816 if(mirror_width < 0) mirror_width = 0;
817 hiddencolor_width = original_width - width - mirror_width;
819 if(direction < 0) // swap mirror and non-mirror values if direction points left
821 offset += mirror_offset;
822 mirror_offset = offset - mirror_offset;
823 offset -= mirror_offset;
825 width += mirror_width;
826 mirror_width = width - mirror_width;
827 width -= mirror_width;
831 mirror_size.x = mirror_width;
836 case 0: // no styling (drawfill)
837 if(mirror_size.x > 0 && mirror_size.y > 0) drawfill(panel_pos + eX * mirror_offset, mirror_size, color, alpha, DRAWFLAG_NORMAL);
838 if(size.x > 0 && size.y > 0) drawfill(panel_pos + eX * offset, size, color, alpha, DRAWFLAG_NORMAL);
841 case 1: // progress bar style
842 if(mirror_size.x > 0 && mirror_size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * mirror_offset, mirror_size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
843 if(size.x > 0 && size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * offset, size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
846 case 2: // gradient style (types: 1 = left, 2 = right, 3 = both)
847 StrafeHUD_drawGradient(color, autocvar_hud_panel_strafehud_bar_neutral_color, mirror_size, original_width, mirror_offset, alpha, width + (mirror_offset == 0 ? hiddencolor_width : 0), gradientType);
848 StrafeHUD_drawGradient(color, autocvar_hud_panel_strafehud_bar_neutral_color, size, original_width, offset, alpha, (offset == 0 ? hiddencolor_width : 0), gradientType);
852 vector StrafeHUD_mixColors(vector color1, vector color2, float ratio)
855 if(ratio <= 0) return color1;
856 if(ratio >= 1) return color2;
857 mixedColor.x = color1.x + (color2.x - color1.x) * ratio;
858 mixedColor.y = color1.y + (color2.y - color1.y) * ratio;
859 mixedColor.z = color1.z + (color2.z - color1.z) * ratio;
863 void StrafeHUD_drawGradient(vector color1, vector color2, vector size, float original_width, float offset, float alpha, float gradientOffset, int gradientType)
865 float color_ratio, alpha1, alpha2;
866 vector gradient_size = size;
867 alpha1 = bound(0, alpha, 1);
868 alpha2 = bound(0, autocvar_hud_panel_strafehud_bar_neutral_alpha, 1);
869 if((alpha1+alpha2) == 0) return;
870 color_ratio = alpha1/(alpha1+alpha2);
871 for(int i = 0; i < size.x; ++i)
873 float ratio, alpha_ratio, combine_ratio1, combine_ratio2;
874 gradient_size.x = size.x - i < 1 ? size.x - i : 1;
875 ratio = (i + gradientOffset) / original_width * (gradientType == 3 ? 2 : 1);
876 if(ratio > 1) ratio = 2 - ratio;
877 if(gradientType != 2) ratio = 1 - ratio;
878 alpha_ratio = alpha1 - (alpha1 - alpha2) * ratio;
879 combine_ratio1 = ratio*(1-color_ratio);
880 combine_ratio2 = (1-ratio)*color_ratio;
881 ratio = (combine_ratio1 + combine_ratio2) == 0 ? 1 : combine_ratio1/(combine_ratio1 + combine_ratio2);
882 if(alpha_ratio > 0) drawfill(panel_pos + eX * (offset + i), gradient_size, StrafeHUD_mixColors(color1, color2, ratio), alpha_ratio, DRAWFLAG_NORMAL);
886 // length unit conversion (km and miles are only included to match the GetSpeedUnit* functions)
887 float GetLengthUnitFactor(int length_unit)
893 case 2: return 0.0254;
894 case 3: return 0.0254 * 0.001;
895 case 4: return 0.0254 * 0.001 * 0.6213711922;
896 case 5: return 0.0254 * 0.001 * 0.5399568035;
900 string GetLengthUnit(int length_unit)
904 // translator-friendly strings without the initial space
906 case 1: return strcat(" ", _("qu"));
907 case 2: return strcat(" ", _("m"));
908 case 3: return strcat(" ", _("km"));
909 case 4: return strcat(" ", _("mi"));
910 case 5: return strcat(" ", _("nmi"));