#include "physics.qh"
-#include <client/main.qh>
-#include <common/mapinfo.qh>
+#include <client/draw.qh>
#include <lib/csqcmodel/cl_player.qh>
// Physics (#15)
+void HUD_Physics_Export(int fh)
+{
+ // allow saving cvars that aesthetically change the panel into hud skin files
+ HUD_Write_Cvar("hud_panel_physics_speed_unit_show");
+ HUD_Write_Cvar("hud_panel_physics_speed_max");
+ HUD_Write_Cvar("hud_panel_physics_speed_vertical");
+ HUD_Write_Cvar("hud_panel_physics_topspeed");
+ HUD_Write_Cvar("hud_panel_physics_topspeed_time");
+ HUD_Write_Cvar("hud_panel_physics_acceleration_max");
+ HUD_Write_Cvar("hud_panel_physics_acceleration_vertical");
+ HUD_Write_Cvar("hud_panel_physics_flip");
+ HUD_Write_Cvar("hud_panel_physics_baralign");
+ HUD_Write_Cvar("hud_panel_physics_progressbar");
+ HUD_Write_Cvar("hud_panel_physics_acceleration_progressbar_mode");
+ HUD_Write_Cvar("hud_panel_physics_acceleration_progressbar_scale");
+ HUD_Write_Cvar("hud_panel_physics_acceleration_progressbar_nonlinear");
+ HUD_Write_Cvar("hud_panel_physics_text");
+ HUD_Write_Cvar("hud_panel_physics_text_scale");
+}
+
vector acc_prevspeed;
float acc_prevtime, acc_avg, top_speed, top_speed_time;
float physics_update_time, discrete_speed, discrete_acceleration;
{
if(!autocvar_hud_panel_physics) return;
if(spectatee_status == -1 && (autocvar_hud_panel_physics == 1 || autocvar_hud_panel_physics == 3)) return;
- if(autocvar_hud_panel_physics == 3 && !(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) return;
+ if(autocvar_hud_panel_physics == 3 && !MUTATOR_CALLHOOK(HUD_Physics_showoptional)) return;
}
HUD_Panel_LoadCvars();
const int acc_decimals = 2;
if(time > physics_update_time)
{
+ discrete_acceleration = acceleration;
// workaround for ftos_decimals returning a negative 0
if(discrete_acceleration > -1 / (10 ** acc_decimals) && discrete_acceleration < 0)
discrete_acceleration = 0;
- discrete_acceleration = acceleration;
discrete_speed = speed;
physics_update_time += autocvar_hud_panel_physics_update_interval;
if(physics_update_time < time)