-
-#define HUD_PANELS \
- HUD_PANEL(WEAPONS , HUD_Weapons , weapons) \
- HUD_PANEL(AMMO , HUD_Ammo , ammo) \
- HUD_PANEL(POWERUPS , HUD_Powerups , powerups) \
- HUD_PANEL(HEALTHARMOR , HUD_HealthArmor , healtharmor) \
- HUD_PANEL(NOTIFY , HUD_Notify , notify) \
- HUD_PANEL(TIMER , HUD_Timer , timer) \
- HUD_PANEL(RADAR , HUD_Radar , radar) \
- HUD_PANEL(SCORE , HUD_Score , score) \
- HUD_PANEL(RACETIMER , HUD_RaceTimer , racetimer) \
- HUD_PANEL(VOTE , HUD_Vote , vote) \
- HUD_PANEL(MODICONS , HUD_ModIcons , modicons) \
- HUD_PANEL(PRESSEDKEYS , HUD_PressedKeys , pressedkeys) \
- HUD_PANEL(CHAT , HUD_Chat , chat) \
- HUD_PANEL(ENGINEINFO , HUD_EngineInfo , engineinfo) \
- HUD_PANEL(INFOMESSAGES , HUD_InfoMessages , infomessages) \
- HUD_PANEL(PHYSICS , HUD_Physics , physics) \
- HUD_PANEL(CENTERPRINT , HUD_CenterPrint , centerprint) \
- HUD_PANEL(BUFFS , HUD_Buffs , buffs)
-
-#define HUD_PANEL(NAME,draw_func,name) \
- float HUD_PANEL_##NAME; \
- void draw_func(void); \
- void RegisterHUD_Panel_##NAME() \
- { \
- HUD_PANEL_LAST = HUD_PANEL_##NAME = HUD_PANEL_NUM; \
- entity hud_panelent = spawn(); \
- hud_panel[HUD_PANEL_##NAME] = hud_panelent; \
- hud_panelent.classname = "hud_panel"; \
- hud_panelent.panel_name = #name; \
- hud_panelent.panel_id = HUD_PANEL_##NAME; \
- hud_panelent.panel_draw = draw_func; \
- ++HUD_PANEL_NUM; \
- } \
+float GetPlayerColorForce(int i);
+
+float stringwidth_colors(string s, vector theSize);
+int GetPlayerColor(int i);
+string GetPlayerName(int i);
+float stringwidth_nocolors(string s, vector theSize);
+void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag);
+
+
+// prev_* vars contain the health/armor at the previous FRAME
+// set to -1 when player is dead or was not playing
+int prev_health, prev_armor;
+float health_damagetime, armor_damagetime;
+int health_beforedamage, armor_beforedamage;
+// old_p_* vars keep track of previous values when smoothing value changes of the progressbar
+int old_p_health, old_p_armor;
+float old_p_healthtime, old_p_armortime;
+// prev_p_* vars contain the health/armor progressbar value at the previous FRAME
+// set to -1 to forcedly stop effects when we switch spectated player (e.g. from playerX: 70h to playerY: 50h)
+int prev_p_health, prev_p_armor;
+
+
+#define HUD_PANELS(HUD_PANEL) \
+ HUD_PANEL(WEAPONS , HUD_Weapons , weapons) \
+ HUD_PANEL(AMMO , HUD_Ammo , ammo) \
+ HUD_PANEL(POWERUPS , HUD_Powerups , powerups) \
+ HUD_PANEL(HEALTHARMOR , HUD_HealthArmor , healtharmor) \
+ HUD_PANEL(NOTIFY , HUD_Notify , notify) \
+ HUD_PANEL(TIMER , HUD_Timer , timer) \
+ HUD_PANEL(RADAR , HUD_Radar , radar) \
+ HUD_PANEL(SCORE , HUD_Score , score) \
+ HUD_PANEL(RACETIMER , HUD_RaceTimer , racetimer) \
+ HUD_PANEL(VOTE , HUD_Vote , vote) \
+ HUD_PANEL(MODICONS , HUD_ModIcons , modicons) \
+ HUD_PANEL(PRESSEDKEYS , HUD_PressedKeys , pressedkeys) \
+ HUD_PANEL(CHAT , HUD_Chat , chat) \
+ HUD_PANEL(ENGINEINFO , HUD_EngineInfo , engineinfo) \
+ HUD_PANEL(INFOMESSAGES , HUD_InfoMessages , infomessages) \
+ HUD_PANEL(PHYSICS , HUD_Physics , physics) \
+ HUD_PANEL(CENTERPRINT , HUD_CenterPrint , centerprint) \
+ HUD_PANEL(BUFFS , HUD_Buffs , buffs) \
+ HUD_PANEL(ITEMSTIME , HUD_ItemsTime , itemstime) \
+ // always add new panels to the end of list
+
+#define HUD_PANEL(NAME, draw_func, name) \
+ int HUD_PANEL_##NAME; \
+ void draw_func(void); \
+ void RegisterHUD_Panel_##NAME() { \
+ HUD_PANEL_LAST = HUD_PANEL_##NAME = HUD_PANEL_NUM; \
+ entity hud_panelent = spawn(); \
+ hud_panel[HUD_PANEL_##NAME] = hud_panelent; \
+ hud_panelent.classname = "hud_panel"; \
+ hud_panelent.panel_name = #name; \
+ hud_panelent.panel_id = HUD_PANEL_##NAME; \
+ hud_panelent.panel_draw = draw_func; \
+ HUD_PANEL_NUM++; \
+ } \