-#ifndef CLIENT_HUD_H
-#define CLIENT_HUD_H
+#pragma once
-#include "../../common/weapons/all.qh"
+#include <common/weapons/all.qh>
bool HUD_Radar_Clickable();
void HUD_Radar_Mouse();
float HUD_Radar_InputEvent(float bInputType, float nPrimary, float nSecondary);
void HUD_Radar_Hide_Maximized();
+float HUD_GetRowCount(int item_count, vector size, float item_aspect);
+vector HUD_Get_Num_Color (float x, float maxvalue);
+void DrawNumIcon(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha);
+void DrawNumIcon_expanding(vector myPos, vector mySize, float x, string icon, bool vertical, bool icon_right_align, vector color, float theAlpha, float fadelerp);
+void HUD_Panel_DrawHighlight(vector pos, vector mySize, vector color, float theAlpha, int drawflag);
+vector HUD_GetTableSize_BestItemAR(int item_count, vector psize, float item_aspect);
+
void HUD_Reset ();
void HUD_Main ();
+int race_CheckName(string net_name);
+string MakeRaceString(int cp, float mytime, float theirtime, float lapdelta, string theirname);
+
int vote_yescount;
int vote_nocount;
int vote_needed;
float current_player;
+float autocvar_hud_dynamic_follow;
+float autocvar_hud_dynamic_follow_scale;
+
+vector hud_dynamic_shake_realofs;
+float hud_dynamic_shake_factor;
+float hud_dynamic_shake_time;
+
+// shared across viewmodel effects and dynamic hud code
+vector cl_followmodel_ofs;
+float cl_followmodel_time;
+
+vector hud_dynamic_ofs;
+
float stringwidth_colors(string s, vector theSize);
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);
panel_bg_padding = panel.current_panel_bg_padding; \
panel_fg_alpha = panel.current_panel_fg_alpha * hud_fade_alpha; \
} \
+ if(hud_dynamic_shake_factor > 0) panel_pos += hud_dynamic_shake_realofs; \
+ if(hud_dynamic_ofs.y) panel_pos.x += hud_dynamic_ofs.y * vid_conwidth; \
+ if(hud_dynamic_ofs.z) panel_pos.y += hud_dynamic_ofs.z * vid_conheight; \
+ if(hud_dynamic_ofs.x) { \
+ panel_size.x += hud_dynamic_ofs.x * panel_size.x; \
+ panel_size.y += hud_dynamic_ofs.x * panel_size.y; \
+ panel_pos.x += hud_dynamic_ofs.x * (panel_pos.x - vid_conwidth * 0.5); \
+ panel_pos.y += hud_dynamic_ofs.x * (panel_pos.y - vid_conheight * 0.5); \
+ } \
} MACRO_END
#define HUD_Panel_UpdatePosSize() MACRO_BEGIN { \
var void HUD_ModIcons_GameType(vector pos, vector size);
void HUD_ModIcons_SetFunc();
-#endif