-const int MAX_SPECIALCOMMAND = 15;
-vector specialcommand_slots[MAX_SPECIALCOMMAND];
-vector specialcommand_colors[MAX_SPECIALCOMMAND];
-const float SPECIALCOMMAND_SPEED = 150;
-const float SPECIALCOMMAND_TURNSPEED = 2;
-const float SPECIALCOMMAND_SIZE = 0.025;
-const float SPECIALCOMMAND_CHANCE = 0.35;
-float sc_spawntime, sc_changetime;
-vector sc_color = '1 1 1';
-void SpecialCommand()
-{
- if(!STAT(MOVEVARS_SPECIALCOMMAND))
- return;
-
- if(time >= sc_changetime)
- {
- sc_changetime = time + 1;
- sc_color = randomvec() * 1.5;
- sc_color.x = bound(0.2, sc_color.x, 0.75);
- sc_color.y = bound(0.2, sc_color.y, 0.75);
- sc_color.z = bound(0.2, sc_color.z, 0.75);
- }
- drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
-
- if(!precache_pic("gfx/smile"))
- return; // damn party poopers
-
- for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
- {
- vector slot = specialcommand_slots[j];
- if(slot.y)
- slot.y += SPECIALCOMMAND_SPEED * frametime;
- //if(slot.z)
- //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
- if(slot.y >= vid_conheight)
- slot = '0 0 0';
-
- if(slot == '0 0 0')
- {
- if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
- {
- slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
- slot.y = 1; // start it off 0 so we can use it
- slot.z = floor(random() * REGISTRY_COUNT(Weapons));
- sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
- vector newcolor = randomvec() * 2;
- newcolor.x = bound(0.4, newcolor.x, 1);
- newcolor.y = bound(0.4, newcolor.y, 1);
- newcolor.z = bound(0.4, newcolor.z, 1);
- specialcommand_colors[j] = newcolor;
- }
- }
- else
- {
- vector splash_size = '0 0 0';
- splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
- splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
- entity wep = REGISTRY_GET(Weapons, slot.z);
- if(wep == WEP_Null)
- drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
- else
- drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
- //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
- }
-
- specialcommand_slots[j] = slot;
- }
-}
-