float sbt_highlight_alpha;
float sbt_highlight_alpha_self;
-// TODO init autocvars
-float autocvar_hud_panel_scoreboard_table_bg_alpha;
-float autocvar_hud_panel_scoreboard_table_fg_alpha;
-float autocvar_hud_panel_scoreboard_table_fg_alpha_self;
-bool autocvar_hud_panel_scoreboard_table_highlight;
-float autocvar_hud_panel_scoreboard_table_highlight_alpha;
-float autocvar_hud_panel_scoreboard_table_highlight_alpha_self;
+float autocvar_hud_panel_scoreboard_fadeinspeed = 10;
+float autocvar_hud_panel_scoreboard_fadeoutspeed = 5;
+float autocvar_hud_panel_scoreboard_respawntime_decimals = 1;
+float autocvar_hud_panel_scoreboard_table_bg_alpha = 0.7;
+float autocvar_hud_panel_scoreboard_table_bg_scale = 0.25;
+float autocvar_hud_panel_scoreboard_table_fg_alpha = 0.9;
+float autocvar_hud_panel_scoreboard_table_fg_alpha_self = 1;
+bool autocvar_hud_panel_scoreboard_table_highlight = true;
+float autocvar_hud_panel_scoreboard_table_highlight_alpha = 0.2;
+float autocvar_hud_panel_scoreboard_table_highlight_alpha_self = 0.5;
+
+bool autocvar_hud_panel_scoreboard_accuracy = true;
+bool autocvar_hud_panel_scoreboard_accuracy_doublerows = false;
+bool autocvar_hud_panel_scoreboard_accuracy_nocolors = false;
+
+bool autocvar_hud_panel_scoreboard_dynamichud = false;
+
void drawstringright(vector, string, vector, vector, float, float);
void drawstringcenter(vector, string, vector, vector, float, float);
if (weapon_cnt <= 0) return pos;
int rows = 1;
- if (autocvar_scoreboard_accuracy_doublerows && weapon_cnt >= floor((Weapons_COUNT - 1) * 0.5))
+ if (autocvar_hud_panel_scoreboard_accuracy_doublerows && weapon_cnt >= floor((Weapons_COUNT - 1) * 0.5))
rows = 2;
int columnns = ceil(weapon_cnt / rows);
if (rows == 2)
pos.x += weapon_width / 2;
- if (autocvar_scoreboard_accuracy_nocolors)
+ if (autocvar_hud_panel_scoreboard_accuracy_nocolors)
rgb = '1 1 1';
else
Accuracy_LoadColors();
float padding;
padding = (weapon_width - stringwidth(s, false, eX * fontsize)) / 2; // center the accuracy value
- if(!autocvar_scoreboard_accuracy_nocolors)
+ if(!autocvar_hud_panel_scoreboard_accuracy_nocolors)
rgb = Accuracy_GetColor(weapon_stats);
drawstring(tmpos + eX * padding + eY * weapon_height, s, '1 1 0' * fontsize, rgb, sbt_fg_alpha, DRAWFLAG_NORMAL);
if(hud_woulddrawscoreboard) {
if(menu_enabled == 1)
scoreboard_fade_alpha = 1;
- float scoreboard_fadeinspeed = autocvar_scoreboard_fadeinspeed;
+ float scoreboard_fadeinspeed = autocvar_hud_panel_scoreboard_fadeinspeed;
if (scoreboard_fadeinspeed)
scoreboard_fade_alpha = bound (0, (time - hud_woulddrawscoreboard_change) * scoreboard_fadeinspeed, 1);
else
scoreboard_fade_alpha = 1;
}
else {
- float scoreboard_fadeoutspeed = autocvar_scoreboard_fadeoutspeed;
+ float scoreboard_fadeoutspeed = autocvar_hud_panel_scoreboard_fadeoutspeed;
if (scoreboard_fadeoutspeed)
scoreboard_fade_alpha = bound (0, (1/scoreboard_fadeoutspeed - (time - hud_woulddrawscoreboard_change)) * scoreboard_fadeoutspeed, 1);
else
else
scoreboard_fade_alpha = 0;
- if (autocvar_scoreboard_dynamichud)
+ if (autocvar_hud_panel_scoreboard_dynamichud)
HUD_Scale_Enable();
else
HUD_Scale_Disable();
pos.y += panel_bg_border;
// Draw the scoreboard
- vector bg_size = draw_getimagesize("gfx/scoreboard/scoreboard_bg") * ((autocvar_scoreboard_bg_scale > 0) ? autocvar_scoreboard_bg_scale : 0.25);
+ float scale = autocvar_hud_panel_scoreboard_table_bg_scale;
+ if(scale <= 0)
+ scale = 0.25;
+ vector bg_size = draw_getimagesize("gfx/scoreboard/scoreboard_bg") * scale;
if(teamplay)
{
}
pos = HUD_DrawScoreboardRankings(pos, playerslots[player_localnum], panel_bg_color, bg_size);
}
- else if (autocvar_scoreboard_accuracy && !warmup_stage && gametype != MAPINFO_TYPE_NEXBALL) {
+ else if (autocvar_hud_panel_scoreboard_accuracy && !warmup_stage && gametype != MAPINFO_TYPE_NEXBALL)
pos = HUD_DrawScoreboardAccuracyStats(pos, panel_bg_color, bg_size);
- }
pos = HUD_DrawMapStats(pos, panel_bg_color, bg_size);
respawn_time = max(time, respawn_time); // don't show a negative value while the server is respawning the player (lag)
str = sprintf(_("^1Respawning in ^3%s^1..."),
- (autocvar_scoreboard_respawntime_decimals ?
- count_seconds_decs(respawn_time - time, autocvar_scoreboard_respawntime_decimals)
+ (autocvar_hud_panel_scoreboard_respawntime_decimals ?
+ count_seconds_decs(respawn_time - time, autocvar_hud_panel_scoreboard_respawntime_decimals)
:
count_seconds(respawn_time - time)
)
else if(time < respawn_time)
{
str = sprintf(_("You are dead, wait ^3%s^7 before respawning"),
- (autocvar_scoreboard_respawntime_decimals ?
- count_seconds_decs(respawn_time - time, autocvar_scoreboard_respawntime_decimals)
+ (autocvar_hud_panel_scoreboard_respawntime_decimals ?
+ count_seconds_decs(respawn_time - time, autocvar_hud_panel_scoreboard_respawntime_decimals)
:
count_seconds(respawn_time - time)
)