3 #include <common/mapinfo.qh>
4 #include <common/ent_cs.qh>
5 #include <common/scores.qh>
6 #include <server/mutators/mutator/gamemode_ctf.qh> // TODO: remove
10 bool mod_active; // is there any active mod icon?
12 void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
14 TC(int, layout); TC(int, i);
17 vector color = '0 0 0';
20 case 0: stat = STAT(REDALIVE); pic = "player_red"; color = '1 0 0'; break;
21 case 1: stat = STAT(BLUEALIVE); pic = "player_blue"; color = '0 0 1'; break;
22 case 2: stat = STAT(YELLOWALIVE); pic = "player_yellow"; color = '1 1 0'; break;
24 case 3: stat = STAT(PINKALIVE); pic = "player_pink"; color = '1 0 1'; break;
27 if(mySize.x/mySize.y > aspect_ratio)
29 i = aspect_ratio * mySize.y;
30 myPos.x = myPos.x + (mySize.x - i) / 2;
35 i = 1/aspect_ratio * mySize.x;
36 myPos.y = myPos.y + (mySize.y - i) / 2;
42 drawpic_aspect_skin(myPos, pic, vec2(0.7 * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
43 drawstring_aspect(myPos + eX * 0.7 * mySize.x, ftos(stat), vec2(0.3 * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
46 drawstring_aspect(myPos, ftos(stat), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
49 // Clan Arena and Freeze Tag HUD modicons
50 void HUD_Mod_CA(vector myPos, vector mySize)
52 mod_active = 1; // required in each mod function that always shows something
55 if(gametype == MAPINFO_TYPE_CA)
56 layout = autocvar_hud_panel_modicons_ca_layout;
57 else //if(gametype == MAPINFO_TYPE_FREEZETAG)
58 layout = autocvar_hud_panel_modicons_freezetag_layout;
61 aspect_ratio = (layout) ? 2 : 1;
62 rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
63 columns = ceil(team_count/rows);
66 float row = 0, column = 0;
67 vector pos = '0 0 0', itemSize;
68 itemSize = vec2(mySize.x / columns, mySize.y / rows);
69 for(i=0; i<team_count; ++i)
71 pos.x = myPos.x + column * itemSize.x;
72 pos.y = myPos.y + row * itemSize.y;
74 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
85 // CTF HUD modicon section
86 int redflag_prevframe, blueflag_prevframe, yellowflag_prevframe, pinkflag_prevframe, neutralflag_prevframe; // status during previous frame
87 int redflag_prevstatus, blueflag_prevstatus, yellowflag_prevstatus, pinkflag_prevstatus, neutralflag_prevstatus; // last remembered status
88 float redflag_statuschange_time, blueflag_statuschange_time, yellowflag_statuschange_time, pinkflag_statuschange_time, neutralflag_statuschange_time; // time when the status changed
90 void HUD_Mod_CTF_Reset()
92 redflag_prevstatus = blueflag_prevstatus = yellowflag_prevstatus = pinkflag_prevstatus = neutralflag_prevstatus = 0;
93 redflag_prevframe = blueflag_prevframe = yellowflag_prevframe = pinkflag_prevframe = neutralflag_prevframe = 0;
94 redflag_statuschange_time = blueflag_statuschange_time = yellowflag_statuschange_time = pinkflag_statuschange_time = neutralflag_statuschange_time = 0;
97 int autocvar__teams_available;
98 void HUD_Mod_CTF(vector pos, vector mySize)
100 vector redflag_pos, blueflag_pos, yellowflag_pos, pinkflag_pos, neutralflag_pos;
102 float f; // every function should have that
104 int redflag, blueflag, yellowflag, pinkflag, neutralflag; // current status
105 float redflag_statuschange_elapsedtime = 0, blueflag_statuschange_elapsedtime = 0, yellowflag_statuschange_elapsedtime = 0, pinkflag_statuschange_elapsedtime = 0, neutralflag_statuschange_elapsedtime = 0; // time since the status changed
106 bool ctf_oneflag; // one-flag CTF mode enabled/disabled
107 bool ctf_stalemate; // currently in stalemate
108 int stat_items = STAT(CTF_FLAGSTATUS);
109 float fs, fs2, fs3, size1, size2;
112 int nteams = autocvar__teams_available;
114 redflag = (stat_items/CTF_RED_FLAG_TAKEN) & 3;
115 blueflag = (stat_items/CTF_BLUE_FLAG_TAKEN) & 3;
116 yellowflag = (stat_items/CTF_YELLOW_FLAG_TAKEN) & 3;
117 pinkflag = (stat_items/CTF_PINK_FLAG_TAKEN) & 3;
118 neutralflag = (stat_items/CTF_NEUTRAL_FLAG_TAKEN) & 3;
120 ctf_oneflag = (stat_items & CTF_FLAG_NEUTRAL);
122 ctf_stalemate = (stat_items & CTF_STALEMATE);
124 mod_active = (redflag || blueflag || yellowflag || pinkflag || neutralflag || (stat_items & CTF_SHIELDED));
126 if (autocvar__hud_configure) {
133 ctf_oneflag = neutralflag = 0; // disable neutral flag in hud editor?
136 // when status CHANGES, set old status into prevstatus and current status into status
137 #define X(team) MACRO_BEGIN { \
138 if (team##flag != team##flag_prevframe) { \
139 team##flag_statuschange_time = time; \
140 team##flag_prevstatus = team##flag_prevframe; \
141 team##flag_prevframe = team##flag; \
143 team##flag_statuschange_elapsedtime = time - team##flag_statuschange_time; \
152 const float BLINK_FACTOR = 0.15;
153 const float BLINK_BASE = 0.85;
155 // RMS = sqrt(BLINK_BASE^2 + 0.5 * BLINK_FACTOR^2)
157 // BLINK_BASE = sqrt(RMS^2 - 0.5 * BLINK_FACTOR^2)
159 const float BLINK_FREQ = 5; // circle frequency, = 2*pi*frequency in hertz
161 #define X(team, cond) \
162 string team##_icon = string_null, team##_icon_prevstatus = string_null; \
163 int team##_alpha, team##_alpha_prevstatus; \
164 team##_alpha = team##_alpha_prevstatus = 1; \
166 switch (team##flag) { \
167 case 1: team##_icon = "flag_" #team "_taken"; break; \
168 case 2: team##_icon = "flag_" #team "_lost"; break; \
169 case 3: team##_icon = "flag_" #team "_carrying"; team##_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
171 if ((stat_items & CTF_SHIELDED) && (cond)) { \
172 team##_icon = "flag_" #team "_shielded"; \
174 team##_icon = string_null; \
178 switch (team##flag_prevstatus) { \
179 case 1: team##_icon_prevstatus = "flag_" #team "_taken"; break; \
180 case 2: team##_icon_prevstatus = "flag_" #team "_lost"; break; \
181 case 3: team##_icon_prevstatus = "flag_" #team "_carrying"; team##_alpha_prevstatus = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ); break; \
183 if (team##flag == 3) { \
184 team##_icon_prevstatus = "flag_" #team "_carrying"; /* make it more visible */\
185 } else if((stat_items & CTF_SHIELDED) && (cond)) { \
186 team##_icon_prevstatus = "flag_" #team "_shielded"; \
188 team##_icon_prevstatus = string_null; \
193 X(red, myteam != NUM_TEAM_1 && (nteams & BIT(0)));
194 X(blue, myteam != NUM_TEAM_2 && (nteams & BIT(1)));
195 X(yellow, myteam != NUM_TEAM_3 && (nteams & BIT(2)));
196 X(pink, myteam != NUM_TEAM_4 && (nteams & BIT(3)));
197 X(neutral, ctf_oneflag);
207 // hacky, but these aren't needed
208 red_icon = red_icon_prevstatus = blue_icon = blue_icon_prevstatus = yellow_icon = yellow_icon_prevstatus = pink_icon = pink_icon_prevstatus = string_null;
210 } else switch (tcount) {
212 case 2: fs = 0.5; fs2 = 0.5; fs3 = 0.5; break;
213 case 3: fs = 1; fs2 = 0.35; fs3 = 0.35; break;
214 case 4: fs = 0.75; fs2 = 0.25; fs3 = 0.5; break;
217 if (mySize_x > mySize_y) {
233 blueflag_pos = pos + eX * fs2 * size1;
234 yellowflag_pos = pos - eX * fs2 * size1;
235 pinkflag_pos = pos + eX * fs3 * size1;
239 redflag_pos = pos + eX * fs2 * size1;
241 yellowflag_pos = pos - eX * fs2 * size1;
242 pinkflag_pos = pos + eX * fs3 * size1;
246 redflag_pos = pos + eX * fs3 * size1;
247 blueflag_pos = pos - eX * fs2 * size1;
248 yellowflag_pos = pos;
249 pinkflag_pos = pos + eX * fs2 * size1;
253 redflag_pos = pos - eX * fs2 * size1;
254 blueflag_pos = pos + eX * fs3 * size1;
255 yellowflag_pos = pos + eX * fs2 * size1;
260 neutralflag_pos = pos;
261 flag_size = e1 * fs * size1 + e2 * size2;
263 #define X(team) MACRO_BEGIN { \
264 f = bound(0, team##flag_statuschange_elapsedtime * 2, 1); \
265 if (team##_icon && ctf_stalemate) \
266 drawpic_aspect_skin(team##flag_pos, "flag_stalemate", flag_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); \
267 if (team##_icon_prevstatus && f < 1) \
268 drawpic_aspect_skin_expanding(team##flag_pos, team##_icon_prevstatus, flag_size, '1 1 1', panel_fg_alpha * team##_alpha_prevstatus, DRAWFLAG_NORMAL, f); \
270 drawpic_aspect_skin(team##flag_pos, team##_icon, flag_size, '1 1 1', panel_fg_alpha * team##_alpha * f, DRAWFLAG_NORMAL); \
280 // Keyhunt HUD modicon section
283 void HUD_Mod_KH(vector pos, vector mySize)
285 mod_active = 1; // keyhunt should never hide the mod icons panel
287 // Read current state
288 int state = STAT(KH_KEYS);
292 int all_keys, team1_keys, team2_keys, team3_keys, team4_keys, dropped_keys, carrying_keys;
293 all_keys = team1_keys = team2_keys = team3_keys = team4_keys = dropped_keys = carrying_keys = 0;
295 for(i = 0; i < 4; ++i)
297 key_state = (bitshift(state, i * -5) & 31) - 1;
310 case NUM_TEAM_1: ++team1_keys; break;
311 case NUM_TEAM_2: ++team2_keys; break;
312 case NUM_TEAM_3: ++team3_keys; break;
313 case NUM_TEAM_4: ++team4_keys; break;
314 case 29: ++dropped_keys; break;
320 // Calculate slot measurements
322 if(all_keys == 4 && mySize.x * 0.5 < mySize.y && mySize.y * 0.5 < mySize.x)
324 // Quadratic arrangement
325 slot_size = vec2(mySize.x * 0.5, mySize.y * 0.5);
327 KH_SLOTS[1] = pos + eX * slot_size.x;
328 KH_SLOTS[2] = pos + eY * slot_size.y;
329 KH_SLOTS[3] = pos + eX * slot_size.x + eY * slot_size.y;
333 if(mySize.x > mySize.y)
335 // Horizontal arrangement
336 slot_size = vec2(mySize.x / all_keys, mySize.y);
337 for(i = 0; i < all_keys; ++i)
338 KH_SLOTS[i] = pos + eX * slot_size.x * i;
342 // Vertical arrangement
343 slot_size = vec2(mySize.x, mySize.y / all_keys);
344 for(i = 0; i < all_keys; ++i)
345 KH_SLOTS[i] = pos + eY * slot_size.y * i;
349 // Make icons blink in case of RUN HERE
354 float blink = 0.6 + sin(2 * M_PI * time) * 0.4; // Oscillate between 0.2 and 1
357 case NUM_TEAM_1: if(team1_keys == all_keys) alpha = blink; break;
358 case NUM_TEAM_2: if(team2_keys == all_keys) alpha = blink; break;
359 case NUM_TEAM_3: if(team3_keys == all_keys) alpha = blink; break;
360 case NUM_TEAM_4: if(team4_keys == all_keys) alpha = blink; break;
369 if(myteam == NUM_TEAM_1 && carrying_keys)
371 drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
375 drawpic_aspect_skin(KH_SLOTS[i++], "kh_red_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
378 if(myteam == NUM_TEAM_2 && carrying_keys)
380 drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
384 drawpic_aspect_skin(KH_SLOTS[i++], "kh_blue_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
387 if(myteam == NUM_TEAM_3 && carrying_keys)
389 drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
393 drawpic_aspect_skin(KH_SLOTS[i++], "kh_yellow_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
396 if(myteam == NUM_TEAM_4 && carrying_keys)
398 drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_carrying", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
402 drawpic_aspect_skin(KH_SLOTS[i++], "kh_pink_taken", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
404 while(dropped_keys--)
405 drawpic_aspect_skin(KH_SLOTS[i++], "kh_dropped", slot_size, '1 1 1', alpha, DRAWFLAG_NORMAL);
408 // Keepaway HUD mod icon
409 int kaball_prevstatus; // last remembered status
410 float kaball_statuschange_time; // time when the status changed
412 // we don't need to reset for keepaway since it immediately
413 // autocorrects prevstatus as to if the player has the ball or not
415 void HUD_Mod_Keepaway(vector pos, vector mySize)
417 mod_active = 1; // keepaway should always show the mod HUD
419 float BLINK_FACTOR = 0.15;
420 float BLINK_BASE = 0.85;
421 float BLINK_FREQ = 5;
422 float kaball_alpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
424 int stat_items = STAT(ITEMS);
425 int kaball = (stat_items/IT_KEY1) & 1;
427 if(kaball != kaball_prevstatus)
429 kaball_statuschange_time = time;
430 kaball_prevstatus = kaball;
433 vector kaball_pos, kaball_size;
435 if(mySize.x > mySize.y) {
436 kaball_pos = pos + eX * 0.25 * mySize.x;
437 kaball_size = vec2(0.5 * mySize.x, mySize.y);
439 kaball_pos = pos + eY * 0.25 * mySize.y;
440 kaball_size = vec2(mySize.x, 0.5 * mySize.y);
443 float kaball_statuschange_elapsedtime = time - kaball_statuschange_time;
444 float f = bound(0, kaball_statuschange_elapsedtime*2, 1);
446 if(kaball_prevstatus && f < 1)
447 drawpic_aspect_skin_expanding(kaball_pos, "keepawayball_carrying", kaball_size, '1 1 1', panel_fg_alpha * kaball_alpha, DRAWFLAG_NORMAL, f);
450 drawpic_aspect_skin(pos, "keepawayball_carrying", vec2(mySize.x, mySize.y), '1 1 1', panel_fg_alpha * kaball_alpha * f, DRAWFLAG_NORMAL);
454 // Nexball HUD mod icon
455 void HUD_Mod_NexBall(vector pos, vector mySize)
457 float nb_pb_starttime, dt, p;
460 stat_items = STAT(ITEMS);
461 nb_pb_starttime = STAT(NB_METERSTART);
463 if (stat_items & IT_KEY1)
468 //Manage the progress bar if any
469 if (nb_pb_starttime > 0)
471 dt = (time - nb_pb_starttime) % nb_pb_period;
472 // one period of positive triangle
473 p = 2 * dt / nb_pb_period;
477 HUD_Panel_DrawProgressBar(pos, mySize, "progressbar", p, (mySize.x <= mySize.y), 0, autocvar_hud_progressbar_nexball_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
480 if (stat_items & IT_KEY1)
481 drawpic_aspect_skin(pos, "nexball_carrying", eX * mySize.x + eY * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
484 // Race/CTS HUD mod icons
485 float crecordtime_prev; // last remembered crecordtime
486 float crecordtime_change_time; // time when crecordtime last changed
487 float srecordtime_prev; // last remembered srecordtime
488 float srecordtime_change_time; // time when srecordtime last changed
490 float race_status_time;
491 int race_status_prev;
492 string race_status_name_prev;
494 // Check if the given name already exist in race rankings? In that case, where? (otherwise return 0)
495 int race_CheckName(string net_name)
498 for (i=RANKINGS_CNT-1;i>=0;--i)
499 if(strdecolorize(grecordholder[i]) == strdecolorize(net_name))
504 void race_showTime(string text, vector pos, vector timeText_ofs, float theTime, vector textSize, float f)
506 drawstring_aspect(pos, text, textSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
507 drawstring_aspect(pos + timeText_ofs, TIME_ENCODED_TOSTRING(theTime), textSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
509 drawstring_aspect_expanding(pos, text, textSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, f);
510 drawstring_aspect_expanding(pos + timeText_ofs, TIME_ENCODED_TOSTRING(theTime), textSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL, f);
514 void HUD_Mod_Race(vector pos, vector mySize)
517 me = playerslots[player_localnum];
519 score = me.(scores(ps_primary));
521 if(!(scores_flags(ps_primary) & SFL_TIME) || teamplay) // race/cts record display on HUD
523 mod_active = 0; // hide it in this case!
524 return; // no records in the actual race
529 // clientside personal record
531 if(gametype == MAPINFO_TYPE_CTS)
535 float t = stof(db_get(ClientProgsDB, strcat(shortmapname, rr, "time")));
537 if(score && (score < t || !t)) {
538 db_put(ClientProgsDB, strcat(shortmapname, rr, "time"), ftos(score));
539 if(autocvar_cl_autodemo_delete_keeprecords)
541 float f = autocvar_cl_autodemo_delete;
543 cvar_set("cl_autodemo_delete", ftos(f)); // don't delete demo with new record!
547 if(t != crecordtime_prev) {
548 crecordtime_prev = t;
549 crecordtime_change_time = time;
552 vector textPos, medalPos;
554 if(mySize.x > mySize.y) {
556 squareSize = min(mySize.y, mySize.x/2);
557 vector ofs = vec2(0.5 * max(0, mySize.x/2 - squareSize), 0.5 * (mySize.y - squareSize));
559 ofs.x += 0.5 * mySize.x;
560 medalPos = pos + ofs;
563 squareSize = min(mySize.x, mySize.y/2);
564 vector ofs = vec2(0.5 * (mySize.x - squareSize), 0.5 * max(0, mySize.y/2 - squareSize));
566 ofs.y += 0.5 * mySize.y;
567 medalPos = pos + ofs;
569 vector textSize = vec2(squareSize, 0.25 * squareSize);
571 race_showTime(_("Personal best"), textPos, eY * 0.25 * squareSize, t, textSize, time - crecordtime_change_time);
574 t = race_server_record;
575 if(t != srecordtime_prev) {
576 srecordtime_prev = t;
577 srecordtime_change_time = time;
580 textPos += eY * 0.5 * squareSize;
581 race_showTime(_("Server best"), textPos, eY * 0.25 * squareSize, t, textSize, time - srecordtime_change_time);
583 if (race_status != race_status_prev || race_status_name != race_status_name_prev) {
584 race_status_time = time + 5;
585 race_status_prev = race_status;
586 if (race_status_name_prev)
587 strunzone(race_status_name_prev);
588 race_status_name_prev = strzone(race_status_name);
593 a = bound(0, race_status_time - time, 1);
596 s = textShortenToWidth(ColorTranslateRGB(race_status_name), squareSize, '1 1 0' * 0.1 * squareSize, stringwidth_colors);
600 rank = race_CheckName(race_status_name);
604 rankname = count_ordinal(rank);
607 namepos = medalPos + '0 0.8 0' * squareSize;
609 rankpos = medalPos + '0 0.15 0' * squareSize;
612 drawpic_aspect_skin(medalPos, "race_newfail", '1 1 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
613 else if(race_status == 1) {
614 drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newtime", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
615 drawcolorcodedstring_aspect(namepos, s, '1 0.2 0' * squareSize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
616 drawstring_aspect(rankpos, rankname, '1 0.15 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
617 } else if(race_status == 2) {
618 if(strdecolorize(race_status_name) == strdecolorize(entcs_GetName(player_localnum)) || !race_myrank || race_myrank < rank)
619 drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newrankgreen", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
621 drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newrankyellow", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
622 drawcolorcodedstring_aspect(namepos, s, '1 0.2 0' * squareSize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
623 drawstring_aspect(rankpos, rankname, '1 0.15 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
624 } else if(race_status == 3) {
625 drawpic_aspect_skin(medalPos + '0.1 0 0' * squareSize, "race_newrecordserver", '1 1 0' * 0.8 * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
626 drawcolorcodedstring_aspect(namepos, s, '1 0.2 0' * squareSize, panel_fg_alpha * a, DRAWFLAG_NORMAL);
627 drawstring_aspect(rankpos, rankname, '1 0.15 0' * squareSize, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
630 if (race_status_time - time <= 0) {
631 race_status_prev = -1;
634 strunzone(race_status_name);
635 race_status_name = string_null;
636 if(race_status_name_prev)
637 strunzone(race_status_name_prev);
638 race_status_name_prev = string_null;
642 void DrawDomItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
644 TC(int, layout); TC(int, i);
647 vector color = '0 0 0';
650 case 0: stat = STAT(DOM_PPS_RED); pic = "dom_icon_red"; color = '1 0 0'; break;
651 case 1: stat = STAT(DOM_PPS_BLUE); pic = "dom_icon_blue"; color = '0 0 1'; break;
652 case 2: stat = STAT(DOM_PPS_YELLOW); pic = "dom_icon_yellow"; color = '1 1 0'; break;
654 case 3: stat = STAT(DOM_PPS_PINK); pic = "dom_icon_pink"; color = '1 0 1'; break;
657 if(STAT(DOM_TOTAL_PPS))
658 pps_ratio = stat / STAT(DOM_TOTAL_PPS);
660 if(mySize.x/mySize.y > aspect_ratio)
662 i = aspect_ratio * mySize.y;
663 myPos.x = myPos.x + (mySize.x - i) / 2;
668 i = 1/aspect_ratio * mySize.x;
669 myPos.y = myPos.y + (mySize.y - i) / 2;
673 if (layout) // show text too
676 color *= 0.5 + pps_ratio * (1 - 0.5); // half saturated color at min, full saturated at max
677 if (layout == 2) // average pps
678 drawstring_aspect(myPos + eX * mySize.y, ftos_decimals(stat, 2), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
679 else // percentage of average pps
680 drawstring_aspect(myPos + eX * mySize.y, strcat( ftos(floor(pps_ratio*100 + 0.5)), "%" ), vec2((2/3) * mySize.x, mySize.y), color, panel_fg_alpha, DRAWFLAG_NORMAL);
684 drawpic_aspect_skin(myPos, pic, '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
687 drawsetcliparea(myPos.x, myPos.y + mySize.y * (1 - pps_ratio), mySize.y, mySize.y * pps_ratio);
688 drawpic_aspect_skin(myPos, strcat(pic, "-highlighted"), '1 1 0' * mySize.y, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
693 void HUD_Mod_Dom(vector myPos, vector mySize)
695 mod_active = 1; // required in each mod function that always shows something
697 int layout = autocvar_hud_panel_modicons_dom_layout;
700 aspect_ratio = (layout) ? 3 : 1;
701 rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
702 columns = ceil(team_count/rows);
705 float row = 0, column = 0;
706 vector pos, itemSize;
707 itemSize = vec2(mySize.x / columns, mySize.y / rows);
708 for(i=0; i<team_count; ++i)
710 pos = myPos + vec2(column * itemSize.x, row * itemSize.y);
712 DrawDomItem(pos, itemSize, aspect_ratio, layout, i);
723 void HUD_ModIcons_SetFunc()
725 HUD_ModIcons_GameType = gametype.m_modicons;
732 if(!autocvar__hud_configure)
734 if(!autocvar_hud_panel_modicons) return;
735 if(!HUD_ModIcons_GameType) return;
738 if(mod_active || autocvar__hud_configure)
739 mod_alpha = min(mod_alpha + frametime * 2, 1);
741 mod_alpha = max(mod_alpha - frametime * 2, 0);
745 panel_fade_alpha *= mod_alpha;
746 HUD_Panel_LoadCvars();
748 draw_beginBoldFont();
750 if (autocvar_hud_panel_modicons_dynamichud)
759 panel_pos += '1 1 0' * panel_bg_padding;
760 panel_size -= '2 2 0' * panel_bg_padding;
763 if(autocvar__hud_configure)
764 HUD_Mod_CTF(panel_pos, panel_size);
766 HUD_ModIcons_GameType(panel_pos, panel_size);