]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Fix screwed up indentation (removed a TAB from every line)
authorterencehill <piuntn@gmail.com>
Sun, 19 Sep 2010 14:27:30 +0000 (16:27 +0200)
committerterencehill <piuntn@gmail.com>
Sun, 19 Sep 2010 14:27:30 +0000 (16:27 +0200)
qcsrc/client/hud.qc

index a4eefeaf9f05fbd1b467c664e73c6015e5e880db..c890866761b8d66c1809c44c9ab00e403383279c 100644 (file)
@@ -1614,305 +1614,305 @@ void HUD_Weapons(void)
                heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, world);
        }
 
-               HUD_Panel_DrawBg(1);
-               if(panel_bg_padding)
-               {
-                       panel_pos += '1 1 0' * panel_bg_padding;
-                       panel_size -= '2 2 0' * panel_bg_padding;
-               }
+       HUD_Panel_DrawBg(1);
+       if(panel_bg_padding)
+       {
+               panel_pos += '1 1 0' * panel_bg_padding;
+               panel_size -= '2 2 0' * panel_bg_padding;
+       }
 
-               // hits
-               weapon_stats = getstati(STAT_DAMAGE_HITS);
-               weapon_number = weapon_stats & 63;
-               weapon_hits[weapon_number-WEP_FIRST] = floor(weapon_stats / 64);
-               // fired
-               weapon_stats = getstati(STAT_DAMAGE_FIRED);
-               weapon_number = weapon_stats & 63;
-               weapon_fired[weapon_number-WEP_FIRST] = floor(weapon_stats / 64);
+       // hits
+       weapon_stats = getstati(STAT_DAMAGE_HITS);
+       weapon_number = weapon_stats & 63;
+       weapon_hits[weapon_number-WEP_FIRST] = floor(weapon_stats / 64);
+       // fired
+       weapon_stats = getstati(STAT_DAMAGE_FIRED);
+       weapon_number = weapon_stats & 63;
+       weapon_fired[weapon_number-WEP_FIRST] = floor(weapon_stats / 64);
 
-               if(cvar_or("hud_panel_weapons_fade", 1))
-               {
-                       fade = 3.2 - 2 * (time - weapontime);
-                       fade = bound(0.7, fade, 1);
-               }
-               else
-                       fade = 1;
+       if(cvar_or("hud_panel_weapons_fade", 1))
+       {
+               fade = 3.2 - 2 * (time - weapontime);
+               fade = bound(0.7, fade, 1);
+       }
+       else
+               fade = 1;
 
-               HUD_Weapons_Clear();
+       HUD_Weapons_Clear();
 
-               float rows, columns;
-               rows = panel_size_y/panel_size_x;
-               rows = bound(1, floor((sqrt(4 * autocvar_hud_panel_weapons_aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
+       float rows, columns;
+       rows = panel_size_y/panel_size_x;
+       rows = bound(1, floor((sqrt(4 * autocvar_hud_panel_weapons_aspect * rows * WEP_COUNT + rows * rows) + rows + 0.5) / 2), WEP_COUNT);
 
-               columns = ceil(WEP_COUNT/rows);
-               float row, column;
+       columns = ceil(WEP_COUNT/rows);
+       float row, column;
 
-               float a, type, fullammo;
-               float when;
-               when = autocvar_hud_panel_weapons_complainbubble_time;
-               float fadetime;
-               fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
+       float a, type, fullammo;
+       float when;
+       when = autocvar_hud_panel_weapons_complainbubble_time;
+       float fadetime;
+       fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
 
-               vector color;
-               vector wpnpos;
-               vector wpnsize;
+       vector color;
+       vector wpnpos;
+       vector wpnsize;
 
-               for(i = 0; i < weapon_cnt; ++i)
-               {
-                       wpnpos = panel_pos + eX * column * panel_size_x*(1/columns) + eY * row * panel_size_y*(1/rows);
-                       wpnsize = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
+       for(i = 0; i < weapon_cnt; ++i)
+       {
+               wpnpos = panel_pos + eX * column * panel_size_x*(1/columns) + eY * row * panel_size_y*(1/rows);
+               wpnsize = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
 
-                       self = weaponorder[i];
-                       weapid = self.impulse;
+               self = weaponorder[i];
+               weapid = self.impulse;
 
-                       // draw background behind currently selected weapon
-                       if(self.weapon == activeweapon)
-                               drawpic_aspect_skin(wpnpos, "weapon_current_bg", wpnsize, '1 1 1', fade * panel_fg_alpha, DRAWFLAG_NORMAL);
+               // draw background behind currently selected weapon
+               if(self.weapon == activeweapon)
+                       drawpic_aspect_skin(wpnpos, "weapon_current_bg", wpnsize, '1 1 1', fade * panel_fg_alpha, DRAWFLAG_NORMAL);
 
-                       // draw the weapon accuracy
-                       if(acc_levels)
+               // draw the weapon accuracy
+               if(acc_levels)
+               {
+                       float weapon_hit, weapon_damage;
+                       weapon_damage = weapon_fired[self.weapon-WEP_FIRST];
+                       if(weapon_damage)
                        {
-                               float weapon_hit, weapon_damage;
-                               weapon_damage = weapon_fired[self.weapon-WEP_FIRST];
-                               if(weapon_damage)
-                               {
-                                       weapon_hit = weapon_hits[self.weapon-WEP_FIRST];
-                                       weapon_stats = floor(100 * weapon_hit / weapon_damage);
-                               }
+                               weapon_hit = weapon_hits[self.weapon-WEP_FIRST];
+                               weapon_stats = floor(100 * weapon_hit / weapon_damage);
+                       }
 
-                               // find the max level lower than weapon_stats
-                               float j;
-                               j = acc_levels-1;
-                               while ( j && weapon_stats < acc_lev[j] )
-                                       --j;
+                       // find the max level lower than weapon_stats
+                       float j;
+                       j = acc_levels-1;
+                       while ( j && weapon_stats < acc_lev[j] )
+                               --j;
 
-                               // inject color j+1 in color j, how much depending on how much weapon_stats is higher than level j
-                               float factor;
-                               factor = (weapon_stats - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
-                               color = acc_color(j);
-                               color = color + factor * (acc_color(j+1) - color);
+                       // inject color j+1 in color j, how much depending on how much weapon_stats is higher than level j
+                       float factor;
+                       factor = (weapon_stats - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
+                       color = acc_color(j);
+                       color = color + factor * (acc_color(j+1) - color);
 
-                               if(weapon_damage)
-                                       drawpic_aspect_skin(wpnpos, "weapon_accuracy", wpnsize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
-                       }
+                       if(weapon_damage)
+                               drawpic_aspect_skin(wpnpos, "weapon_accuracy", wpnsize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
+               }
 
-                       // draw the weapon icon
-                       if((self.impulse >= 0) && (getstati(STAT_WEAPONS) & self.weapons))
-                       {
-                               drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '1 1 1', fade * panel_fg_alpha, DRAWFLAG_NORMAL);
+               // draw the weapon icon
+               if((self.impulse >= 0) && (getstati(STAT_WEAPONS) & self.weapons))
+               {
+                       drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '1 1 1', fade * panel_fg_alpha, DRAWFLAG_NORMAL);
 
-                               if(autocvar_hud_panel_weapons_label == 1) // weapon number
-                                       drawstring(wpnpos, ftos(weapid), '1 1 0' * 0.5 * panel_size_y*(1/rows), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
-                               else if(autocvar_hud_panel_weapons_label == 2) // bind
-                                       drawstring(wpnpos, getcommandkey(ftos(weapid), strcat("impulse ", ftos(weapid))), '1 1 0' * 0.5 * panel_size_y*(1/rows), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+                       if(autocvar_hud_panel_weapons_label == 1) // weapon number
+                               drawstring(wpnpos, ftos(weapid), '1 1 0' * 0.5 * panel_size_y*(1/rows), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+                       else if(autocvar_hud_panel_weapons_label == 2) // bind
+                               drawstring(wpnpos, getcommandkey(ftos(weapid), strcat("impulse ", ftos(weapid))), '1 1 0' * 0.5 * panel_size_y*(1/rows), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
 
-                               // draw ammo status bar
-                               if(autocvar_hud_panel_weapons_ammo && weapid != WEP_TUBA && weapid != WEP_LASER && weapid != WEP_PORTO)
+                       // draw ammo status bar
+                       if(autocvar_hud_panel_weapons_ammo && weapid != WEP_TUBA && weapid != WEP_LASER && weapid != WEP_PORTO)
+                       {
+                               a = 0;
+                               type = GetAmmoTypeForWep(weapid);
+                               if(type != -1)
+                                       a = getstati(GetAmmoStat(type)); // how much ammo do we have?
+
+                               if(a > 0)
                                {
-                                       a = 0;
-                                       type = GetAmmoTypeForWep(weapid);
-                                       if(type != -1)
-                                               a = getstati(GetAmmoStat(type)); // how much ammo do we have?
+                                       switch(type) {
+                                               case 0: fullammo = autocvar_hud_panel_weapons_ammo_full_shells; break;
+                                               case 1: fullammo = autocvar_hud_panel_weapons_ammo_full_nails; break;
+                                               case 2: fullammo = autocvar_hud_panel_weapons_ammo_full_rockets; break;
+                                               case 3: fullammo = autocvar_hud_panel_weapons_ammo_full_cells; break;
+                                               case 4: fullammo = autocvar_hud_panel_weapons_ammo_full_fuel; break;
+                                               default: fullammo = 60;
+                                       }
 
-                                       if(a > 0)
+                                       vector barsize;
+                                       vector barpos;
+                                       if(wpnsize_x/wpnsize_y > autocvar_hud_panel_weapons_aspect)
                                        {
-                                               switch(type) {
-                                                       case 0: fullammo = autocvar_hud_panel_weapons_ammo_full_shells; break;
-                                                       case 1: fullammo = autocvar_hud_panel_weapons_ammo_full_nails; break;
-                                                       case 2: fullammo = autocvar_hud_panel_weapons_ammo_full_rockets; break;
-                                                       case 3: fullammo = autocvar_hud_panel_weapons_ammo_full_cells; break;
-                                                       case 4: fullammo = autocvar_hud_panel_weapons_ammo_full_fuel; break;
-                                                       default: fullammo = 60;
-                                               }
-
-                                               vector barsize;
-                                               vector barpos;
-                                               if(wpnsize_x/wpnsize_y > autocvar_hud_panel_weapons_aspect)
-                                               {
-                                                       barsize_x = autocvar_hud_panel_weapons_aspect * wpnsize_y;
-                                                       barsize_y = wpnsize_y;
-
-                                                       barpos_x = wpnpos_x + (wpnsize_x - barsize_x) / 2;
-                                                       barpos_y = wpnpos_y;
-                                               }
-                                               else
-                                               {
-                                                       barsize_y = 1/autocvar_hud_panel_weapons_aspect * wpnsize_x;
-                                                       barsize_x = wpnsize_x;
-
-                                                       barpos_y = wpnpos_y + (wpnsize_y - barsize_y) / 2;
-                                                       barpos_x = wpnpos_x;
-                                               }
-
-                                               drawsetcliparea(
-                                                       barpos_x,
-                                                       barpos_y,
-                                                       barsize_x * bound(0, a/fullammo, 1),
-                                                       barsize_y);
-                                               drawpic_aspect_skin(wpnpos, "weapon_ammo", wpnsize, autocvar_hud_panel_weapons_ammo_color, panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha, DRAWFLAG_NORMAL);
-                                               drawresetcliparea();
+                                               barsize_x = autocvar_hud_panel_weapons_aspect * wpnsize_y;
+                                               barsize_y = wpnsize_y;
+
+                                               barpos_x = wpnpos_x + (wpnsize_x - barsize_x) / 2;
+                                               barpos_y = wpnpos_y;
                                        }
+                                       else
+                                       {
+                                               barsize_y = 1/autocvar_hud_panel_weapons_aspect * wpnsize_x;
+                                               barsize_x = wpnsize_x;
+
+                                               barpos_y = wpnpos_y + (wpnsize_y - barsize_y) / 2;
+                                               barpos_x = wpnpos_x;
+                                       }
+
+                                       drawsetcliparea(
+                                               barpos_x,
+                                               barpos_y,
+                                               barsize_x * bound(0, a/fullammo, 1),
+                                               barsize_y);
+                                       drawpic_aspect_skin(wpnpos, "weapon_ammo", wpnsize, autocvar_hud_panel_weapons_ammo_color, panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha, DRAWFLAG_NORMAL);
+                                       drawresetcliparea();
                                }
                        }
+               }
 
-                       // draw a "ghost weapon icon" if you don't have the weapon
-                       else
+               // draw a "ghost weapon icon" if you don't have the weapon
+               else
+               {
+                       drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+               }
+
+               // draw the complain message
+               if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_panel_weapons_complainbubble)
+               {
+                       if(fadetime)
                        {
-                               drawpic_aspect_skin(wpnpos, strcat("weapon", self.netname), wpnsize, '0 0 0', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+                               if(complain_weapon_time + when > time)
+                                       a = 1;
+                               else
+                                       a = bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1);
                        }
-
-                       // draw the complain message
-                       if(time - complain_weapon_time < when + fadetime && self.weapon == complain_weapon && autocvar_hud_panel_weapons_complainbubble)
+                       else
                        {
-                               if(fadetime)
-                               {
-                                       if(complain_weapon_time + when > time)
-                                               a = 1;
-                                       else
-                                               a = bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1);
-                               }
+                               if(complain_weapon_time + when > time)
+                                       a = 1;
                                else
-                               {
-                                       if(complain_weapon_time + when > time)
-                                               a = 1;
-                                       else
-                                               a = 0;
-                               }
-
-                               string s;
-                               if(complain_weapon_type == 0) {
-                                       s = "Out of ammo";
-                                       color = autocvar_hud_panel_weapons_complainbubble_color_outofammo;
-                               }
-                               else if(complain_weapon_type == 1) {
-                                       s = "Don't have";
-                                       color = autocvar_hud_panel_weapons_complainbubble_color_donthave;
-                               }
-                               else {
-                                       s = "Unavailable";
-                                       color = autocvar_hud_panel_weapons_complainbubble_color_unavailable;
-                               }
-                               drawpic_aspect_skin(wpnpos + '1 1 0' * autocvar_hud_panel_weapons_complainbubble_padding, "weapon_complainbubble", wpnsize - '2 2 0' * autocvar_hud_panel_weapons_complainbubble_padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
-                               drawstring_aspect(wpnpos + '1 1 0' * autocvar_hud_panel_weapons_complainbubble_padding, s, wpnsize - '2 2 0' * autocvar_hud_panel_weapons_complainbubble_padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
+                                       a = 0;
                        }
 
-                       ++row;
-                       if(row >= rows)
-                       {
-                               row = 0;
-                               ++column;
+                       string s;
+                       if(complain_weapon_type == 0) {
+                               s = "Out of ammo";
+                               color = autocvar_hud_panel_weapons_complainbubble_color_outofammo;
+                       }
+                       else if(complain_weapon_type == 1) {
+                               s = "Don't have";
+                               color = autocvar_hud_panel_weapons_complainbubble_color_donthave;
                        }
+                       else {
+                               s = "Unavailable";
+                               color = autocvar_hud_panel_weapons_complainbubble_color_unavailable;
+                       }
+                       drawpic_aspect_skin(wpnpos + '1 1 0' * autocvar_hud_panel_weapons_complainbubble_padding, "weapon_complainbubble", wpnsize - '2 2 0' * autocvar_hud_panel_weapons_complainbubble_padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL);
+                       drawstring_aspect(wpnpos + '1 1 0' * autocvar_hud_panel_weapons_complainbubble_padding, s, wpnsize - '2 2 0' * autocvar_hud_panel_weapons_complainbubble_padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
                }
 
-       }
-
-       // Ammo (#1)
-       //
-       // TODO: macro
-       float GetAmmoItemCode(float i)
-       {
-               switch(i)
+               ++row;
+               if(row >= rows)
                {
-                       case 0: return IT_SHELLS;
-                       case 1: return IT_NAILS;
-                       case 2: return IT_ROCKETS;
-                       case 3: return IT_CELLS;
-                       case 4: return IT_FUEL;
-                       default: return -1;
+                       row = 0;
+                       ++column;
                }
        }
 
-       string GetAmmoPicture(float i)
+}
+
+// Ammo (#1)
+//
+// TODO: macro
+float GetAmmoItemCode(float i)
+{
+       switch(i)
        {
-               switch(i)
-               {
-                       case 0: return "ammo_shells";
-                       case 1: return "ammo_bullets";
-                       case 2: return "ammo_rockets";
-                       case 3: return "ammo_cells";
-                       case 4: return "ammo_fuel";
-                       default: return "";
-               }
+               case 0: return IT_SHELLS;
+               case 1: return IT_NAILS;
+               case 2: return IT_ROCKETS;
+               case 3: return IT_CELLS;
+               case 4: return IT_FUEL;
+               default: return -1;
        }
+}
 
-       void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected)
+string GetAmmoPicture(float i)
+{
+       switch(i)
        {
-               float a;
-               a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
-               if(autocvar__hud_configure)
-                       a = 100;
-
-               vector color;
-               if(a < 10)
-                       color = '0.7 0 0';
-               else
-                       color = '1 1 1';
-
-               float alpha;
-               if(currently_selected)
-                       alpha = 1;
-               else
-                       alpha = 0.7;
+               case 0: return "ammo_shells";
+               case 1: return "ammo_bullets";
+               case 2: return "ammo_rockets";
+               case 3: return "ammo_cells";
+               case 4: return "ammo_fuel";
+               default: return "";
+       }
+}
 
-               vector newSize, newPos;
-               if(mySize_x/mySize_y > 3)
-               {
-                       newSize_x = 3 * mySize_y;
-                       newSize_y = mySize_y;
+void DrawAmmoItem(vector myPos, vector mySize, float itemcode, float currently_selected)
+{
+       float a;
+       a = getstati(GetAmmoStat(itemcode)); // how much ammo do we have of type itemcode?
+       if(autocvar__hud_configure)
+               a = 100;
 
-                       newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
-                       newPos_y = myPos_y;
-               }
-               else
-               {
-                       newSize_y = 1/3 * mySize_x;
-                       newSize_x = mySize_x;
+       vector color;
+       if(a < 10)
+               color = '0.7 0 0';
+       else
+               color = '1 1 1';
 
-                       newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
-                       newPos_x = myPos_x;
-               }
+       float alpha;
+       if(currently_selected)
+               alpha = 1;
+       else
+               alpha = 0.7;
 
-               vector picpos, numpos;
-               if(autocvar_hud_panel_ammo_iconalign)
-               {
-                       numpos = newPos;
-                       picpos = newPos + eX * 2 * newSize_y;
-               }
-               else
-               {
-                       numpos = newPos + eX * newSize_y;
-                       picpos = newPos;
-               }
+       vector newSize, newPos;
+       if(mySize_x/mySize_y > 3)
+       {
+               newSize_x = 3 * mySize_y;
+               newSize_y = mySize_y;
 
-               if (currently_selected)
-                       drawpic_aspect_skin(newPos, "ammo_current_bg", newSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+               newPos_x = myPos_x + (mySize_x - newSize_x) / 2;
+               newPos_y = myPos_y;
+       }
+       else
+       {
+               newSize_y = 1/3 * mySize_x;
+               newSize_x = mySize_x;
 
-               drawfont = hud_bigfont;
-               if(a > 0)
-                       drawstring_aspect(numpos, ftos(a), eX * (2/3) * newSize_x + eY * newSize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
-               else // "ghost" ammo count
-                       drawstring_aspect(numpos, ftos(a), eX * (2/3) * newSize_x + eY * newSize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
-               drawfont = hud_font;
-               if(a > 0)
-                       drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
-               else // "ghost" ammo icon
-                       drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * newSize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
+               newPos_y = myPos_y + (mySize_y - newSize_y) / 2;
+               newPos_x = myPos_x;
        }
 
-       void HUD_Ammo(void)
+       vector picpos, numpos;
+       if(autocvar_hud_panel_ammo_iconalign)
        {
-               if(!autocvar_hud_panel_ammo && !autocvar__hud_configure)
-                       return;
+               numpos = newPos;
+               picpos = newPos + eX * 2 * newSize_y;
+       }
+       else
+       {
+               numpos = newPos + eX * newSize_y;
+               picpos = newPos;
+       }
 
-               active_panel = HUD_PANEL_AMMO;
-               HUD_Panel_UpdateCvars(ammo);
-               float i, currently_selected;
+       if (currently_selected)
+               drawpic_aspect_skin(newPos, "ammo_current_bg", newSize, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
 
-               vector pos, mySize;
-               pos = panel_pos;
-               mySize = panel_size;
+       drawfont = hud_bigfont;
+       if(a > 0)
+               drawstring_aspect(numpos, ftos(a), eX * (2/3) * newSize_x + eY * newSize_y, color, panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
+       else // "ghost" ammo count
+               drawstring_aspect(numpos, ftos(a), eX * (2/3) * newSize_x + eY * newSize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
+       drawfont = hud_font;
+       if(a > 0)
+               drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * newSize_y, '1 1 1', panel_fg_alpha * alpha, DRAWFLAG_NORMAL);
+       else // "ghost" ammo icon
+               drawpic_aspect_skin(picpos, GetAmmoPicture(itemcode), '1 1 0' * newSize_y, '0 0 0', panel_fg_alpha * alpha * 0.5, DRAWFLAG_NORMAL);
+}
 
-               HUD_Panel_DrawBg(1);
+void HUD_Ammo(void)
+{
+       if(!autocvar_hud_panel_ammo && !autocvar__hud_configure)
+               return;
+
+       active_panel = HUD_PANEL_AMMO;
+       HUD_Panel_UpdateCvars(ammo);
+       float i, currently_selected;
+
+       vector pos, mySize;
+       pos = panel_pos;
+       mySize = panel_size;
+
+       HUD_Panel_DrawBg(1);
        if(panel_bg_padding)
        {
                pos += '1 1 0' * panel_bg_padding;