3 #include "strafehud.qh"
5 #include <client/autocvars.qh>
6 #include <client/draw.qh>
7 #include <client/hud/panel/racetimer.qh>
8 #include <client/resources.qh>
9 #include <common/animdecide.qh>
10 #include <common/ent_cs.qh>
11 #include <common/mapinfo.qh>
12 #include <common/physics/movetypes/movetypes.qh>
13 #include <common/physics/player.qh>
14 #include <lib/csqcmodel/cl_player.qh>
18 void HUD_StrafeHUD_Export(int fh)
20 // allow saving cvars that aesthetically change the panel into hud skin files
25 float demo_angle = -37;
26 float demo_direction = 1;
28 bool state_onground = false;
29 float state_onground_time = 0;
30 bool state_strafekeys = false;
31 float state_strafekeys_time = 0;
36 bool state_fwd = true;
37 bool state_fwd_prev = true;
38 float state_fwd_time = 0;
40 float startspeed = -1;
42 float jumpheight = -1;
43 float jumpheight_persistent = -1;
44 float jumpheight_prev = 0;
45 float jumpspeed_prev = 0;
46 bool jumprestart = true;
48 // provide basic panel cvars to old clients
49 // TODO remove them after a future release (0.8.2+)
50 noref string autocvar_hud_panel_strafehud_pos = "0.320000 0.570000";
51 noref string autocvar_hud_panel_strafehud_size = "0.360000 0.020000";
52 noref string autocvar_hud_panel_strafehud_bg = "0";
53 noref string autocvar_hud_panel_strafehud_bg_color = "";
54 noref string autocvar_hud_panel_strafehud_bg_color_team = "";
55 noref string autocvar_hud_panel_strafehud_bg_alpha = "0.7";
56 noref string autocvar_hud_panel_strafehud_bg_border = "";
57 noref string autocvar_hud_panel_strafehud_bg_padding = "";
64 // generic hud routines
65 if(!autocvar__hud_configure)
67 if(!autocvar_hud_panel_strafehud ||
68 (spectatee_status == -1 && (autocvar_hud_panel_strafehud == 1 || autocvar_hud_panel_strafehud == 3)) ||
69 (autocvar_hud_panel_strafehud == 3 && !MUTATOR_CALLHOOK(HUD_StrafeHUD_showoptional))) return;
72 HUD_Panel_LoadCvars();
74 if(autocvar_hud_panel_strafehud_dynamichud)
87 panel_pos += '1 1 0' * panel_bg_padding;
88 panel_size -= '2 2 0' * panel_bg_padding;
91 // find out whether the local csqcmodel entity is valid
92 if(spectatee_status > 0 || isdemo())
95 strafeplayer = CSQCModel_server2csqc(player_localentnum - 1);
100 strafeplayer = csqcplayer;
104 if(csqcplayer && strafeplayer)
107 bool onground = islocal ? IS_ONGROUND(strafeplayer) : !(strafeplayer.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
109 bool swimming = strafeplayer.waterlevel >= WATERLEVEL_SWIMMING;
110 bool spectating = entcs_GetSpecState(strafeplayer.sv_entnum) == ENTCS_SPEC_PURE;
111 float speed = !autocvar__hud_configure ? vlen(vec2(csqcplayer.velocity)) : 1337; // use local csqcmodel entity for this even when spectating, flickers too much otherwise
112 float maxspeed_crouch_mod = IS_DUCKED(strafeplayer) && !swimming ? .5 : 1;
113 float maxspeed_water_mod = swimming ? .7 : 1; // very simplified water physics, the hud will not work well (and is not supposed to) while swimming
114 float maxspeed_phys = onground ? PHYS_MAXSPEED(strafeplayer) : PHYS_MAXAIRSPEED(strafeplayer);
115 float maxspeed = !autocvar__hud_configure ? maxspeed_phys * maxspeed_crouch_mod * maxspeed_water_mod : 320;
116 float vel_angle = vectoangles(strafeplayer.velocity).y - (vectoangles(strafeplayer.velocity).y > 180 ? 360 : 0); // change the range from 0° - 360° to -180° - 180° to match how view_angle represents angles
117 float view_angle = PHYS_INPUT_ANGLES(strafeplayer).y;
119 vector movement = PHYS_INPUT_MOVEVALUES(strafeplayer);
120 int keys = STAT(PRESSED_KEYS);
125 int mode = autocvar_hud_panel_strafehud_mode >= 0 && autocvar_hud_panel_strafehud_mode <= 1 ? autocvar_hud_panel_strafehud_mode : 0;
126 float speed_conversion_factor = GetSpeedUnitFactor(autocvar_hud_panel_strafehud_unit);
127 float length_conversion_factor = GetLengthUnitFactor(autocvar_hud_panel_strafehud_unit);
128 string speed_unit = GetSpeedUnit(autocvar_hud_panel_strafehud_unit);
129 string length_unit = GetLengthUnit(autocvar_hud_panel_strafehud_unit);
130 int length_decimals = autocvar_hud_panel_strafehud_unit >= 3 && autocvar_hud_panel_strafehud_unit <= 5 ? 6 : 2; // use more decimals when displaying km or miles
131 float antiflicker_angle = bound(0, autocvar_hud_panel_strafehud_antiflicker_angle, 180);
132 float antiflicker_speed = max(0, autocvar_hud_panel_strafehud_antiflicker_speed);
134 float shift_offset = 0;
135 bool straight_overturn = false;
136 bool immobile = speed <= (swimming ? antiflicker_speed : 0);
138 float neutral_offset;
140 vector currentangle_color = autocvar_hud_panel_strafehud_angle_neutral_color;
141 float currentangle_offset;
142 vector currentangle_size = '0 0 0';
145 bool bestangle_anywhere = false;
146 float bestangle_offset;
147 float switch_bestangle_offset;
148 bool odd_angles = false;
149 float odd_bestangle_offset = 0;
150 float switch_odd_bestangle_offset = 0;
151 float bestangle_width;
152 float accelzone_left_offset;
153 float accelzone_right_offset;
154 float accelzone_width;
155 float overturn_offset;
156 float overturn_width;
157 float slickdetector_height;
158 vector direction_size_vertical = '0 0 0';
159 vector direction_size_horizontal = '0 0 0';
160 float range_minangle;
162 // determine whether the player is pressing forwards or backwards keys
163 if(islocal) // if entity is local player
169 else if(movement.x < 0)
178 else // alternatively determine direction by querying pressed keys
180 if((keys & KEY_FORWARD) && !(keys & KEY_BACKWARD))
184 else if(!(keys & KEY_FORWARD) && (keys & KEY_BACKWARD))
194 // determine player wishdir
195 if(islocal) // if entity is local player
203 else if(movement.y > 0)
220 wishangle = RAD2DEG * atan2(movement.y, movement.x);
221 // wrap the wish angle if it exceeds ±90°
222 if(fabs(wishangle) > 90)
224 if(wishangle < 0) wishangle += 180;
225 else wishangle -= 180;
226 wishangle = -wishangle;
231 else // alternatively calculate wishdir by querying pressed keys
233 if(keys & KEY_FORWARD || keys & KEY_BACKWARD)
245 else if(!(keys & KEY_RIGHT))
247 wishangle = 0; // wraps at 180°
251 strafekeys = fabs(wishangle) > 45;
253 // determine minimum required angle to display full strafe range
254 range_minangle = fabs(wishangle) % 90; // maximum range is 90 degree
255 if(range_minangle > 45) // minimum angle range is 45
257 range_minangle = 45 - fabs(wishangle) % 45;
259 range_minangle = 90 - range_minangle; // calculate value which is never >90 or <45
260 range_minangle *= 2; // multiply to accommodate for both sides of the hud
262 if(autocvar_hud_panel_strafehud_range == 0)
264 if(autocvar__hud_configure)
270 hudangle = range_minangle; // use minimum angle required if dynamically setting hud angle
275 hudangle = bound(0, fabs(autocvar_hud_panel_strafehud_range), 360); // limit HUD range to 360 degrees, higher values don't make sense
278 // detect air strafe turning
279 if(onground != state_onground)
281 state_onground_time = time;
283 state_onground = onground;
285 if(strafekeys != state_strafekeys)
287 state_strafekeys_time = time;
289 state_strafekeys = strafekeys;
291 if((!strafekeys && vlen(vec2(movement)) > 0) || swimming || autocvar__hud_configure)
297 if((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_ground) // timeout for strafe jumping in general
302 else // air strafe only
306 if(((time - state_onground_time) >= autocvar_hud_panel_strafehud_timeout_air) || (keys & KEY_JUMP)) // timeout for slick ramps
308 turn = true; // CPMA turning
309 turnangle = wishangle;
311 // calculate the maximum air strafe speed
312 if(PHYS_MAXAIRSPEED(strafeplayer) == 0){
313 maxspeed = turnspeed = 0;
315 else if(PHYS_MAXAIRSTRAFESPEED(strafeplayer) == 0 || PHYS_MAXAIRSPEED(strafeplayer) <= PHYS_MAXAIRSTRAFESPEED(strafeplayer)){
316 maxspeed = turnspeed = PHYS_MAXAIRSPEED(strafeplayer);
319 maxspeed = turnspeed = PHYS_MAXAIRSPEED(strafeplayer) * pow(fabs(PHYS_MAXAIRSTRAFESPEED(strafeplayer) / PHYS_MAXAIRSPEED(strafeplayer)), 1 - (90 - fabs(wishangle)) / 45); // no modifiers here because they don't affect air strafing
323 else if((time - state_strafekeys_time) >= autocvar_hud_panel_strafehud_timeout_turn) // timeout for jumping with strafe keys only
328 if(turn && (onground || !strafekeys)) // retain last state until strafe turning times out
330 wishangle = turnangle;
331 maxspeed = turnspeed;
334 minspeed = autocvar_hud_panel_strafehud_switch_minspeed < 0 ? maxspeed + antiflicker_speed : autocvar_hud_panel_strafehud_switch_minspeed;
336 // get current strafing angle ranging from -180° to +180°
337 if(!autocvar__hud_configure)
341 // calculate view angle relative to the players current velocity direction
342 angle = vel_angle - view_angle;
344 // if the angle goes above 180° or below -180° wrap it to the opposite side since we want the interior angle
345 if (angle > 180) angle -= 360;
346 else if(angle < -180) angle += 360;
348 // determine whether the player is strafing forwards or backwards
349 // if the player isn't strafe turning use forwards/backwards keys to determine direction
350 if(fabs(wishangle) != 90)
356 else if(keys_fwd < 0)
362 state_fwd = fabs(angle) <= 90;
365 // otherwise determine by examining the strafe angle
368 if(wishangle < 0) // detect direction using wishangle since the direction is not yet set
370 state_fwd = angle <= -wishangle;
374 state_fwd = angle >= -wishangle;
378 if(state_fwd_prev != state_fwd)
380 state_fwd_time = time;
382 state_fwd_prev = state_fwd;
384 if((time - state_fwd_time) >= autocvar_hud_panel_strafehud_timeout_direction || speed < maxspeed || ((fabs(wishangle) == 90) && mode == 0)) // timeout when changing between forwards and backwards movement
389 // shift the strafe angle by 180° when strafing backwards
392 if(angle < 0) angle += 180;
396 // don't make the angle indicator switch side too much at ±180° if anti flicker is turned on
397 if(angle > (180 - antiflicker_angle) || angle < (-180 + antiflicker_angle))
399 straight_overturn = true;
407 else // simulate turning for HUD setup
410 if(autocvar__hud_panel_strafehud_demo && ((time - demo_time) >= .025))
413 demo_angle += demo_direction;
414 if(fabs(demo_angle) >= 55)
416 demo_direction = -demo_direction;
420 wishangle = 45 * (demo_angle > 0 ? 1 : -1);
423 // invert the wish angle when strafing backwards
426 wishangle = -wishangle;
429 // flip angles if v_flipped is enabled
430 if(autocvar_v_flipped)
433 wishangle = -wishangle;
436 // determine whether the player is strafing left or right
439 direction = wishangle > 0 ? 1 : -1;
443 direction = (angle > antiflicker_angle && angle < (180 - antiflicker_angle)) ? 1 : (angle < -antiflicker_angle && angle > (-180 + antiflicker_angle)) ? -1 : 0;
446 // best angle to strafe at
447 bestangle = (speed > maxspeed ? acos(maxspeed / speed) : 0) * RAD2DEG * (direction < 0 ? -1 : 1);
448 odd_bestangle = -bestangle - wishangle;
449 bestangle -= wishangle;
451 // various offsets and size calculations of hud indicator elements
452 // how much is hidden by the current hud angle
453 hidden_width = (360 - hudangle) / hudangle * panel_size.x;
455 currentangle_size.x = max(panel_size.x * autocvar_hud_panel_strafehud_angle_width, 1);
458 currentangle_offset = angle/hudangle * panel_size.x;
462 currentangle_offset = bound(-hudangle/2, angle, hudangle/2)/hudangle * panel_size.x + panel_size.x/2;
464 currentangle_size.y = max(panel_size.y * min(autocvar_hud_panel_strafehud_angle_height, 2), 1);
465 // best strafe acceleration angle
466 bestangle_offset = bestangle/hudangle * panel_size.x + panel_size.x/2;
467 switch_bestangle_offset = -bestangle/hudangle * panel_size.x + panel_size.x/2;
468 bestangle_width = max(panel_size.x * autocvar_hud_panel_strafehud_switch_width, 1);
470 if(((angle > -wishangle && direction < 0) || (angle < -wishangle && direction > 0)) && (direction != 0))
473 odd_bestangle_offset = odd_bestangle/hudangle * panel_size.x + panel_size.x/2;
474 switch_odd_bestangle_offset = (odd_bestangle+bestangle*2)/hudangle * panel_size.x + panel_size.x/2;
476 // direction indicator
477 direction_size_vertical.x = max(panel_size.y * min(autocvar_hud_panel_strafehud_direction_width, .5), 1);
478 direction_size_vertical.y = panel_size.y;
479 direction_size_horizontal.x = max(panel_size.x * min(autocvar_hud_panel_strafehud_direction_length, .5), direction_size_vertical.x);
480 direction_size_horizontal.y = direction_size_vertical.x;
482 overturn_width = 180/hudangle * panel_size.x;
484 // the neutral zone fills the whole strafe bar
488 if(panel_size.x > 0 && panel_size.y > 0 && autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha > 0)
490 switch(autocvar_hud_panel_strafehud_style)
494 drawfill(panel_pos, panel_size, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
498 HUD_Panel_DrawProgressBar(panel_pos, panel_size, "progressbar", 1, 0, 0, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
504 // calculate various zones of the strafe-o-meter
505 accelzone_width = overturn_offset = (90 - fabs(bestangle + wishangle))/hudangle * panel_size.x;
506 accelzone_right_offset = 0;
507 accelzone_left_offset = overturn_offset + overturn_width;
508 neutral_width = 360/hudangle * panel_size.x - accelzone_width*2 - overturn_width;
509 neutral_offset = direction < 0 ? accelzone_left_offset + accelzone_width : -neutral_width;
511 // remove switch indicator width from offset
514 bestangle_offset -= bestangle_width;
515 switch_odd_bestangle_offset -= bestangle_width;
519 switch_bestangle_offset -= bestangle_width;
520 odd_bestangle_offset -= bestangle_width;
523 // shift hud if operating in view angle centered mode
526 shift_offset = -currentangle_offset;
527 bestangle_offset += shift_offset;
528 switch_bestangle_offset += shift_offset;
529 odd_bestangle_offset += shift_offset;
530 switch_odd_bestangle_offset += shift_offset;
532 if(direction < 0) shift_offset += -360/hudangle * panel_size.x;
533 // calculate how far off-center the strafe zones currently are
534 shift_offset += (panel_size.x + neutral_width)/2 - wishangle/hudangle * panel_size.x;
535 // shift strafe zones into correct place
536 neutral_offset += shift_offset;
537 accelzone_left_offset += shift_offset;
538 accelzone_right_offset += shift_offset;
539 overturn_offset += shift_offset;
541 // draw left acceleration zone
542 HUD_Panel_DrawStrafeHUD(accelzone_left_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 1);
544 // draw right acceleration zone
545 HUD_Panel_DrawStrafeHUD(accelzone_right_offset, accelzone_width, autocvar_hud_panel_strafehud_bar_accel_color, autocvar_hud_panel_strafehud_bar_accel_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 2);
547 // draw overturn zone
548 HUD_Panel_DrawStrafeHUD(overturn_offset, overturn_width, autocvar_hud_panel_strafehud_bar_overturn_color, autocvar_hud_panel_strafehud_bar_overturn_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 3);
551 HUD_Panel_DrawStrafeHUD(neutral_offset, neutral_width, autocvar_hud_panel_strafehud_bar_neutral_color, autocvar_hud_panel_strafehud_bar_neutral_alpha * panel_fg_alpha, autocvar_hud_panel_strafehud_style, 0);
553 if(direction != 0 && direction_size_vertical.x > 0 && autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha > 0)
555 bool indicator_direction = direction < 0;
556 // invert left/right when strafing backwards or when strafing towards the opposite side indicated by the direction variable
557 // if both conditions are true then it's inverted twice hence not inverted at all
558 if(!fwd != odd_angles)
560 indicator_direction = !indicator_direction;
562 // draw the direction indicator caps at the sides of the hud
564 if(direction_size_vertical.y > 0) drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x), direction_size_vertical, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
565 // top horizontal line
566 drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) - eY * direction_size_horizontal.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
567 // bottom horizontal line
568 drawfill(panel_pos + eX * (indicator_direction ? -direction_size_vertical.x : panel_size.x - direction_size_horizontal.x + direction_size_vertical.x) + eY * panel_size.y, direction_size_horizontal, autocvar_hud_panel_strafehud_direction_color, autocvar_hud_panel_strafehud_direction_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
571 if(speed >= minspeed) // only draw indicators if minspeed is reached
573 // draw best angles for acceleration
574 float offset = !odd_angles ? bestangle_offset : odd_bestangle_offset;
575 float switch_offset = !odd_angles ? switch_bestangle_offset : switch_odd_bestangle_offset;
576 // both indicators are inactive if no direction can be determined
577 vector switch_color = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_color : autocvar_hud_panel_strafehud_switch_inactive_color;
578 float switch_alpha = direction != 0 ? autocvar_hud_panel_strafehud_switch_active_alpha : autocvar_hud_panel_strafehud_switch_inactive_alpha;
579 // draw the switch indicators
580 HUD_Panel_DrawStrafeHUD(switch_offset, bestangle_width, autocvar_hud_panel_strafehud_switch_inactive_color, autocvar_hud_panel_strafehud_switch_inactive_alpha * panel_fg_alpha, 0, 0);
581 HUD_Panel_DrawStrafeHUD(offset, bestangle_width, switch_color, switch_alpha * panel_fg_alpha, 0, 0);
585 // experimental: slick detector
586 slickdetector_height = panel_size.y * bound(0, autocvar_hud_panel_strafehud_slickdetector_height, 0.5);
587 if(autocvar_hud_panel_strafehud_slickdetector_range > 0 && autocvar_hud_panel_strafehud_slickdetector_alpha > 0 && slickdetector_height > 0 && panel_size.x > 0) // dunno if slick detection works in spectate
589 float slicksteps = 90 / pow(2, bound(0, autocvar_hud_panel_strafehud_slickdetector_granularity, 4));
590 bool slickdetected = false;
592 slickdetected = IS_ONSLICK(strafeplayer); // don't need to traceline if already touching slick
594 // traceline into every direction
595 trace_dphitq3surfaceflags = 0;
596 for(float i = 0; i < 360 && !slickdetected; i += slicksteps)
600 slickoffset.z = -cos(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
601 slickrotate = sin(i * DEG2RAD) * autocvar_hud_panel_strafehud_slickdetector_range;
602 if(i != 0 && i != 180)
604 for(float j = 0; j < 180 && !slickdetected; j += slicksteps)
606 slickoffset.x = sin(j * DEG2RAD) * slickrotate;
607 slickoffset.y = cos(j * DEG2RAD) * slickrotate;
609 traceline(strafeplayer.origin, strafeplayer.origin + slickoffset, MOVE_WORLDONLY, NULL);
610 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) slickdetected = true;
615 slickoffset.x = slickoffset.y = 0;
616 traceline(strafeplayer.origin, strafeplayer.origin + slickoffset, MOVE_WORLDONLY, NULL);
617 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) slickdetected = true;
621 // if a traceline hit a slick surface
624 vector slickdetector_size = panel_size;
625 slickdetector_size.y = slickdetector_height;
626 // top horizontal line
627 drawfill(panel_pos - eY * slickdetector_size.y, slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color, autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
628 // bottom horizontal line
629 drawfill(panel_pos + eY * panel_size.y, slickdetector_size, autocvar_hud_panel_strafehud_slickdetector_color, autocvar_hud_panel_strafehud_slickdetector_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
633 draw_beginBoldFont();
634 // show speed when crossing the start trigger
635 if(autocvar_hud_panel_strafehud_startspeed_fade > 0)
637 float text_alpha = 0;
638 if((race_nextcheckpoint == 1) || (race_checkpoint == 254 && race_nextcheckpoint == 255)) // check if the start trigger was hit (will also trigger if the finish trigger was hit if those have the same ID)
640 if(starttime != race_checkpointtime)
642 starttime = race_checkpointtime;
648 text_alpha = cos(((time - starttime) / autocvar_hud_panel_strafehud_startspeed_fade) * 90 * DEG2RAD); // fade non-linear like the physics panel does
649 if((time - starttime) > autocvar_hud_panel_strafehud_startspeed_fade)
654 if(startspeed >= 0 && text_alpha > 0 && autocvar_hud_panel_strafehud_startspeed_size > 0)
656 vector startspeed_size = panel_size;
657 startspeed_size.y = panel_size.y * min(autocvar_hud_panel_strafehud_startspeed_size, 5);
658 drawstring_aspect(panel_pos + eY * panel_size.y, strcat(ftos_decimals(startspeed * speed_conversion_factor, 2), autocvar_hud_panel_strafehud_unit_show ? speed_unit : ""), startspeed_size, autocvar_hud_panel_strafehud_startspeed_color, text_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
667 // experimental: show height achieved by a single jump (doesn't work in low gravity and may not be 100% accurate)
668 if(autocvar_hud_panel_strafehud_jumpheight_fade > 0)
670 float text_alpha = 0;
671 float jumpheight_min = max(autocvar_hud_panel_strafehud_jumpheight_min, 0);
672 float jumpheight_current = strafeplayer.origin.z;
673 float jumpspeed_current = strafeplayer.velocity.z;
674 if(jumpspeed_prev <= jumpspeed_current || jumpheight_prev > jumpheight_current || IS_ONGROUND(strafeplayer) || swimming || IS_DEAD(strafeplayer) || spectating)
676 // tries to catch kill and spectate but those are not reliable, should just hook to kill/spectate/teleport and reset jump height there
681 if(jumpheight < 0 || jumprestart)
688 jumpheight += jumpheight_current - jumpheight_prev;
690 if((jumpheight * length_conversion_factor) > jumpheight_min && jumpheight > jumpheight_persistent)
693 jumpheight_persistent = jumpheight;
696 jumpheight_prev = jumpheight_current;
697 jumpspeed_prev = jumpspeed_current;
698 if(jumpheight_persistent > 0)
700 text_alpha = cos(((time - jumptime) / autocvar_hud_panel_strafehud_jumpheight_fade) * 90 * DEG2RAD); // fade non-linear like the physics panel does
701 if((time - jumptime) > autocvar_hud_panel_strafehud_jumpheight_fade)
703 jumpheight_persistent = -1;
706 if(jumpheight_persistent > 0 && text_alpha > 0 && autocvar_hud_panel_strafehud_jumpheight_size > 0)
708 vector jumpheight_size = panel_size;
709 jumpheight_size.y = panel_size.y * min(autocvar_hud_panel_strafehud_jumpheight_size, 5);
710 drawstring_aspect(panel_pos - eY * jumpheight_size.y, strcat(ftos_decimals(jumpheight_persistent * length_conversion_factor, length_decimals), autocvar_hud_panel_strafehud_unit_show ? length_unit : ""), jumpheight_size, autocvar_hud_panel_strafehud_jumpheight_color, text_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
715 jumpheight_prev = jumpspeed_prev = 0;
716 jumpheight = jumpheight_persistent = -1;
720 if(speed < (maxspeed + antiflicker_speed) && !immobile)
722 bestangle_anywhere = true; // moving forward should suffice to gain speed
725 // draw the actual strafe angle
726 if(!bestangle_anywhere && !immobile) // player gains speed with strafing
728 if((direction > 0 && (angle >= bestangle || angle <= -(bestangle + wishangle*2))) ||
729 (direction < 0 && (angle <= bestangle || angle >= -(bestangle + wishangle*2))))
730 currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
733 if(fabs(angle + wishangle) > 90) // player is overturning
735 currentangle_color = autocvar_hud_panel_strafehud_angle_overturn_color;
737 else if(bestangle_anywhere) // player gains speed without strafing
739 currentangle_color = autocvar_hud_panel_strafehud_angle_accel_color;
742 if(mode == 0 || straight_overturn)
744 currentangle_offset = panel_size.x/2;
747 if(autocvar_hud_panel_strafehud_style == 2 && !immobile)
749 float moveangle = angle + wishangle;
750 float strafeangle = (bestangle + wishangle) * (direction < 0 ? -1 : 1);
751 float strafe_ratio = 0;
752 if(fabs(moveangle) > 90)
754 strafe_ratio = -((fabs(moveangle) - 90) / 90);
755 if(strafe_ratio < -1) strafe_ratio = -2 - strafe_ratio;
759 if(moveangle >= strafeangle)
761 strafe_ratio = 1 - (moveangle - strafeangle) / (90 - strafeangle);
763 else if(moveangle <= -strafeangle)
765 strafe_ratio = 1 - (moveangle + strafeangle) / (-90 + strafeangle);
770 currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_overturn_color, -strafe_ratio);
774 currentangle_color = StrafeHUD_mixColors(autocvar_hud_panel_strafehud_angle_neutral_color, autocvar_hud_panel_strafehud_angle_accel_color, strafe_ratio);
778 if(currentangle_size.x > 0 && currentangle_size.y > 0 && autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha > 0)
780 drawfill(panel_pos - eY * ((currentangle_size.y - panel_size.y) / 2) + eX * (currentangle_offset - currentangle_size.x/2), currentangle_size, currentangle_color, autocvar_hud_panel_strafehud_angle_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);
785 // functions to make hud elements align perfectly in the hud area
786 void HUD_Panel_DrawStrafeHUD(float offset, float width, vector color, float alpha, int type, int gradientType)
788 float mirror_offset, mirror_width;
789 vector size = panel_size;
790 vector mirror_size = panel_size;
792 float gradient_offset, gradient_mirror_offset;
793 float overflow_width = 0, overflow_mirror_width = 0;
795 float original_width = width;
797 if(alpha <= 0 && type != 2 || width <= 0) return;
799 if(type == 2 && gradientType == 0) type = 0;
803 mirror_width = min(fabs(offset), width);
804 mirror_offset = panel_size.x + hidden_width - fabs(offset);
810 mirror_width = min(offset + width - panel_size.x - hidden_width, width);
811 mirror_offset = max(offset - panel_size.x - hidden_width, 0);
814 if(width < 0) width = 0;
815 if((offset + width) > panel_size.x)
817 overflow_width = (offset + width) - panel_size.x;
818 width = panel_size.x - offset;
820 if(mirror_offset < 0)
822 mirror_width += mirror_offset;
826 if(mirror_width < 0) mirror_width = 0;
827 if((mirror_offset + mirror_width) > panel_size.x)
829 overflow_mirror_width = (mirror_offset + mirror_width) - panel_size.x;
830 mirror_width = panel_size.x - mirror_offset;
833 if(direction < 0) // swap mirror and non-mirror values if direction points left
835 offset += mirror_offset;
836 mirror_offset = offset - mirror_offset;
837 offset -= mirror_offset;
839 width += mirror_width;
840 mirror_width = width - mirror_width;
841 width -= mirror_width;
843 overflow_width += overflow_mirror_width;
844 overflow_mirror_width = overflow_width - overflow_mirror_width;
845 overflow_width -= overflow_mirror_width;
849 mirror_size.x = mirror_width;
854 case 0: // no styling (drawfill)
855 if(mirror_size.x > 0 && mirror_size.y > 0) drawfill(panel_pos + eX * mirror_offset, mirror_size, color, alpha, DRAWFLAG_NORMAL);
856 if(size.x > 0 && size.y > 0) drawfill(panel_pos + eX * offset, size, color, alpha, DRAWFLAG_NORMAL);
859 case 1: // progress bar style
860 if(mirror_size.x > 0 && mirror_size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * mirror_offset, mirror_size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
861 if(size.x > 0 && size.y > 0) HUD_Panel_DrawProgressBar(panel_pos + eX * offset, size, "progressbar", 1, 0, 0, color, alpha, DRAWFLAG_NORMAL);
864 case 2: // gradient style (types: 1 = left, 2 = right, 3 = both)
865 // determine whether the gradient starts in the mirrored or the non-mirrored area
866 if(offset == 0 && mirror_offset == 0) gradient_start = width > mirror_width ? 2 : 1;
867 else if(offset == 0) gradient_start = 2;
868 else if(mirror_offset == 0) gradient_start = 1;
869 else gradient_start = 0;
871 switch(gradient_start){
873 case 0: // no offset required
874 gradient_offset = gradient_mirror_offset = 0;
876 case 1: // offset starts in non-mirrored area, mirrored area requires offset
878 gradient_mirror_offset = original_width - (mirror_width + overflow_mirror_width);
880 case 2: // offset starts in mirrored area, non-mirrored area requires offset
881 gradient_offset = original_width - (width + overflow_width);
882 gradient_mirror_offset = 0;
885 StrafeHUD_drawGradient(color, autocvar_hud_panel_strafehud_bar_neutral_color, mirror_size, original_width, mirror_offset, alpha, gradient_mirror_offset, gradientType);
886 StrafeHUD_drawGradient(color, autocvar_hud_panel_strafehud_bar_neutral_color, size, original_width, offset, alpha, gradient_offset, gradientType);
890 vector StrafeHUD_mixColors(vector color1, vector color2, float ratio)
893 if(ratio <= 0) return color1;
894 if(ratio >= 1) return color2;
895 mixedColor.x = color1.x + (color2.x - color1.x) * ratio;
896 mixedColor.y = color1.y + (color2.y - color1.y) * ratio;
897 mixedColor.z = color1.z + (color2.z - color1.z) * ratio;
901 void StrafeHUD_drawGradient(vector color1, vector color2, vector size, float original_width, float offset, float alpha, float gradientOffset, int gradientType)
903 float color_ratio, alpha1, alpha2;
904 vector gradient_size = size;
905 alpha1 = bound(0, alpha, 1);
906 alpha2 = bound(0, autocvar_hud_panel_strafehud_bar_neutral_alpha, 1);
907 if((alpha1+alpha2) == 0) return;
908 color_ratio = alpha1/(alpha1+alpha2);
909 for(int i = 0; i < size.x; ++i)
911 float ratio, alpha_ratio, combine_ratio1, combine_ratio2;
912 gradient_size.x = size.x - i < 1 ? size.x - i : 1;
913 ratio = (i + gradientOffset) / original_width * (gradientType == 3 ? 2 : 1);
914 if(ratio > 1) ratio = 2 - ratio;
915 if(gradientType != 2) ratio = 1 - ratio;
916 alpha_ratio = alpha1 - (alpha1 - alpha2) * ratio;
917 combine_ratio1 = ratio*(1-color_ratio);
918 combine_ratio2 = (1-ratio)*color_ratio;
919 ratio = (combine_ratio1 + combine_ratio2) == 0 ? 1 : combine_ratio1/(combine_ratio1 + combine_ratio2);
920 if(alpha_ratio > 0) drawfill(panel_pos + eX * (offset + i), gradient_size, StrafeHUD_mixColors(color1, color2, ratio), alpha_ratio, DRAWFLAG_NORMAL);
924 // length unit conversion (km and miles are only included to match the GetSpeedUnit* functions)
925 float GetLengthUnitFactor(int length_unit)
931 case 2: return 0.0254;
932 case 3: return 0.0254 * 0.001;
933 case 4: return 0.0254 * 0.001 * 0.6213711922;
934 case 5: return 0.0254 * 0.001 * 0.5399568035;
938 string GetLengthUnit(int length_unit)
942 // translator-friendly strings without the initial space
944 case 1: return strcat(" ", _("qu"));
945 case 2: return strcat(" ", _("m"));
946 case 3: return strcat(" ", _("km"));
947 case 4: return strcat(" ", _("mi"));
948 case 5: return strcat(" ", _("nmi"));