#include "timer.qh" #include #include // Timer (#5) void HUD_Timer_Export(int fh) { // allow saving cvars that aesthetically change the panel into hud skin files } vector HUD_Timer_Color(float timeleft) { if(timeleft <= 60) return '1 0 0'; // red else if(timeleft <= 300) return '1 1 0'; // yellow else return '1 1 1'; // white } float HUD_Timer_TimeElapsed(float curtime, float starttime) { float time_elapsed = curtime - starttime; if (!autocvar_hud_panel_timer_unbound) time_elapsed = max(0, time_elapsed); return floor(time_elapsed); } float HUD_Timer_TimeLeft(float curtime, float starttime, float timelimit) { float timeleft = timelimit + starttime - curtime; if (!autocvar_hud_panel_timer_unbound) timeleft = bound(0, timeleft, timelimit); return ceil(timeleft); } void HUD_Timer() { if(!autocvar__hud_configure) { if(!autocvar_hud_panel_timer) return; } HUD_Panel_LoadCvars(); draw_beginBoldFont(); vector pos, mySize; pos = panel_pos; mySize = panel_size; if (autocvar_hud_panel_timer_dynamichud) HUD_Scale_Enable(); else HUD_Scale_Disable(); if(panel_bg_padding) { pos += '1 1 0' * panel_bg_padding; mySize -= '2 2 0' * panel_bg_padding; } string timer; string subtimer = string_null; string subtext = string_null; float curtime, timelimit, timeleft; vector timer_size, subtext_size, subtimer_size; vector timer_color = '1 1 1'; vector subtimer_color = '1 1 1'; bool swap = (autocvar_hud_panel_timer_secondary == 2 && STAT(ROUNDSTARTTIME)); // Use real or frozen time and get the time limit curtime = (intermission_time ? intermission_time : time); if(warmup_stage) { timelimit = STAT(WARMUP_TIMELIMIT); if(timelimit == 0) timelimit = STAT(TIMELIMIT) * 60; } else { timelimit = STAT(TIMELIMIT) * 60; } // Calculate time left timeleft = HUD_Timer_TimeLeft(curtime, STAT(GAMESTARTTIME), timelimit); // Timer color if(!intermission_time && !warmup_stage && timelimit > 0) timer_color = HUD_Timer_Color(timeleft); // Timer text if (autocvar_hud_panel_timer_increment || timelimit <= 0) timer = seconds_tostring(HUD_Timer_TimeElapsed(curtime, STAT(GAMESTARTTIME))); else timer = seconds_tostring(timeleft); // Secondary timer for round-based game modes if(STAT(ROUNDSTARTTIME) && autocvar_hud_panel_timer_secondary) { if(STAT(ROUNDSTARTTIME) == -1) { // Round can't start subtimer = "--:--"; subtimer_color = '1 0 0'; } else { float round_curtime, round_timelimit, round_timeleft; // Use real or frozen time and get the time limit round_curtime = (game_stopped_time ? game_stopped_time : time); round_timelimit = STAT(ROUND_TIMELIMIT); // Calculate time left round_timeleft = HUD_Timer_TimeLeft(round_curtime, STAT(ROUNDSTARTTIME), round_timelimit); // Subtimer color if(!intermission_time && round_timelimit > 0) subtimer_color = HUD_Timer_Color(round_timeleft); // Subtimer text if (autocvar_hud_panel_timer_increment || round_timelimit <= 0) subtimer = seconds_tostring(HUD_Timer_TimeElapsed(round_curtime, STAT(ROUNDSTARTTIME))); else subtimer = seconds_tostring(round_timeleft); } } // Subtext int overtimes = STAT(OVERTIMES); if(warmup_stage || autocvar__hud_configure) subtext = _("Warmup"); else if(STAT(TIMEOUT_STATUS) == 2) subtext = _("Timeout"); else if (overtimes == -1) subtext = _("Sudden Death"); else if(overtimes == 1) subtext = _("Overtime"); else if (overtimes >= 2) subtext = sprintf(_("Overtime #%d"), overtimes); subtext_size = vec2(mySize.x, mySize.y / 3); timer_size = vec2(mySize.x, mySize.y - subtext_size.y); subtimer_size = vec2(mySize.x / 3, mySize.y - subtext_size.y); panel_size.y -= subtext_size.y; HUD_Panel_DrawBg(); if(subtimer) { float subtimer_padding = subtimer_size.y / 5; timer_size.x -= subtimer_size.x; drawstring_aspect(pos + eX * timer_size.x + eY * subtimer_padding, (swap ? timer : subtimer), subtimer_size - eY * subtimer_padding * 2, (swap ? timer_color : subtimer_color), panel_fg_alpha, DRAWFLAG_NORMAL); } drawstring_aspect(pos, (swap ? subtimer : timer), timer_size, (swap ? subtimer_color : timer_color), panel_fg_alpha, DRAWFLAG_NORMAL); if(subtext) drawstring_aspect(pos + eY * timer_size.y, subtext, subtext_size, '0 1 0', panel_fg_alpha, DRAWFLAG_NORMAL); draw_endBoldFont(); }