107 lines
3.6 KiB
C
107 lines
3.6 KiB
C
/*
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "obituary.h"
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#include "particles.h"
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// VERY LITTLE USES "hud_color" RIGHT NOW!
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// See inventory_logic_draw.qc for places that benefit from involving it, compare to behavior
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// in original TS to see what it affects.
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vector g_hud_color;
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vector g_hudmins;
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vector g_hudres;
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/* muzzleflash indices */
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var int MUZZLE_SMALL;
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var int MUZZLE_RIFLE;
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var int MUZZLE_WEIRD;
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/*
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// Do we need these? Note the similarly named "g_hud_color" already above!
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// Going to keep the latter two for compatability.
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vector vHUDColor;
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*/
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vector g_UI_Color;
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// Global var to store the current screen size. If it changes, the font should be re-loaded to fit it.
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var vector g_videoResPrev;
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// Replaces several cases of FONT_CON to be able to draw larger text (well).
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var float FONT_ARIAL;
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var float FONT_ARIAL_TITLE;
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var float FONT_ARIAL_STD; //stands for "standard" ya hooligans.
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var float FONT_ARIAL_NUMSLASH;
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var float FONT_ARIAL_SCOPEMAG;
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// Be sure to keep this up to date with the font FONT_ARIAL_STD as it's loaded in
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// ui.qc, notice this is always one less than the actual expected corresponding font.
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// Except vButtonFontSize it is 2 less in width, I think it would be better to make
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// the buy buttons a little wider though.
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// TODO - a some things may be unused at this point, check.
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const vector vButtonFontSize = [14, 15, 0];
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const vector vHUDFontSize = [15, 15, 0];
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const vector vFontSizeNumSlash = [17, 17, 0];
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const vector vFontArialScopeMag = [18, 18, 0];
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const vector vButtonSizStandard = [127, 19, 0];
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const vector clrBtnDefault = [0, 0, 0];
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const vector clrPaleBluePurple = [174.0f/255.0f, 152.0f/255.0f, 255.0f/255.0f];
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//const vector clrFailedSlotbarColor = [240.0f/255.0f, 116.0f/255.0f, 0/255.0f];
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const vector clrFailedSlotbarColor = [255.0f/255.0f, 90.0f/255.0f, 100.0f/255.0f];
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const vector clrHUDWeaponEmpty = [255.0f/255.0f, 75f/255.0f, 75f/255.0f];
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// wait, for the default way the GUI colors work (hud_r, hud_g, hud_b) be 150, 150, 255 then?
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// TODO - test that later.
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const vector clrPaleBlue = [180.0f/255.0f, 195.0f/255.0f, 255.0f/255.0f];
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const vector clrMedRed = [255.0f/255.0f, 56.0f/255.0f, 56.0f/255.0f];
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const vector clrGreen = [0f/255.0f, 255.0f/255.0f, 0f/255.0f];
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const vector clrRed = [255.0f/255.0f, 0f/255.0f, 0f/255.0f];
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const vector clrLaserHUDDot = [255.0f/255.0f, 35.0f/255.0f, 35.0f/255.0f];
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// NEW.
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// The "fov" CVar is set to this at startup. This must be changed to be persistent
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// bewteen games.
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var float autocvar_fov_default = 80.0f;
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// TODO. Is this even used yet?
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var int autocvar_sv_autoweaponswitch = TRUE;
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// Probably won't last too long
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var float autocvar_old_latepredraw_call = 1.0f;
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// Very situational, not all debug printouts, nowhere near.
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var float autocvar_cl_printoutspam = 0;
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void HUD_WeaponPickupNotify(int);
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// !!!
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// g_seatslocal AND pSeatLocal definition moved to seatlocal.h
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