nuclide/src/client/cstrike/hud.c

542 lines
18 KiB
C

/*
* Copyright (c) 2016-2019 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#define HUD_NUMFILE "sprites/640hud7.spr" // We'll precache this
#define HUD_NUMFILE_LAYER "sprites/640hud7.spr_0.tga" // And only use the first frame for drawing (needs precache)
// Sigh
#define NUMSIZE_X 0.09375
#define NUMSIZE_Y 0.09765625
#define HUD_ALPHA 0.5
// Instead of calculating them on demand, just read the offsets here
float vHUDNumPos[10] = {
0,
0.09375,
0.1875,
0.28125,
0.375,
0.46875,
0.5625,
0.65625,
0.75,
0.84375
};
// Ditto
vector vHUDCalPos[15] = {
[0, 0],
[0.09375, 0.28125], // 50AE
[0.28125, 0.28125], // 762MM
[0, 0.375], // 556MM
[0, 0.375], // 556MM
[0.09375, 0.375], // 338MAG
[0.1875, 0.28125], // 9MM
[0, 0.28125], // BUCKSHOT
[0.375, 0.28125], // 45ACP
[0.46875, 0.28125], // 357SIG
[0.46875, 0.375], // 57MM
[0.375, 0.375], // C4
[0.5625, 0.375], // SMOKE
[0.28125, 0.375], // HE
[0.1875, 0.375] // FLASH
};
void HUD_Init(void)
{
precache_model(HUD_NUMFILE);
precache_model("sprites/top_left.spr");
precache_model("sprites/top.spr");
precache_model("sprites/top_right.spr");
precache_model("sprites/left.spr");
precache_model("sprites/right.spr");
precache_model("sprites/bottom_left.spr");
precache_model("sprites/bottom.spr");
precache_model("sprites/bottom_right.spr");
precache_model("sprites/sniper_scope.spr");
precache_model("sprites/radar640.spr");
precache_model("sprites/640hud1.spr");
precache_model("sprites/640hud16.spr");
precache_model("sprites/640hud2.spr");
precache_model("sprites/640hud10.spr");
precache_model("sprites/640hud12.spr");
precache_model("sprites/640hud14.spr");
precache_model("sprites/640hud3.spr");
precache_model("sprites/640hud5.spr");
}
/*
=================
HUD_DrawRedNumber
Draws a normal number
=================
*/
void HUD_DrawNumber(int iNumber, vector vPos, float fAlpha, vector vColor) {
drawsubpic(vPos, [24,25], HUD_NUMFILE_LAYER, [vHUDNumPos[iNumber], 0], [NUMSIZE_X, NUMSIZE_Y], vColor, fAlpha, DRAWFLAG_ADDITIVE);
}
/*
=================
HUD_DrawNums
Draws numerals quickly for health, armor etc.
=================
*/
void HUD_DrawNums(float fNumber, vector vPos, float fAlpha, vector vColor) {
int iNumber = fNumber;
if (iNumber > 0) {
while (iNumber > 0) {
HUD_DrawNumber((float)iNumber % 10, vPos, fAlpha, vColor);
iNumber = iNumber / 10;
vPos[0] -= 20;
}
} else {
HUD_DrawNumber(0, vPos, fAlpha, vColor);
}
}
/*
=================
HUD_DrawHealth
Draw the current amount of health
=================
*/
void HUD_DrawHealth(void) {
static float fOldHealth;
static float fHealthAlpha;
if (getstatf(STAT_HEALTH) != fOldHealth) {
fHealthAlpha = 1.0;
}
if (fHealthAlpha >= HUD_ALPHA) {
fHealthAlpha -= frametime * 0.5;
} else {
fHealthAlpha = HUD_ALPHA;
}
vector vHealthPos = video_mins + [16, video_res[1] - 42];
if (getstatf(STAT_HEALTH) > 25) {
drawsubpic(vHealthPos, [24, 24], HUD_NUMFILE_LAYER, [NUMSIZE_X * 2, NUMSIZE_Y], [NUMSIZE_X, NUMSIZE_X], vHUDColor, HUD_ALPHA, DRAWFLAG_ADDITIVE);
HUD_DrawNums(getstatf(STAT_HEALTH), vHealthPos + [72, 0], HUD_ALPHA, vHUDColor);
} else {
drawsubpic(vHealthPos, [24, 24], HUD_NUMFILE_LAYER, [NUMSIZE_X * 2, NUMSIZE_Y], [NUMSIZE_X, NUMSIZE_X], [1,0,0], HUD_ALPHA, DRAWFLAG_ADDITIVE);
HUD_DrawNums(getstatf(STAT_HEALTH), vHealthPos + [72, 0], HUD_ALPHA, [1,0,0]);
}
fOldHealth = getstatf(STAT_HEALTH);
}
/*
=================
HUD_DrawArmor
Draw the current amount of Kevlar
=================
*/
void HUD_DrawArmor(void) {
static float fOldArmor;
static float fArmorAlpha;
if (getstatf(STAT_ARMOR) != fOldArmor) {
fArmorAlpha = 1.0;
}
if (fArmorAlpha >= HUD_ALPHA) {
fArmorAlpha -= frametime * 0.5;
} else {
fArmorAlpha = HUD_ALPHA;
}
vector vArmorPos = video_mins + [128, video_res[1] - 42];
if (getstatf(STAT_EQUIPMENT) & EQUIPMENT_HELMET) {
drawsubpic(vArmorPos, [24,24], HUD_NUMFILE_LAYER, [0, 0.4862745098], [NUMSIZE_X, NUMSIZE_X], vHUDColor, fArmorAlpha, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(vArmorPos, [24,24], HUD_NUMFILE_LAYER, [0, NUMSIZE_Y], [NUMSIZE_X, NUMSIZE_X], vHUDColor, fArmorAlpha, DRAWFLAG_ADDITIVE);
}
HUD_DrawNums(getstatf(STAT_ARMOR), vArmorPos + [72,0], fArmorAlpha, vHUDColor);
fOldArmor = getstatf(STAT_ARMOR);
}
/*
=================
HUD_DrawIcons
Draw icons such as hostage, bomb and buyzones
=================
*/
void HUD_DrawIcons(void) {
vector iconpos;
iconpos = video_mins + [16, (video_res[1] / 2) - 24];
// Defusal Kit Icon (64, 148)
if (getstatf(STAT_EQUIPMENT) & EQUIPMENT_DEFUSALKIT) {
drawsubpic(iconpos, [32,32], HUD_NUMFILE_LAYER, [0.125, 0.578125], [0.125, 0.125], [0,1,0], 1, DRAWFLAG_ADDITIVE);
iconpos[1] += 32;
}
// BuyZone Icon
if (getstatf(STAT_BUYZONE) == TRUE) {
drawsubpic(iconpos, [32,32], HUD_NUMFILE_LAYER, [0.125 * 3, 0.125 * 5 - 0.046875], [0.125, 0.125], [0,1,0], 1, DRAWFLAG_ADDITIVE);
iconpos[1] += 32;
}
// Hostage-Rescue Area Icon
if (getstatf(STAT_HOSTAGEZONE) == TRUE) {
drawsubpic(iconpos, [32,32], HUD_NUMFILE_LAYER, [0.125 * 2, 0.125 * 5 - 0.046875], [0.125, 0.125], [0,1,0], 1, DRAWFLAG_ADDITIVE);
iconpos[1] += 32;
}
// Escape Zone Icon (128, 148)
if (getstatf(STAT_ESCAPEZONE) == TRUE) {
drawsubpic(iconpos, [32,32], HUD_NUMFILE_LAYER, [0.5, 0.578125], [0.125, 0.125], [0,1,0], 1, DRAWFLAG_ADDITIVE);
iconpos[1] += 32;
}
// VIP Zone Icon (160, 148)
if (getstatf(STAT_VIPZONE) == TRUE) {
drawsubpic(iconpos, [32,32], HUD_NUMFILE_LAYER, [0.625, 0.578125], [0.125, 0.125], [0,1,0], 1, DRAWFLAG_ADDITIVE);
iconpos[1] += 32;
}
// Bomb-Area
if (getstatf(STAT_SLOT_C4BOMB) == WEAPON_C4BOMB) {
if (getstatf(STAT_BOMBZONE) == TRUE) {
float fAlpha = fabs(sin(time * 20));
drawsubpic(iconpos, [32,32], HUD_NUMFILE_LAYER, [0, 0.125 * 5 - 0.046875], [0.125, 0.125], [1,0,0], fAlpha, DRAWFLAG_ADDITIVE);
drawsubpic(iconpos, [32,32], HUD_NUMFILE_LAYER, [0, 0.125 * 5 - 0.046875], [0.125, 0.125], [0,1,0], 1 - fAlpha, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(iconpos, [32,32], HUD_NUMFILE_LAYER, [0, 0.125 * 5 - 0.046875], [0.125, 0.125], [0,1,0], 1, DRAWFLAG_ADDITIVE);
}
iconpos[1] += 32;
}
}
/*
=================
HUD_DrawTimer
Draws the roundtime at the bottom of the screen (always visible)
=================
*/
void HUD_DrawTimer(void) {
static int iOldUnits;
static float fTimerAlpha;
int iMinutes, iSeconds, iTens, iUnits;
vector vTimePos = video_mins+[(video_res[0] / 2) - 62, video_res[1] - 42];
if (getstatf(STAT_GAMETIME) == -1) {
return;
}
iMinutes = getstatf(STAT_GAMETIME) / 60;
iSeconds = getstatf(STAT_GAMETIME) - 60 * iMinutes;
iTens = iSeconds / 10;
iUnits = iSeconds - 10 * iTens;
// Flashing red numbers
if ((iMinutes == 0) && (iTens <= 1)) {
float fAlpha;
// 0:00 is fully red
if ((iTens == 0) && (iUnits == 0)) {
fAlpha = 1;
} else {
fAlpha = fabs(sin(time * 20));
}
HUD_DrawNumber(iMinutes, vTimePos + [48,0], fAlpha, [1,0,0]);
HUD_DrawNumber(iTens, vTimePos + [75,0], fAlpha, [1,0,0]);
HUD_DrawNumber(iUnits, vTimePos + [99,0],fAlpha, [1,0,0]);
HUD_DrawNumber(iMinutes, vTimePos + [48,0], 1 - fAlpha, vHUDColor);
HUD_DrawNumber(iTens, vTimePos + [75,0], 1 - fAlpha, vHUDColor);
HUD_DrawNumber(iUnits, vTimePos + [99,0],1 - fAlpha, vHUDColor);
// : symbol
drawsubpic(vTimePos + [70,6], [3,3], HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.01171875], [1,0,0], fAlpha, DRAWFLAG_ADDITIVE);
drawsubpic(vTimePos + [70,16], [3,3], HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.01171875], [1,0,0], fAlpha, DRAWFLAG_ADDITIVE);
drawsubpic(vTimePos + [70,6], [3,3], HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.01171875], vHUDColor, 1 - fAlpha, DRAWFLAG_ADDITIVE);
drawsubpic(vTimePos + [70,16], [3,3], HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.01171875], vHUDColor, 1 - fAlpha, DRAWFLAG_ADDITIVE);
drawsubpic(vTimePos, [24,25], HUD_NUMFILE_LAYER, [NUMSIZE_X * 6, NUMSIZE_Y * 3], [NUMSIZE_X, NUMSIZE_Y], [1,0,0], fAlpha, DRAWFLAG_ADDITIVE);
drawsubpic(vTimePos, [24,25], HUD_NUMFILE_LAYER, [NUMSIZE_X * 6, NUMSIZE_Y * 3], [NUMSIZE_X, NUMSIZE_Y], vHUDColor, 1 - fAlpha, DRAWFLAG_ADDITIVE);
} else {
if (iUnits != iOldUnits) {
fTimerAlpha = 1.0;
}
if (fTimerAlpha >= HUD_ALPHA) {
fTimerAlpha -= frametime * 0.5;
} else {
fTimerAlpha = HUD_ALPHA;
}
HUD_DrawNumber(iMinutes, vTimePos + [48,0], fTimerAlpha, vHUDColor);
HUD_DrawNumber(iTens, vTimePos + [75,0], fTimerAlpha, vHUDColor);
HUD_DrawNumber(iUnits, vTimePos + [95,0], fTimerAlpha, vHUDColor);
drawsubpic(vTimePos + [70,6], [3,3], HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.01171875], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE);
drawsubpic(vTimePos + [70,16], [3,3], HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.01171875], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE);
drawsubpic(vTimePos, [24,25], HUD_NUMFILE_LAYER, [NUMSIZE_X * 6, NUMSIZE_Y * 3], [NUMSIZE_X, NUMSIZE_Y], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE);
iOldUnits = iUnits;
}
}
/*
=================
HUD_DrawMoney
Draws the amount of money (0-16000) with an icon to the screen
=================
*/
void HUD_DrawMoney(void) {
static float fOldMoneyValue;
static float fMoneyAlphaEffect;
static vector vMoneyColorEffect;
static float fMoneyDifference;
// If the money differs from last frame, paint it appropriately
if (getstatf(STAT_MONEY) > fOldMoneyValue) {
// Effect already in progress from something else, go add on top of it!
if (fMoneyAlphaEffect > 0) {
fMoneyDifference += (fOldMoneyValue - getstatf(STAT_MONEY));
} else {
fMoneyDifference = fOldMoneyValue - getstatf(STAT_MONEY);
}
// Make it green for a short time
vMoneyColorEffect = [0,1,0];
fMoneyAlphaEffect = 1.0;
} else if (getstatf(STAT_MONEY) < fOldMoneyValue) {
// Same one as above
if (fMoneyAlphaEffect > 0) {
fMoneyDifference += (fOldMoneyValue - getstatf(STAT_MONEY));
} else {
fMoneyDifference = fOldMoneyValue - getstatf(STAT_MONEY);
}
// Make it red
vMoneyColorEffect = [1,0,0];
fMoneyAlphaEffect = 1.0;
fMoneyDifference = fOldMoneyValue - getstatf(STAT_MONEY);
}
vector vMoneyPos = video_mins+[video_res[0] - 160, video_res[1] - 72];
// If the alpha/color effect is active, draw the money twice in their varying alphas/colors
if (fMoneyAlphaEffect > 0) {
fMoneyAlphaEffect -= frametime * 0.5;
drawsubpic(vMoneyPos, [18,25], HUD_NUMFILE_LAYER, [NUMSIZE_X * 8, NUMSIZE_Y * 1], [NUMSIZE_X * 0.75, NUMSIZE_Y], vMoneyColorEffect, fMoneyAlphaEffect, DRAWFLAG_ADDITIVE);
drawsubpic(vMoneyPos, [18,25], HUD_NUMFILE_LAYER, [NUMSIZE_X * 8, NUMSIZE_Y * 1], [NUMSIZE_X * 0.75, NUMSIZE_Y], vHUDColor, HUD_ALPHA - (fMoneyAlphaEffect * 0.5), DRAWFLAG_ADDITIVE);
// Draw the +/- symbols depending on whether or not we made or lost money
if (fMoneyDifference < 0) {
drawsubpic(vMoneyPos + [0,-32], [18,23], HUD_NUMFILE_LAYER, [0.8671875, 0.09765625], [0.0703125, 0.08984375], vMoneyColorEffect, fMoneyAlphaEffect, DRAWFLAG_ADDITIVE);
} else {
drawsubpic(vMoneyPos + [0,-32], [13,23], HUD_NUMFILE_LAYER, [0.8203125, 0.09765625], [0.05078125, 0.08984375], vMoneyColorEffect, fMoneyAlphaEffect, DRAWFLAG_ADDITIVE);
}
// Shift the numbers for reverse drawing
vMoneyPos[0] += (24 * 5);
// Draw the regular numbers at their normal positions
HUD_DrawNums(getstatf(STAT_MONEY), vMoneyPos, fMoneyAlphaEffect, vMoneyColorEffect);
HUD_DrawNums(getstatf(STAT_MONEY), vMoneyPos, HUD_ALPHA - (fMoneyAlphaEffect * 0.5), vHUDColor);
// Draw above how much money we've gotten from all this
HUD_DrawNums(fabs(fMoneyDifference), vMoneyPos + [0,-32], fMoneyAlphaEffect, vMoneyColorEffect);
} else {
drawsubpic(vMoneyPos, [18,25], HUD_NUMFILE_LAYER, [NUMSIZE_X * 8, NUMSIZE_Y * 1], [NUMSIZE_X * 0.75, NUMSIZE_Y], vHUDColor, HUD_ALPHA, DRAWFLAG_ADDITIVE);
vMoneyPos[0] += (24 * 5);
HUD_DrawNums(getstatf(STAT_MONEY), vMoneyPos, HUD_ALPHA, vHUDColor);
}
fOldMoneyValue = getstatf(STAT_MONEY);
}
/*
=================
HUD_DrawAmmo
Draws the current clip, the amount of ammo for the caliber and a matching caliber icon
=================
*/
void HUD_DrawAmmo(void) {
static float fOldMag, fOldCal;
static float fAmmoAlpha;
static vector vAmmoMagPos;
static vector vAmmoCalPos;
if (getstatf(STAT_ACTIVEWEAPON) == 0) {
return;
}
if (getstatf(STAT_ACTIVEWEAPON) == WEAPON_KNIFE || getstatf(STAT_ACTIVEWEAPON) == WEAPON_C4BOMB) {
return;
}
if (getstatf(STAT_CURRENT_MAG) != fOldMag || getstatf(STAT_CURRENT_CALIBER) != fOldCal) {
fAmmoAlpha = 1.0;
}
if (fAmmoAlpha >= HUD_ALPHA) {
fAmmoAlpha -= frametime * 0.5;
} else {
fAmmoAlpha = HUD_ALPHA;
}
if (wptTable[getstatf(STAT_ACTIVEWEAPON)].iCaliber < 11) {
vAmmoMagPos = video_mins+[video_res[0] - 142, video_res[1] - 42];
HUD_DrawNums(getstatf(STAT_CURRENT_MAG), vAmmoMagPos, fAmmoAlpha, vHUDColor);
drawsubpic(video_mins+[video_res[0] - 118, video_res[1] - 42], '3 25', HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.09765625], vHUDColor, fAmmoAlpha, DRAWFLAG_ADDITIVE);
vAmmoCalPos = video_mins+[video_res[0] - 64, video_res[1] - 42];
HUD_DrawNums(getstatf(STAT_CURRENT_CALIBER), vAmmoCalPos, fAmmoAlpha, vHUDColor);
} else {
vAmmoMagPos = video_mins+[video_res[0] - 64, video_res[1] - 42];
HUD_DrawNums(getstatf(STAT_CURRENT_MAG), vAmmoMagPos, fAmmoAlpha, vHUDColor);
}
// Caliber icon
drawsubpic(video_mins+video_res - [42,42], [24,24], HUD_NUMFILE_LAYER, vHUDCalPos[wptTable[getstatf(STAT_ACTIVEWEAPON)].iCaliber], [NUMSIZE_X, NUMSIZE_X], vHUDColor, fAmmoAlpha, DRAWFLAG_ADDITIVE);
fOldMag = getstatf(STAT_CURRENT_MAG);
fOldCal = getstatf(STAT_CURRENT_CALIBER);
}
void HUD_DrawProgressBar(void) {
vector vSize = [540,16];
vector vMainPos;
if (getstatf(STAT_PROGRESS) > 0) {
vMainPos = video_mins;
vMainPos[0] += (video_res[0] / 2) - (vSize[0] / 2);
vMainPos[1] += (video_res[1] / 2) - (vSize[1] / 2);
// Draw the background
vector vBar = vSize;
vBar[0] = 538 * getstatf(STAT_PROGRESS);
vBar[1] = 14;
drawfill(vMainPos + [1,1], vBar, vHUDColor, 1, DRAWFLAG_ADDITIVE);
drawfill(vMainPos, [vSize[0], 1], vHUDColor, 1.0f); // Top
drawfill([vMainPos[0], vMainPos[1] + vSize[1]], [vSize[0], 1], vHUDColor, 1.0f); // Bottom
drawfill(vMainPos, [1, vSize[1]], vHUDColor, 1.0f); // Left
drawfill([vMainPos[0] + vSize[0], vMainPos[1]], [1, vSize[1] + 1], vHUDColor, 1.0f); // Right
}
}
void HUD_DrawRadar(void) {
if (autocvar_cl_radar == 1) {
drawpic(video_mins, "sprites/radar640.spr_0.tga", [128,128], [1,1,1], 0.25, DRAWFLAG_ADDITIVE);
} else if (autocvar_cl_radar == 2) {
static int iLastMode = 0;
static vector vMapSize;
static float fZoom;
if (iLastMode != pSeat.iMapExpand) {
iLastMode = pSeat.iMapExpand;
}
if (pSeat.iMapExpand == 1) {
if (pSeat.fMapLerp < 1.0f) {
vMapSize[0] = rint(Math_Lerp(128, video_res[0] - 32, pSeat.fMapLerp));
vMapSize[1] = rint(Math_Lerp(128, video_res[1] - 32, pSeat.fMapLerp));
fZoom = Math_Lerp((ovMap.fCameraHeight * (128 / (video_res[1] - 32))), ovMap.fCameraHeight - 32, pSeat.fMapLerp);
pSeat.fMapLerp += frametime * 2;
} else {
pSeat.fMapLerp = 1.0f;
fZoom = ovMap.fCameraHeight;
vMapSize = video_res + [-32,-32];
}
} else {
if (pSeat.fMapLerp > 0.0f) {
vMapSize[0] = rint(Math_Lerp(128, video_res[0] - 32, pSeat.fMapLerp));
vMapSize[1] = rint(Math_Lerp(128, video_res[1] - 32, pSeat.fMapLerp));
fZoom = Math_Lerp((ovMap.fCameraHeight * (128 / (video_res[1] - 32))), ovMap.fCameraHeight - 32, pSeat.fMapLerp);
pSeat.fMapLerp -= frametime * 2;
} else {
pSeat.fMapLerp = 0.0f;
fZoom = (ovMap.fCameraHeight * (128 / (video_res[1] - 32)));
vMapSize = [128,128];
}
}
clearscene();
drawfill(video_mins + [15,15], vMapSize + [2,2], vHUDColor, 1.0f, DRAWFLAG_ADDITIVE);
drawfill(video_mins + [16,16], vMapSize, [0,0,0], 1.0f, 0);
setproperty(VF_MIN, video_mins + [16,16]);
setproperty(VF_SIZE, vMapSize);
Overview_DrawLayer();
makevectors(view_angles);
setproperty(VF_ORIGIN, [pSeat->vPlayerOrigin[0], pSeat->vPlayerOrigin[1], fZoom] );
setproperty(VF_ANGLES, [Math_Lerp(90, 60, pSeat.fMapLerp), view_angles[1], 0]);
setproperty(VF_DRAWWORLD, 0);
renderscene();
}
}
void HUD_DrawFlash(void) {
if (pSeat->fFlashTime > 0.0f) {
pSeat->fFlashTime -= frametime;
} else {
if (pSeat->fFlashAlpha > 0.0f) {
pSeat->fFlashAlpha -= (frametime * 0.5);
} else {
return;
}
}
drawfill(video_mins, video_res, [1,1,1], pSeat->fFlashAlpha, 0/*pSeat->fFlashTime*/);
}
/*
=================
HUD_Draw
Called every frame in Draw.c
=================
*/
void HUD_Draw(void) {
vHUDColor = autocvar_con_color * (1 / 255);
// I guess viewzoom turns from 0.0-1.0 float into a 0-255 byte
if (getstatf(STAT_VIEWZOOM) < 1.0f) {
if (getstatf(STAT_ACTIVEWEAPON) == WEAPON_SG552 || getstatf(STAT_ACTIVEWEAPON) == WEAPON_AUG) {
HUD_DrawSimpleCrosshair();
} else {
HUD_DrawScope();
}
} else {
HUD_DrawCrosshair();
}
HUD_DrawFlash();
Damage_Draw();
HUD_DrawTimer();
HUD_DrawHealth();
HUD_DrawArmor();
HUD_DrawIcons();
HUD_DrawMoney();
HUD_DrawAmmo();
HUD_DrawRadar();
HUD_DrawProgressBar();
HUD_DrawWeaponSelect();
}