53#define hud_panel_itemstime_hidebig autocvar_hud_panel_itemstime_hidebig
55#define hud_panel_itemstime_hidebig false
113 if (item.instanceOfGameItem)
115 if (!item.instanceOfWeaponPickup)
131 bool isavailable = (t == 0);
134 if(!(it.itemdef == e.itemdef
139 if (it.scheduledrespawntime <=
time)
141 else if (t == 0 || it.scheduledrespawntime < t)
142 t = it.scheduledrespawntime;
156 Item_ItemsTime_SetTime(it, 0);
215 else if (item_available)
216 picalpha =
blink(0.85, 0.15, 5);
231 picpos = myPos +
eX * (ar - 1) * mySize_y;
235 numpos = myPos +
eX * mySize_y;
245 p_size =
vec2(((ar - 1)/ar) * mySize.x, mySize.y);
262 picpos.x = myPos.x + mySize.x / 2 - mySize.y / 2;
264 if (item_availableTime)
275 case ITEM_ArmorMega.m_id:
return time + 8;
276 case ITEM_ArmorBig.m_id:
return time + 0;
277 case ITEM_HealthMega.m_id:
return time + 0;
278 case ITEM_Strength.m_id:
return time + 4;
339 vector itemstime_size =
vec2(mySize.x / columns, mySize.y / rows);
350 if (itemstime_size.x / itemstime_size.y < ar)
352 newSize = rows * itemstime_size.x / ar;
353 pos.y += (mySize.y - newSize) / 2;
355 itemstime_size.y = mySize.y / rows;
359 newSize = columns * itemstime_size.y * ar;
360 pos.x += (mySize.x - newSize) / 2;
362 itemstime_size.x = mySize.x / columns;
369 if (itemstime_size.x/itemstime_size.y > ar)
371 newSize = ar * itemstime_size.y;
372 offset.x = itemstime_size.x - newSize;
374 itemstime_size.x = newSize;
378 newSize = 1/ar * itemstime_size.x;
379 offset.y = itemstime_size.y - newSize;
381 itemstime_size.y = newSize;
388 float row = 0, column = 0;
397 float item_time = Item_ItemsTime_GetTime(id);
400 item_available = true;
401 item_time = -item_time;
404 item_available = (item_time <=
time);
417 f = (f > 1) ? 0 :
bound(0, f, 1);
427 DrawItemsTimeItem(pos +
vec2(column * (itemstime_size.x + offset.x), row * (itemstime_size.y + offset.y)), itemstime_size, ar, icon, item_time, item_available, f);
441 icon =
"superweapons";
#define REGISTER_MUTATOR(...)
#define MUTATOR_HOOKFUNCTION(...)
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag)
void drawpic_aspect_skin_expanding(vector position, string pic, vector theScale, vector rgb, float theAlpha, float flag, float fadelerp)
#define drawpic_aspect_skin(pos, pic, sz, color, theAlpha, drawflag)
int spectatee_status
the -1 disables HUD panels before CSQC receives necessary data
ERASEABLE float blink(float base, float range, float freq)
const float DRAWFLAG_NORMAL
void HUD_Panel_DrawProgressBar(vector theOrigin, vector theSize, string pic, float length_ratio, bool vertical, float baralign, vector theColor, float theAlpha, int drawflag)
void HUD_Panel_LoadCvars()
float HUD_GetRowCount(int item_count, vector size, float item_aspect)
float autocvar_hud_progressbar_alpha
#define HUD_Panel_DrawBg()
#define HUD_Write_Cvar(cvar)
bool autocvar__hud_configure
float hud_configure_menu_open
#define IL_EACH(this, cond, body)
bool Item_ItemsTime_SpectatorOnly(GameItem it)
float ItemsTime_time[REGISTRY_MAX(Items)+1]
float Item_ItemsTime_UpdateTime(entity e, float t)
string autocvar_hud_panel_itemstime_progressbar_name
void IT_Write(entity e, int i, float f)
void DrawItemsTimeItem(vector myPos, vector mySize, float ar, string item_icon, float item_time, bool item_available, float item_availableTime)
void Item_ItemsTime_SetTimesForAllPlayers()
void Item_ItemsTime_ResetTimesForPlayer(entity e)
float autocvar_hud_panel_itemstime_progressbar_maxtime
void HUD_ItemsTime_Export(int fh)
int autocvar_hud_panel_itemstime
int autocvar_hud_panel_itemstime_iconalign
bool autocvar_hud_panel_itemstime_progressbar
void Item_ItemsTime_SetTimesForPlayer(entity e)
float Item_ItemsTime_GetTime(int item)
void Item_ItemsTime_SetTime(entity e, float t)
void Item_ItemsTime_ResetTimes()
bool Item_ItemsTime_Allow(GameItem it)
float autocvar_hud_panel_itemstime_dynamicsize
float autocvar_hud_panel_itemstime_ratio
float ItemsTime_availableTime[REGISTRY_MAX(Items)+1]
#define hud_panel_itemstime_hidebig
int autocvar_hud_panel_itemstime_text
float autocvar_hud_panel_itemstime_progressbar_reduced
bool autocvar_hud_panel_itemstime_hidespawned
bool autocvar_hud_panel_itemstime_hidebig
float it_times[REGISTRY_MAX(Items)+1]
int autocvar_sv_itemstime
#define FOREACH(list, cond, body)
#define NET_HANDLE(id, param)
#define WriteHeader(to, id)
#define REGISTER_NET_TEMP(id)
#define STATIC_INIT(func)
during worldspawn
if(frag_attacker.flagcarried)
#define IS_REAL_CLIENT(v)
#define FOREACH_CLIENT(cond, body)
WepSet WEPSET_SUPERWEAPONS