2008-08-27 15:48:50 +00:00
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#include <memory.h> // memcmp
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#include <engine/e_client_interface.h>
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#include <game/generated/g_protocol.hpp>
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#include <game/generated/gc_data.hpp>
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#include <game/layers.hpp>
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#include <game/client/gameclient.hpp>
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#include <game/client/animstate.hpp>
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#include <game/client/gc_render.hpp>
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#include "controls.hpp"
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#include "camera.hpp"
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#include "hud.hpp"
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HUD::HUD()
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{
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}
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void HUD::on_reset()
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{
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}
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void HUD::render_goals()
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{
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// TODO: split this up into these:
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// render_gametimer
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// render_suddendeath
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// render_scorehud
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// render_warmuptimer
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int gametype = gameclient.snap.gameobj->gametype;
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int gameflags = gameclient.snap.gameobj->flags;
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float whole = 300*gfx_screenaspect();
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float half = whole/2.0f;
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gfx_mapscreen(0,0,300*gfx_screenaspect(),300);
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if(!gameclient.snap.gameobj->sudden_death)
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{
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char buf[32];
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int time = 0;
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if(gameclient.snap.gameobj->time_limit)
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{
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time = gameclient.snap.gameobj->time_limit*60 - ((client_tick()-gameclient.snap.gameobj->round_start_tick)/client_tickspeed());
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if(gameclient.snap.gameobj->game_over)
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time = 0;
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}
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else
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time = (client_tick()-gameclient.snap.gameobj->round_start_tick)/client_tickspeed();
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str_format(buf, sizeof(buf), "%d:%02d", time /60, time %60);
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float w = gfx_text_width(0, 16, buf, -1);
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gfx_text(0, half-w/2, 2, 16, buf, -1);
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}
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if(gameclient.snap.gameobj->sudden_death)
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{
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const char *text = "Sudden Death";
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float w = gfx_text_width(0, 16, text, -1);
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gfx_text(0, half-w/2, 2, 16, text, -1);
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}
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// render small score hud
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if(!(gameclient.snap.gameobj && gameclient.snap.gameobj->game_over) && (gameflags&GAMEFLAG_TEAMS))
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{
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for(int t = 0; t < 2; t++)
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{
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gfx_blend_normal();
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gfx_texture_set(-1);
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gfx_quads_begin();
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if(t == 0)
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gfx_setcolor(1,0,0,0.25f);
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else
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gfx_setcolor(0,0,1,0.25f);
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draw_round_rect(whole-40, 300-40-15+t*20, 50, 18, 5.0f);
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gfx_quads_end();
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char buf[32];
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str_format(buf, sizeof(buf), "%d", t?gameclient.snap.gameobj->teamscore_blue:gameclient.snap.gameobj->teamscore_red);
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float w = gfx_text_width(0, 14, buf, -1);
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if(gametype == GAMETYPE_CTF)
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{
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gfx_text(0, whole-20-w/2+5, 300-40-15+t*20, 14, buf, -1);
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if(gameclient.snap.flags[t])
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{
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if(gameclient.snap.flags[t]->carried_by == -2 || (gameclient.snap.flags[t]->carried_by == -1 && ((client_tick()/10)&1)))
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{
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gfx_blend_normal();
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gfx_texture_set(data->images[IMAGE_GAME].id);
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gfx_quads_begin();
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if(t == 0) select_sprite(SPRITE_FLAG_RED);
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else select_sprite(SPRITE_FLAG_BLUE);
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float size = 16;
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gfx_quads_drawTL(whole-40+5, 300-40-15+t*20+1, size/2, size);
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gfx_quads_end();
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}
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else if(gameclient.snap.flags[t]->carried_by >= 0)
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{
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int id = gameclient.snap.flags[t]->carried_by%MAX_CLIENTS;
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const char *name = gameclient.clients[id].name;
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float w = gfx_text_width(0, 10, name, -1);
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gfx_text(0, whole-40-5-w, 300-40-15+t*20+2, 10, name, -1);
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TEE_RENDER_INFO info = gameclient.clients[id].render_info;
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info.size = 18.0f;
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render_tee(ANIMSTATE::get_idle(), &info, EMOTE_NORMAL, vec2(1,0),
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vec2(whole-40+10, 300-40-15+9+t*20+1));
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}
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}
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}
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else
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gfx_text(0, whole-20-w/2, 300-40-15+t*20, 14, buf, -1);
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}
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}
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// render warmup timer
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if(gameclient.snap.gameobj->warmup)
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{
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char buf[256];
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float w = gfx_text_width(0, 24, "Warmup", -1);
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gfx_text(0, 150*gfx_screenaspect()+-w/2, 50, 24, "Warmup", -1);
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int seconds = gameclient.snap.gameobj->warmup/SERVER_TICK_SPEED;
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if(seconds < 5)
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str_format(buf, sizeof(buf), "%d.%d", seconds, (gameclient.snap.gameobj->warmup*10/SERVER_TICK_SPEED)%10);
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else
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str_format(buf, sizeof(buf), "%d", seconds);
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w = gfx_text_width(0, 24, buf, -1);
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gfx_text(0, 150*gfx_screenaspect()+-w/2, 75, 24, buf, -1);
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}
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}
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static void mapscreen_to_group(float center_x, float center_y, MAPITEM_GROUP *group)
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{
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float points[4];
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mapscreen_to_world(center_x, center_y, group->parallax_x/100.0f, group->parallax_y/100.0f,
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group->offset_x, group->offset_y, gfx_screenaspect(), 1.0f, points);
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gfx_mapscreen(points[0], points[1], points[2], points[3]);
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}
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void HUD::render_fps()
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{
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if(config.cl_showfps)
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{
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char buf[512];
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str_format(buf, sizeof(buf), "%d", (int)(1.0f/client_frametime()));
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gfx_text(0, width-10-gfx_text_width(0,12,buf,-1), 10, 12, buf, -1);
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}
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}
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void HUD::render_connectionwarning()
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{
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if(client_connection_problems())
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{
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const char *text = "Connection Problems...";
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float w = gfx_text_width(0, 24, text, -1);
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gfx_text(0, 150*gfx_screenaspect()-w/2, 50, 24, text, -1);
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}
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}
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void HUD::render_tunewarning()
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{
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TUNING_PARAMS standard_tuning;
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// render warning about non standard tuning
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bool flash = time_get()/(time_freq()/2)%2 == 0;
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2008-08-29 05:34:18 +00:00
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if(config.cl_warning_tuning && memcmp(&standard_tuning, &gameclient.tuning, sizeof(TUNING_PARAMS)) != 0)
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2008-08-27 15:48:50 +00:00
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{
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const char *text = "Warning! Server is running non-standard tuning.";
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if(flash)
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gfx_text_color(1,0.4f,0.4f,1.0f);
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else
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gfx_text_color(0.75f,0.2f,0.2f,1.0f);
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gfx_text(0x0, 5, 40, 6, text, -1);
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gfx_text_color(1,1,1,1);
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}
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}
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void HUD::render_cursor()
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{
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mapscreen_to_group(gameclient.camera->center.x, gameclient.camera->center.y, layers_game_group());
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gfx_texture_set(data->images[IMAGE_GAME].id);
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gfx_quads_begin();
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// render cursor
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2008-08-27 16:23:15 +00:00
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select_sprite(data->weapons.id[gameclient.snap.local_character->weapon%NUM_WEAPONS].sprite_cursor);
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float cursorsize = 64;
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draw_sprite(gameclient.controls->target_pos.x, gameclient.controls->target_pos.y, cursorsize);
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2008-08-27 15:48:50 +00:00
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gfx_quads_end();
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}
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void HUD::render_healthandammo()
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{
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//mapscreen_to_group(gacenter_x, center_y, layers_game_group());
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float x = 5;
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float y = 5;
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// render ammo count
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// render gui stuff
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2008-08-27 20:18:50 +00:00
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gfx_texture_set(data->images[IMAGE_GAME].id);
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2008-08-27 15:48:50 +00:00
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gfx_mapscreen(0,0,width,300);
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2008-08-27 20:18:50 +00:00
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gfx_quads_begin();
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2008-08-27 15:48:50 +00:00
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// if weaponstage is active, put a "glow" around the stage ammo
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select_sprite(data->weapons.id[gameclient.snap.local_character->weapon%NUM_WEAPONS].sprite_proj);
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for (int i = 0; i < min(gameclient.snap.local_character->ammocount, 10); i++)
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gfx_quads_drawTL(x+i*12,y+24,10,10);
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gfx_quads_end();
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gfx_quads_begin();
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int h = 0;
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// render health
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select_sprite(SPRITE_HEALTH_FULL);
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for(; h < gameclient.snap.local_character->health; h++)
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gfx_quads_drawTL(x+h*12,y,10,10);
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select_sprite(SPRITE_HEALTH_EMPTY);
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for(; h < 10; h++)
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gfx_quads_drawTL(x+h*12,y,10,10);
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// render armor meter
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h = 0;
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select_sprite(SPRITE_ARMOR_FULL);
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for(; h < gameclient.snap.local_character->armor; h++)
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gfx_quads_drawTL(x+h*12,y+12,10,10);
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select_sprite(SPRITE_ARMOR_EMPTY);
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for(; h < 10; h++)
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gfx_quads_drawTL(x+h*12,y+12,10,10);
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gfx_quads_end();
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}
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void HUD::on_render()
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{
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if(!gameclient.snap.gameobj)
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return;
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width = 300*gfx_screenaspect();
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bool spectate = false;
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if(gameclient.snap.local_info && gameclient.snap.local_info->team == -1)
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spectate = true;
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if(gameclient.snap.local_character && !spectate && !(gameclient.snap.gameobj && gameclient.snap.gameobj->game_over))
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render_healthandammo();
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render_goals();
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render_fps();
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render_connectionwarning();
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render_tunewarning();
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render_cursor();
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}
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