21 TC(
int, layout);
TC(
int, i);
27 case 0: stat = STAT(REDALIVE); pic =
"player_red"; color =
'1 0 0';
break;
28 case 1: stat = STAT(BLUEALIVE); pic =
"player_blue"; color =
'0 0 1';
break;
29 case 2: stat = STAT(YELLOWALIVE); pic =
"player_yellow"; color =
'1 1 0';
break;
31 case 3: stat = STAT(PINKALIVE); pic =
"player_pink"; color =
'1 0 1';
break;
34 if(mySize.x/mySize.y > aspect_ratio)
36 i = aspect_ratio * mySize.y;
37 myPos.x = myPos.x + (mySize.x - i) / 2;
42 i = 1/aspect_ratio * mySize.x;
43 myPos.y = myPos.y + (mySize.y - i) / 2;
60 aspect_ratio = (layout) ? 2 : 1;
65 float row = 0, column = 0;
66 vector pos =
'0 0 0', itemSize;
67 itemSize =
vec2(mySize.x / columns, mySize.y / rows);
70 pos.x = myPos.x + column * itemSize.x;
71 pos.y = myPos.y + row * itemSize.y;
73 DrawCAItem(pos, itemSize, aspect_ratio, layout, i);
void drawstring_aspect(vector pos, string text, vector sz, vector color, float theAlpha, float drawflag)
float HUD_GetRowCount(int item_count, vector size, float item_aspect)
void DrawCAItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
void HUD_Mod_CA_Draw(vector myPos, vector mySize, int layout)
REGISTER_MUTATOR(cl_ca, true)
#define drawpic_aspect_skin(pos, pic, sz, color, theAlpha, drawflag)
const float DRAWFLAG_NORMAL
vector(float skel, float bonenum) _skel_get_boneabs_hidden
void HUD_Mod_CA(vector myPos, vector mySize)
MUTATOR_HOOKFUNCTION(cl_ca, DrawInfoMessages)
int autocvar_hud_panel_modicons_ca_layout
void HUD_Mod_CA_Export(int fh)
#define HUD_Write_Cvar(cvar)