15 TC(
int, layout);
TC(
int, i);
21 case 0: stat = STAT(DOM_PPS_RED); pic =
"dom_icon_red"; color =
'1 0 0';
break;
22 case 1: stat = STAT(DOM_PPS_BLUE); pic =
"dom_icon_blue"; color =
'0 0 1';
break;
23 case 2: stat = STAT(DOM_PPS_YELLOW); pic =
"dom_icon_yellow"; color =
'1 1 0';
break;
25 case 3: stat = STAT(DOM_PPS_PINK); pic =
"dom_icon_pink"; color =
'1 0 1';
break;
28 if(STAT(DOM_TOTAL_PPS))
29 pps_ratio = stat / STAT(DOM_TOTAL_PPS);
31 if(mySize.x/mySize.y > aspect_ratio)
33 i = aspect_ratio * mySize.y;
34 myPos.x = myPos.x + (mySize.x - i) / 2;
39 i = 1/aspect_ratio * mySize.x;
40 myPos.y = myPos.y + (mySize.y - i) / 2;
47 color *= 0.5 + pps_ratio * (1 - 0.5);
58 drawsetcliparea(myPos.x, myPos.y + mySize.y * (1 - pps_ratio), mySize.y, mySize.y * pps_ratio);
71 aspect_ratio = (layout) ? 3 : 1;
76 float row = 0, column = 0;
78 itemSize =
vec2(mySize.x / columns, mySize.y / rows);
81 pos = myPos +
vec2(column * itemSize.x, row * itemSize.y);
83 DrawDomItem(pos, itemSize, aspect_ratio, layout, i);
ERASEABLE string ftos_decimals(float number, int decimals)
converts a number to a string with the indicated number of decimals
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 HUD_Mod_Dom(vector myPos, vector mySize)
void HUD_Mod_Dom_Export(int fh)
#define drawpic_aspect_skin(pos, pic, sz, color, theAlpha, drawflag)
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
int autocvar_hud_panel_modicons_dom_layout
const float DRAWFLAG_NORMAL
vector(float skel, float bonenum) _skel_get_boneabs_hidden
void DrawDomItem(vector myPos, vector mySize, float aspect_ratio, int layout, int i)
#define HUD_Write_Cvar(cvar)