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-rw-r--r--src/cgame/cg_draw.c29
-rw-r--r--src/cgame/cg_weapons.c33
2 files changed, 30 insertions, 32 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index e95a60cf..156bfd43 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -544,7 +544,7 @@ static void CG_DrawPlayerCreditsValue( rectDef_t *rect, vec4_t color )
if( value > -1 )
{
trap_R_SetColor( color );
- CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value );
+ CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value );
trap_R_SetColor( NULL );
}
}
@@ -560,11 +560,15 @@ static void CG_DrawPlayerBankValue( rectDef_t *rect, vec4_t color )
if( value > -1 )
{
trap_R_SetColor( color );
- CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value );
+ CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value );
trap_R_SetColor( NULL );
}
}
+#define HH_MIN_ALPHA 0.2f
+#define HH_MAX_ALPHA 0.8f
+#define HH_ALPHA_DIFF (HH_MAX_ALPHA-HH_MIN_ALPHA)
+
/*
==============
CG_DrawPlayerStamina1
@@ -585,7 +589,7 @@ static void CG_DrawPlayerStamina1( rectDef_t *rect, vec4_t color, qhandle_t shad
else if( progress < 0.0f )
progress = 0.0f;
- color[ 3 ] = 0.25f + ( progress * 0.25f );
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
@@ -612,7 +616,7 @@ static void CG_DrawPlayerStamina2( rectDef_t *rect, vec4_t color, qhandle_t shad
else if( progress < 0.0f )
progress = 0.0f;
- color[ 3 ] = 0.25f + ( progress * 0.25f );
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
@@ -638,7 +642,7 @@ static void CG_DrawPlayerStamina3( rectDef_t *rect, vec4_t color, qhandle_t shad
else if( progress < 0.0f )
progress = 0.0f;
- color[ 3 ] = 0.25f + ( progress * 0.25f );
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
@@ -664,7 +668,7 @@ static void CG_DrawPlayerStamina4( rectDef_t *rect, vec4_t color, qhandle_t shad
else if( progress < 0.0f )
progress = 0.0f;
- color[ 3 ] = 0.25f + ( progress * 0.25f );
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
@@ -682,9 +686,9 @@ static void CG_DrawPlayerStaminaBolt( rectDef_t *rect, vec4_t color, qhandle_t s
float stamina = ps->stats[ STAT_STAMINA ];
if( stamina < 0 )
- color[ 3 ] = 0.25f;
+ color[ 3 ] = HH_MIN_ALPHA;
else
- color[ 3 ] = 0.50f;
+ color[ 3 ] = HH_MAX_ALPHA;
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
@@ -715,10 +719,17 @@ static void CG_DrawPlayerClipsRing( rectDef_t *rect, vec4_t color, qhandle_t sha
maxDelay = (float)BG_FindBuildDelayForWeapon( cent->currentState.weapon );
progress = ( maxDelay - buildTime ) / maxDelay;
- color[ 3 ] = 0.25f + ( progress * 0.25f );
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
break;
default:
+ if( ps->weaponstate == WEAPON_RELOADING )
+ {
+ maxDelay = (float)BG_FindReloadTimeForWeapon( cent->currentState.weapon );
+ progress = ( maxDelay - (float)ps->weaponTime ) / maxDelay;
+
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
+ }
break;
}
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 4c203b4c..2703dc00 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1149,36 +1149,23 @@ void CG_DrawWeaponSelect( rectDef_t *rect, vec4_t color )
if( ( item >= 0 ) && ( item < numItems ) )
{
- switch( cent->currentState.weapon )
+ if( clips == 0 && !BG_FindInfinteAmmoForWeapon( cent->currentState.weapon ) )
{
- case WP_ABUILD:
- case WP_ABUILD2:
- case WP_HBUILD:
- case WP_HBUILD2:
- break;
-
- default:
- if( clips == 0 )
- {
- float ammoPercent = (float)ammo / (float)maxAmmo;
-
- if( ammoPercent < 0.33f )
- {
- color[ 0 ] = 1.0f;
- color[ 1 ] = color[ 2 ] = 0.0f;
- }
- }
- break;
+ float ammoPercent = (float)ammo / (float)maxAmmo;
+
+ if( ammoPercent < 0.33f )
+ {
+ color[ 0 ] = 1.0f;
+ color[ 1 ] = color[ 2 ] = 0.0f;
+ }
}
trap_R_SetColor( color );
if( items[ item ] <= 32 )
- CG_DrawPic( x + ICON_BORDER, y + ICON_BORDER, iconsize - 2 * ICON_BORDER, iconsize - 2 * ICON_BORDER,
- cg_weapons[ items[ item ] ].weaponIcon );
+ CG_DrawPic( x, y, iconsize, iconsize, cg_weapons[ items[ item ] ].weaponIcon );
else if( items[ item ] > 32 )
- CG_DrawPic( x + ICON_BORDER, y + ICON_BORDER, iconsize - 2 * ICON_BORDER, iconsize - 2 * ICON_BORDER,
- cg_upgrades[ items[ item ] - 32 ].upgradeIcon );
+ CG_DrawPic( x, y, iconsize, iconsize, cg_upgrades[ items[ item ] - 32 ].upgradeIcon );
trap_R_SetColor( NULL );