git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1167 e016b1c5-ed68-44aa-a2f7-31cac88cffde
485 lines
15 KiB
C++
485 lines
15 KiB
C++
// renderhud.cpp: HUD rendering
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#include "cube.h"
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void drawicon(Texture *tex, float x, float y, float s, int col, int row, float ts)
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{
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if(tex && tex->xs == tex->ys) quad(tex->id, x, y, s, ts*col, ts*row, ts);
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}
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void drawequipicon(float x, float y, int col, int row, float blend)
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{
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static Texture *tex = NULL;
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if(!tex) tex = textureload("packages/misc/items.png");
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if(tex)
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{
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if(blend) glEnable(GL_BLEND);
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drawicon(tex, x, y, 120, col, row, 1/3.0f);
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if(blend) glDisable(GL_BLEND);
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}
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}
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void drawradaricon(float x, float y, float s, int col, int row)
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{
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static Texture *tex = NULL;
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if(!tex) tex = textureload("packages/misc/radaricons.png");
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if(tex)
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{
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glEnable(GL_BLEND);
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drawicon(tex, x, y, s, col, row, 1/4.0f);
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glDisable(GL_BLEND);
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}
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}
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void drawctficon(float x, float y, float s, int col, int row, float ts)
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{
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static Texture *tex = NULL;
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if(!tex) tex = textureload("packages/misc/ctficons.png");
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if(tex) drawicon(tex, x, y, s, col, row, ts);
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}
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VARP(crosshairsize, 0, 15, 50);
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int dblend = 0;
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void damageblend(int n) { dblend += n; }
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VARP(hidestats, 0, 1, 1);
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VARP(crosshairfx, 0, 1, 1);
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VARP(hideradar, 0, 0, 1);
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VARP(radarres, 1, 64, 1024);
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VARP(radarentsize, 1, 4, 64);
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VARP(hidectfhud, 0, 0, 1);
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VARP(hidedemohud, 0, 0, 1);
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VAR(showmap, 0, 0, 1);
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void drawscope()
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.9f);
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static Texture *scopetex = NULL;
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if(!scopetex) scopetex = textureload("packages/misc/scope.png");
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glBindTexture(GL_TEXTURE_2D, scopetex->id);
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glBegin(GL_QUADS);
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glColor3ub(255,255,255);
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glTexCoord2i(0, 0); glVertex2i(0, 0);
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glTexCoord2i(1, 0); glVertex2i(VIRTW, 0);
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glTexCoord2i(1, 1); glVertex2i(VIRTW, VIRTH);
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glTexCoord2i(0, 1); glVertex2i(0, VIRTH);
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glEnd();
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glDisable(GL_ALPHA_TEST);
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}
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void drawcrosshair(bool showteamwarning)
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{
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glBlendFunc(GL_ONE, GL_ONE);
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static Texture *teammatetex = NULL;
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if(!teammatetex) teammatetex = textureload("packages/misc/teammate.png");
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glBindTexture(GL_TEXTURE_2D, showteamwarning ? teammatetex->id : crosshair->id);
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glBegin(GL_QUADS);
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glColor3ub(255,255,255);
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if(crosshairfx)
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{
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if(showteamwarning) glColor3ub(255, 0, 0);
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else if(player1->gunwait) glColor3ub(128,128,128);
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else if(!m_osok)
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{
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if(player1->health<=25) glColor3ub(255,0,0);
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else if(player1->health<=50) glColor3ub(255,128,0);
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}
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}
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float chsize = (float)crosshairsize * (player1->gunselect==GUN_ASSAULT && player1->shots > 3 ? 1.4f : 1.0f) * (showteamwarning ? 2.0f : 1.0f);
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glTexCoord2i(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);
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glTexCoord2i(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);
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glTexCoord2i(1, 1); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize);
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glTexCoord2i(0, 1); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize);
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glEnd();
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}
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void drawequipicons()
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{
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(1.0f, 1.0f, 1.0f, 0.2f+(sinf(lastmillis/100.0f)+1.0f)/2.0f);
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// health & armor
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if(player1->armour) drawequipicon(620, 1650, 2, 0, false);
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drawequipicon(20, 1650, 1, 0, (player1->state!=CS_DEAD && player1->health<=20 && !m_osok));
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// weapons
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int c = player1->gunselect, r = 1;
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if(c==GUN_GRENADE) c = r = 0;
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else if(c>2) { c -= 3; r = 2; }
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drawequipicon(1220, 1650, c, r, (!player1->mag[player1->gunselect] && player1->gunselect != GUN_KNIFE && player1->gunselect != GUN_GRENADE));
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glEnable(GL_BLEND);
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}
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void drawradarent(float x, float y, float yaw, int col, int row, float iconsize, bool pulse, char *label = NULL, ...)
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{
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glPushMatrix();
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if(pulse) glColor4f(1.0f, 1.0f, 1.0f, 0.2f+(sinf(lastmillis/30.0f)+1.0f)/2.0f);
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else glColor4f(1, 1, 1, 1);
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glTranslatef(x, y, 0);
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glRotatef(yaw, 0, 0, 1);
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drawradaricon(-iconsize/2.0f, -iconsize/2.0f, iconsize, col, row);
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glPopMatrix();
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if(label && showmap)
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{
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glPushMatrix();
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glEnable(GL_BLEND);
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glTranslatef(iconsize/2, iconsize/2, 0);
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glScalef(1/2.0f, 1/2.0f, 1/2.0f);
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s_sprintfdv(lbl, label);
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draw_text(lbl, (int)(x*2), (int)(y*2));
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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glPopMatrix();
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}
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}
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bool insideradar(const vec ¢erpos, float radius, const vec &o)
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{
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if(showmap) return !o.reject(centerpos, radius);
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return o.distxy(centerpos)<=radius;
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}
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bool isattacking(playerent *p) { return lastmillis-p->lastaction < 500; }
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void drawradar(int w, int h)
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{
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vec center = showmap ? vec(ssize/2, ssize/2, 0) : player1->o;
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int res = showmap ? ssize : radarres;
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float worldsize = (float)ssize;
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float radarviewsize = showmap ? VIRTH : VIRTH/6;
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float radarsize = worldsize/res*radarviewsize;
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float iconsize = radarentsize/(float)res*radarviewsize;
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float coordtrans = radarsize/worldsize;
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float overlaysize = radarviewsize*4.0f/3.25f;
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glPushMatrix();
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if(showmap) glTranslatef(VIRTW/2-radarviewsize/2, 0, 0);
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else
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{
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glTranslatef(VIRTW-radarviewsize-(overlaysize-radarviewsize)/2-10+radarviewsize/2, 10+(overlaysize-radarviewsize)/2+radarviewsize/2, 0);
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glRotatef(-camera1->yaw, 0, 0, 1);
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glTranslatef(-radarviewsize/2, -radarviewsize/2, 0);
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}
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extern GLuint minimaptex;
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vec centerpos(min(max(center.x, res/2), worldsize-res/2), min(max(center.y, res/2), worldsize-res/2), 0);
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if(showmap)
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{
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
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quad(minimaptex, 0, 0, radarviewsize, (centerpos.x-res/2)/worldsize, (centerpos.y-res/2)/worldsize, res/worldsize);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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}
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else
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{
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glDisable(GL_BLEND);
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circle(minimaptex, radarviewsize/2, radarviewsize/2, radarviewsize/2, centerpos.x/worldsize, centerpos.y/worldsize, res/2/worldsize);
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}
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glTranslatef(-(centerpos.x-res/2)/worldsize*radarsize, -(centerpos.y-res/2)/worldsize*radarsize, 0);
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drawradarent(player1->o.x*coordtrans, player1->o.y*coordtrans, player1->yaw, player1->state==CS_ALIVE ? (isattacking(player1) ? 2 : 0) : 1, 2, iconsize, isattacking(player1), colorname(player1)); // local player
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loopv(players) // other players
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{
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playerent *pl = players[i];
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if(!pl || !isteam(player1->team, pl->team) || !insideradar(centerpos, res/2, pl->o)) continue;
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drawradarent(pl->o.x*coordtrans, pl->o.y*coordtrans, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_int(pl->team), iconsize, isattacking(pl), colorname(pl));
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}
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if(m_ctf)
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{
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glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis / 100.0f) + 1.0f) / 2.0f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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loopi(2) // flag items
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{
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flaginfo &f = flaginfos[i];
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entity *e = f.flag;
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if(!e) continue;
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float yaw = showmap ? 0 : player1->yaw;
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if(f.state==CTFF_STOLEN)
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{
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if(f.actor && i != team_int(player1->team) && insideradar(centerpos, res/2, f.actor->o))
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drawradarent(f.actor->o.x*coordtrans+iconsize/2, f.actor->o.y*coordtrans+iconsize/2, yaw, 3, f.team, iconsize, true); // draw near flag thief
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}
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else if(insideradar(centerpos, res/2, vec(e->x, e->y, centerpos.z))) drawradarent(e->x*coordtrans, e->y*coordtrans, yaw, 3, f.team, iconsize, false); // draw on entitiy pos
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}
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}
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glEnable(GL_BLEND);
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glPopMatrix();
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if(!showmap)
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{
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor3f(1, 1, 1);
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static Texture *overlaytex = NULL;
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if(!overlaytex) overlaytex = textureload("packages/misc/radaroverlays.png", 3);
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quad(overlaytex->id, VIRTW-overlaysize-10, 10, overlaysize, m_teammode ? 0.5f*team_int(player1->team) : 0, m_teammode ? 0 : 0.5f, 0.5f, 0.5f);
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glEnable(GL_CULL_FACE);
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}
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}
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void drawteamicons(int w, int h)
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{
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor3f(1, 1, 1);
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static Texture *icons = NULL;
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if(!icons) icons = textureload("packages/misc/teamicons.png");
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quad(icons->id, VIRTW-VIRTH/12-10, 10, VIRTH/12, team_int(player1->team) ? 0.5f : 0, 0, 0.5f, 0.5f);
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glEnable(GL_CULL_FACE);
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}
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void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
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{
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
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glEnable(GL_BLEND);
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if(dblend || underwater)
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{
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glDepthMask(GL_FALSE);
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if(dblend)
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{
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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glColor3f(1.0f, 0.1f, 0.1f);
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}
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else
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], 102);
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}
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glBegin(GL_QUADS);
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glVertex2i(0, 0);
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glVertex2i(VIRTW, 0);
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glVertex2i(VIRTW, VIRTH);
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glVertex2i(0, VIRTH);
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glEnd();
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glDepthMask(GL_TRUE);
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dblend -= min(1, curtime/3);
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if(dblend<0) dblend = 0;
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}
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glEnable(GL_TEXTURE_2D);
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bool demo3rd = demoplayback && !localdemoplayer1st();
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playerent *targetplayer = playerincrosshair();
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bool didteamkill = player1->lastteamkill && player1->lastteamkill + 5000 > lastmillis;
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bool menuvisible = rendermenu();
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bool command = getcurcommand() ? true : false;
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if(!demo3rd)
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{
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if(player1->state==CS_ALIVE && !player1->reloading && !didteamkill && !menuvisible)
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{
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bool drawteamwarning = targetplayer ? (isteam(targetplayer->team, player1->team) && targetplayer->state!=CS_DEAD) : false;
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if(player1->gunselect==GUN_SNIPER && scoped) drawscope();
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else if((player1->gunselect!=GUN_SNIPER || drawteamwarning)) drawcrosshair(drawteamwarning);
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}
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drawequipicons();
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glMatrixMode(GL_MODELVIEW);
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if(!menuvisible && !hideradar) drawradar(w, h);
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else drawteamicons(w, h);
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glMatrixMode(GL_PROJECTION);
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char *infostr = editinfo();
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if(command) rendercommand(20, 1570);
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else if(infostr) draw_text(infostr, 20, 1570);
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else if(targetplayer) draw_text(colorname(targetplayer), 20, 1570);
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}
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glLoadIdentity();
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glOrtho(0, VIRTW*2, VIRTH*2, 0, -1, 1);
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renderconsole();
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if(command) renderdoc(40, VIRTH);
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if(!hidestats)
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{
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const int left = (VIRTW-225-10)*2, top = (VIRTH*7/8)*2;
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draw_textf("fps %d", left, top, curfps);
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draw_textf("lod %d", left, top+80, lod_factor());
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draw_textf("wqd %d", left, top+160, nquads);
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draw_textf("wvt %d", left, top+240, curvert);
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draw_textf("evt %d", left, top+320, xtraverts);
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}
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if(!hidedemohud && demoplayback)
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{
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const int left = VIRTW*2/80, top = VIRTH*2*3/4;
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int dmillis = demomillis();
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s_sprintfd(time)("%d:%02d", dmillis/1000/60, dmillis/1000%60);
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s_sprintfd(following)("\f0Following %s", colorname(demoplayer));
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draw_text(time, left, top-FONTH);
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draw_text(following, left, top);
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draw_text("jump to pause", left, top+2*FONTH);
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draw_text("attack to change view", left, top+3*FONTH);
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draw_text("reload for slow-motion", left, top+4*FONTH);
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}
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if(player1->state==CS_ALIVE && !demo3rd)
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{
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glLoadIdentity();
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glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1);
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draw_textf("%d", 90, 827, player1->health);
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if(player1->armour) draw_textf("%d", 390, 827, player1->armour);
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if(player1->gunselect!=GUN_KNIFE)
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{
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char gunstats[64];
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if(player1->gunselect!=GUN_GRENADE) sprintf(gunstats,"%i/%i",player1->mag[player1->gunselect],player1->ammo[player1->gunselect]);
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else sprintf(gunstats,"%i",player1->mag[player1->gunselect]);
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draw_text(gunstats, 690, 827);
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}
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if(didteamkill)
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{
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glLoadIdentity();
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glOrtho(0, VIRTW/3, VIRTH/3, 0, -1, 1);
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draw_text("\f3you killed a teammate", VIRTW/3/40, VIRTH/3/2);
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}
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if(m_ctf && !hidectfhud)
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{
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glLoadIdentity();
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glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
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glColor4f(1.0f, 1.0f, 1.0f, 0.2f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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loopi(2) // flag state
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{
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if(flaginfos[i].state == CTFF_INBASE) glDisable(GL_BLEND); else glEnable(GL_BLEND);
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drawctficon(i*120+VIRTW/4.0f*3.0f, 1650, 120, i, 0, 1/4.0f);
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}
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// big flag-stolen icon
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flaginfo &f = flaginfos[team_opposite(team_int(player1->team))];
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if(f.state==CTFF_STOLEN && f.actor == player1 && f.ack)
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{
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glColor4f(1.0f, 1.0f, 1.0f, (sinf(lastmillis/100.0f)+1.0f) / 2.0f);
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glEnable(GL_BLEND);
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drawctficon(VIRTW-225-10, VIRTH*5/8, 225, team_opposite(team_int(player1->team)), 1, 1/2.0f);
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glDisable(GL_BLEND);
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}
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}
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}
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_MODELVIEW);
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}
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void loadingscreen(const char *fmt, ...)
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{
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static Texture *logo = NULL;
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if(!logo) logo = textureload("packages/misc/startscreen.png");
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glClearColor(0, 0, 0, 1);
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glColor3f(1, 1, 1);
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loopi(fmt ? 1 : 2)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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quad(logo->id, (VIRTW-VIRTH)/2, 0, VIRTH, 0, 0, 1);
|
|
if(fmt)
|
|
{
|
|
glEnable(GL_BLEND);
|
|
s_sprintfdlv(str, fmt, fmt);
|
|
int w = text_width(str);
|
|
draw_text(str, w>=VIRTW ? 0 : (VIRTW-w)/2, VIRTH*3/4);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
SDL_GL_SwapBuffers();
|
|
}
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
static void bar(float bar, int o, float r, float g, float b)
|
|
{
|
|
int side = 50;
|
|
glColor3f(r, g, b);
|
|
glVertex2f(side, o*FONTH);
|
|
glVertex2f(bar*(VIRTW-2*side)+side, o*FONTH);
|
|
glVertex2f(bar*(VIRTW-2*side)+side, (o+2)*FONTH);
|
|
glVertex2f(side, (o+2)*FONTH);
|
|
}
|
|
|
|
void show_out_of_renderloop_progress(float bar1, const char *text1, float bar2, const char *text2) // also used during loading
|
|
{
|
|
c2skeepalive();
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
if(text1)
|
|
{
|
|
bar(1, 1, 0.1f, 0.1f, 0.1f);
|
|
bar(bar1, 1, 0.2f, 0.2f, 0.2f);
|
|
}
|
|
|
|
if(bar2>0)
|
|
{
|
|
bar(1, 3, 0.1f, 0.1f, 0.1f);
|
|
bar(bar2, 3, 0.2f, 0.2f, 0.2f);
|
|
}
|
|
|
|
glEnd();
|
|
|
|
glEnable(GL_BLEND);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
if(text1) draw_text(text1, 70, 1*FONTH + FONTH/2);
|
|
if(bar2>0) draw_text(text2, 70, 3*FONTH + FONTH/2);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_BLEND);
|
|
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
SDL_GL_SwapBuffers();
|
|
}
|
|
|