1#include "weapons.qh" 2 3 4// Weapons (#0) 5 6entity weaponorder[Weapons_MAX]; 7void weaponorder_swap(int i, int j, entity pass) 8{ 9 TC(int, i); TC(int, j); 10 entity h = weaponorder[i]; 11 weaponorder[i] = weaponorder[j]; 12 weaponorder[j] = h; 13} 14 15string weaponorder_cmp_str; 16int weaponorder_cmp(int i, int j, entity pass) 17{ 18 TC(int, i); TC(int, j); 19 int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0); 20 int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0); 21 return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string) 22} 23 24#define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \ 25 int nHidden = 0; \ 26 FOREACH(Weapons, it != WEP_Null, { \ 27 if (weapons_stat & WepSet_FromWeapon(it)) continue; \ 28 if (it.spawnflags & WEP_FLAG_HIDDEN || it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \ 29 }); \ 30 vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, panel_size, aspect); \ 31 columns = table_size.x; \ 32 rows = table_size.y; \ 33 weapon_size.x = panel_size.x / columns; \ 34 weapon_size.y = panel_size.y / rows; \ 35} MACRO_END 36 37void HUD_Weapons() 38{ 39 // declarations 40 WepSet weapons_stat = WepSet_GetFromStat(); 41 int i; 42 float f, a; 43 float screen_ar; 44 vector center = '0 0 0'; 45 int weapon_count, weapon_id; 46 int row, column, rows = 0, columns = 0; 47 bool vertical_order = true; 48 float aspect = autocvar_hud_panel_weapons_aspect; 49 50 float timeout = autocvar_hud_panel_weapons_timeout; 51 float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0); 52 float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0); 53 54 vector barsize = '0 0 0', baroffset = '0 0 0'; 55 vector ammo_color = '1 0 1'; 56 float ammo_alpha = 1; 57 58 float when = max(1, autocvar_hud_panel_weapons_complainbubble_time); 59 float fadetime = max(0, autocvar_hud_panel_weapons_complainbubble_fadetime); 60 61 bool infinite_ammo = (STAT(ITEMS) & IT_UNLIMITED_WEAPON_AMMO); 62 63 vector weapon_pos, weapon_size = '0 0 0'; 64 vector color; 65 66 entity panel_switchweapon = NULL; 67 68 // check to see if we want to continue 69 if(hud != HUD_NORMAL) return; 70 71 if(!autocvar__hud_configure) 72 { 73 if((!autocvar_hud_panel_weapons) || (spectatee_status == -1)) 74 return; 75 if(STAT(HEALTH) <= 0 && autocvar_hud_panel_weapons_hide_ondeath) 76 return; 77 if(timeout && time >= weapontime + timeout + timeout_effect_length) 78 if(autocvar_hud_panel_weapons_timeout_effect == 3 || (autocvar_hud_panel_weapons_timeout_effect == 1 && !(autocvar_hud_panel_weapons_timeout_fadebgmin + autocvar_hud_panel_weapons_timeout_fadefgmin))) 79 { 80 weaponprevtime = time; 81 return; 82 } 83 } 84 85 // update generic hud functions 86 HUD_Panel_LoadCvars(); 87 88 // figure out weapon order (how the weapons are sorted) // TODO make this configurable 89 if(weaponorder_bypriority != autocvar_cl_weaponpriority || !weaponorder[0]) 90 { 91 int weapon_cnt; 92 if(weaponorder_bypriority) 93 strunzone(weaponorder_bypriority); 94 if(weaponorder_byimpulse) 95 strunzone(weaponorder_byimpulse); 96 97 weaponorder_bypriority = strzone(autocvar_cl_weaponpriority); 98 weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(W_FixWeaponOrder_ForceComplete(W_NumberWeaponOrder(weaponorder_bypriority)))); 99 weaponorder_cmp_str = strcat(" ", weaponorder_byimpulse, " "); 100 101 weapon_cnt = 0; 102 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0, weaponorder[weapon_cnt++] = it); 103 for(i = weapon_cnt; i < Weapons_MAX; ++i) 104 weaponorder[i] = NULL; 105 heapsort(weapon_cnt, weaponorder_swap, weaponorder_cmp, NULL); 106 107 weaponorder_cmp_str = string_null; 108 } 109 110 if(!autocvar_hud_panel_weapons_complainbubble || autocvar__hud_configure || time - complain_weapon_time >= when + fadetime) 111 complain_weapon = 0; 112 113 if(autocvar__hud_configure) 114 { 115 if(!weapons_stat) 116 { 117 int j = 0; 118 FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, { 119 if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED)) 120 { 121 if(!panel_switchweapon || j < 4) 122 panel_switchweapon = it; 123 weapons_stat |= it.m_wepset; 124 ++j; 125 } 126 }); 127 } 128 129 #if 0 130 /// debug code 131 if(cvar("wep_add")) 132 { 133 int j; 134 int nHidden = 0; 135 FOREACH(Weapons, it != WEP_Null, { 136 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; 137 }); 138 weapons_stat = '0 0 0'; 139 float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden)); 140 for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i) 141 { 142 if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED) 143 continue; 144 weapons_stat |= weaponorder[i].m_wepset; 145 ++j; 146 } 147 } 148 #endif 149 } 150 151 // determine which weapons are going to be shown 152 if (autocvar_hud_panel_weapons_onlyowned) 153 { 154 if(autocvar__hud_configure) 155 { 156 if(hud_configure_menu_open != 2) 157 HUD_Panel_DrawBg(); // also draw the bg of the entire panel 158 } 159 160 // do we own this weapon? 161 weapon_count = 0; 162 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i) 163 if((weapons_stat & WepSet_FromWeapon(weaponorder[i])) || (weaponorder[i].m_id == complain_weapon)) 164 ++weapon_count; 165 166 167 // might as well commit suicide now, no reason to live ;) 168 if (weapon_count == 0) 169 return; 170 171 vector old_panel_size = panel_size; 172 panel_size -= '2 2 0' * panel_bg_padding; 173 174 HUD_WEAPONS_GET_FULL_LAYOUT(); 175 176 // NOTE: although weapons should aways look the same even if onlyowned is enabled, 177 // we enlarge them a bit when possible to better match the desired aspect ratio 178 if(panel_size.x / panel_size.y < aspect) 179 { 180 // maximum number of rows that allows to display items with the desired aspect ratio 181 int max_rows = floor(panel_size.y / (weapon_size.x / aspect)); 182 columns = min(columns, ceil(weapon_count / max_rows)); 183 rows = ceil(weapon_count / columns); 184 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect); 185 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y); 186 vertical_order = false; 187 } 188 else 189 { 190 int max_columns = floor(panel_size.x / (weapon_size.y * aspect)); 191 rows = min(rows, ceil(weapon_count / max_columns)); 192 columns = ceil(weapon_count / rows); 193 weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y); 194 weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect); 195 vertical_order = true; 196 } 197 198 // reduce size of the panel 199 panel_size.x = columns * weapon_size.x; 200 panel_size.y = rows * weapon_size.y; 201 panel_size += '2 2 0' * panel_bg_padding; 202 203 // center the resized panel, or snap it to the screen edge when close enough 204 if(panel_pos.x > vid_conwidth * 0.001) 205 { 206 if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999) 207 panel_pos.x += old_panel_size.x - panel_size.x; 208 else 209 panel_pos.x += (old_panel_size.x - panel_size.x) / 2; 210 } 211 else if(old_panel_size.x > vid_conwidth * 0.999) 212 panel_pos.x += (old_panel_size.x - panel_size.x) / 2; 213 214 if(panel_pos.y > vid_conheight * 0.001) 215 { 216 if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999) 217 panel_pos.y += old_panel_size.y - panel_size.y; 218 else 219 panel_pos.y += (old_panel_size.y - panel_size.y) / 2; 220 } 221 else if(old_panel_size.y > vid_conheight * 0.999) 222 panel_pos.y += (old_panel_size.y - panel_size.y) / 2; 223 } 224 else 225 weapon_count = (Weapons_COUNT - 1); 226 227 // animation for fading in/out the panel respectively when not in use 228 if(!autocvar__hud_configure) 229 { 230 if (timeout && time >= weapontime + timeout) // apply timeout effect if needed 231 { 232 f = bound(0, (time - (weapontime + timeout)) / timeout_effect_length, 1); 233 234 // fade the panel alpha 235 if(autocvar_hud_panel_weapons_timeout_effect == 1) 236 { 237 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * f + (1 - f)); 238 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * f + (1 - f)); 239 } 240 else if(autocvar_hud_panel_weapons_timeout_effect == 3) 241 { 242 panel_bg_alpha *= (1 - f); 243 panel_fg_alpha *= (1 - f); 244 } 245 246 // move the panel off the screen 247 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3) 248 { 249 f *= f; // for a cooler movement 250 center.x = panel_pos.x + panel_size.x/2; 251 center.y = panel_pos.y + panel_size.y/2; 252 screen_ar = vid_conwidth/vid_conheight; 253 if (center.x/center.y < screen_ar) //bottom left 254 { 255 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom 256 panel_pos.y += f * (vid_conheight - panel_pos.y); 257 else //left 258 panel_pos.x -= f * (panel_pos.x + panel_size.x); 259 } 260 else //top right 261 { 262 if ((vid_conwidth - center.x)/center.y < screen_ar) //right 263 panel_pos.x += f * (vid_conwidth - panel_pos.x); 264 else //top 265 panel_pos.y -= f * (panel_pos.y + panel_size.y); 266 } 267 if(f == 1) 268 center.x = -1; // mark the panel as off screen 269 } 270 weaponprevtime = time - (1 - f) * timein_effect_length; 271 } 272 else if (timeout && time < weaponprevtime + timein_effect_length) // apply timein effect if needed 273 { 274 f = bound(0, (time - weaponprevtime) / timein_effect_length, 1); 275 276 // fade the panel alpha 277 if(autocvar_hud_panel_weapons_timeout_effect == 1) 278 { 279 panel_bg_alpha *= (autocvar_hud_panel_weapons_timeout_fadebgmin * (1 - f) + f); 280 panel_fg_alpha *= (autocvar_hud_panel_weapons_timeout_fadefgmin * (1 - f) + f); 281 } 282 else if(autocvar_hud_panel_weapons_timeout_effect == 3) 283 { 284 panel_bg_alpha *= (f); 285 panel_fg_alpha *= (f); 286 } 287 288 // move the panel back on screen 289 if (autocvar_hud_panel_weapons_timeout_effect == 2 || autocvar_hud_panel_weapons_timeout_effect == 3) 290 { 291 f *= f; // for a cooler movement 292 f = 1 - f; 293 center.x = panel_pos.x + panel_size.x/2; 294 center.y = panel_pos.y + panel_size.y/2; 295 screen_ar = vid_conwidth/vid_conheight; 296 if (center.x/center.y < screen_ar) //bottom left 297 { 298 if ((vid_conwidth - center.x)/center.y < screen_ar) //bottom 299 panel_pos.y += f * (vid_conheight - panel_pos.y); 300 else //left 301 panel_pos.x -= f * (panel_pos.x + panel_size.x); 302 } 303 else //top right 304 { 305 if ((vid_conwidth - center.x)/center.y < screen_ar) //right 306 panel_pos.x += f * (vid_conwidth - panel_pos.x); 307 else //top 308 panel_pos.y -= f * (panel_pos.y + panel_size.y); 309 } 310 } 311 } 312 } 313 314 // draw the background, then change the virtual size of it to better fit other items inside 315 if (autocvar_hud_panel_weapons_dynamichud) 316 HUD_Scale_Enable(); 317 else 318 HUD_Scale_Disable(); 319 HUD_Panel_DrawBg(); 320 321 if(center.x == -1) 322 return; // panel has gone off screen 323 324 if(panel_bg_padding) 325 { 326 panel_pos += '1 1 0' * panel_bg_padding; 327 panel_size -= '2 2 0' * panel_bg_padding; 328 } 329 330 // after the sizing and animations are done, update the other values 331 332 if(!rows) // if rows is > 0 onlyowned code has already updated these vars 333 { 334 HUD_WEAPONS_GET_FULL_LAYOUT(); 335 vertical_order = (panel_size.x / panel_size.y >= aspect); 336 } 337 338 // calculate position/size for visual bar displaying ammount of ammo status 339 if (!infinite_ammo && autocvar_hud_panel_weapons_ammo) 340 { 341 ammo_color = stov(autocvar_hud_panel_weapons_ammo_color); 342 ammo_alpha = panel_fg_alpha * autocvar_hud_panel_weapons_ammo_alpha; 343 344 if(weapon_size.x/weapon_size.y > aspect) 345 { 346 barsize.x = aspect * weapon_size.y; 347 barsize.y = weapon_size.y; 348 baroffset.x = (weapon_size.x - barsize.x) / 2; 349 } 350 else 351 { 352 barsize.y = 1/aspect * weapon_size.x; 353 barsize.x = weapon_size.x; 354 baroffset.y = (weapon_size.y - barsize.y) / 2; 355 } 356 } 357 if(autocvar_hud_panel_weapons_accuracy) 358 Accuracy_LoadColors(); 359 360 // draw items 361 row = column = 0; 362 vector label_size = '1 1 0' * min(weapon_size.x, weapon_size.y) * bound(0, autocvar_hud_panel_weapons_label_scale, 1); 363 vector noncurrent_size = weapon_size * bound(0.01, autocvar_hud_panel_weapons_noncurrent_scale, 1); 364 float noncurrent_alpha = panel_fg_alpha * bound(0, autocvar_hud_panel_weapons_noncurrent_alpha, 1); 365 static vector weapon_pos_current = '-1 0 0'; 366 if(weapon_pos_current.x == -1) 367 weapon_pos_current = panel_pos; 368 369 float switch_speed; 370 if(autocvar_hud_panel_weapons_selection_speed <= 0 || autocvar__hud_configure) 371 switch_speed = 999; 372 else 373 switch_speed = frametime * autocvar_hud_panel_weapons_selection_speed; 374 vector radius_size = weapon_size * (autocvar_hud_panel_weapons_selection_radius + 1); 375 376 entity wepent = viewmodels[0]; // TODO: unhardcode 377 378 if(wepent.switchweapon == WEP_Null) 379 panel_switchweapon = NULL; 380 else if(!panel_switchweapon) 381 panel_switchweapon = wepent.switchweapon; 382 383 // draw background behind currently selected weapon 384 // do it earlier to make sure bg is drawn behind every weapon icons while it's moving 385 if(panel_switchweapon) 386 drawpic_aspect_skin(weapon_pos_current, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); 387 388 for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i) 389 { 390 // retrieve information about the current weapon to be drawn 391 entity it = weaponorder[i]; 392 weapon_id = it.impulse; 393 394 // skip if this weapon doesn't exist 395 if(!it || weapon_id < 0) { continue; } 396 397 // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon 398 if(autocvar_hud_panel_weapons_onlyowned) 399 { 400 if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon))) 401 continue; 402 } 403 else 404 { 405 if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it))) 406 continue; 407 } 408 409 // figure out the drawing position of weapon 410 weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y); 411 412 // update position of the currently selected weapon 413 if(it == panel_switchweapon) 414 { 415 if(weapon_pos_current.y > weapon_pos.y) 416 weapon_pos_current.y = max(weapon_pos.y, weapon_pos_current.y - switch_speed * (weapon_pos_current.y - weapon_pos.y)); 417 else if(weapon_pos_current.y < weapon_pos.y) 418 weapon_pos_current.y = min(weapon_pos.y, weapon_pos_current.y + switch_speed * (weapon_pos.y - weapon_pos_current.y)); 419 if(weapon_pos_current.x > weapon_pos.x) 420 weapon_pos_current.x = max(weapon_pos.x, weapon_pos_current.x - switch_speed * (weapon_pos_current.x - weapon_pos.x)); 421 else if(weapon_pos_current.x < weapon_pos.x) 422 weapon_pos_current.x = min(weapon_pos.x, weapon_pos_current.x + switch_speed * (weapon_pos.x - weapon_pos_current.x)); 423 } 424 425 // draw the weapon accuracy 426 if(autocvar_hud_panel_weapons_accuracy) 427 { 428 float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST]; 429 if(panel_weapon_accuracy >= 0) 430 { 431 color = Accuracy_GetColor(panel_weapon_accuracy); 432 drawpic_aspect_skin(weapon_pos, "weapon_accuracy", weapon_size, color, panel_fg_alpha, DRAWFLAG_NORMAL); 433 } 434 } 435 436 vector weapon_size_real = noncurrent_size; 437 float weapon_alpha_real = noncurrent_alpha; 438 float radius_factor_x = 1 - bound(0, fabs(weapon_pos.x - weapon_pos_current.x) / radius_size.x, 1); 439 float radius_factor_y = 1 - bound(0, fabs(weapon_pos.y - weapon_pos_current.y) / radius_size.y, 1); 440 if(radius_factor_x || radius_factor_y) 441 { 442 weapon_size_real.x += (weapon_size.x - noncurrent_size.x) * radius_factor_x; 443 weapon_size_real.y += (weapon_size.y - noncurrent_size.y) * radius_factor_y; 444 weapon_alpha_real += (panel_fg_alpha - noncurrent_alpha) * min(radius_factor_x, radius_factor_y); 445 } 446 447 vector weapon_pos_real = weapon_pos; 448 weapon_pos_real.x = weapon_pos.x + (weapon_size.x - weapon_size_real.x) / 2; 449 weapon_pos_real.y = weapon_pos.y + (weapon_size.y - weapon_size_real.y) / 2; 450 451 // drawing all the weapon items 452 if(weapons_stat & WepSet_FromWeapon(it)) 453 { 454 // draw the weapon image 455 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '1 1 1', weapon_alpha_real, DRAWFLAG_NORMAL); 456 457 // draw weapon label string 458 switch(autocvar_hud_panel_weapons_label) 459 { 460 case 1: // weapon number 461 drawstring(weapon_pos, ftos(weapon_id), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); 462 break; 463 464 case 2: // bind 465 drawstring(weapon_pos, getcommandkey(ftos(weapon_id), strcat("weapon_group_", ftos(weapon_id))), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); 466 break; 467 468 case 3: // weapon name 469 drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); 470 break; 471 472 default: // nothing 473 break; 474 } 475 476 // draw ammo status bar 477 if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none)) 478 { 479 float ammo_full; 480 a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have? 481 482 if(a > 0) 483 { 484 switch(it.ammo_field) 485 { 486 case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break; 487 case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break; 488 case ammo_rockets: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break; 489 case ammo_cells: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break; 490 case ammo_plasma: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break; 491 case ammo_fuel: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break; 492 default: ammo_full = 60; 493 } 494 495 drawsetcliparea( 496 weapon_pos.x + baroffset.x, 497 weapon_pos.y + baroffset.y, 498 barsize.x * bound(0, a/ammo_full, 1), 499 barsize.y 500 ); 501 502 drawpic_aspect_skin( 503 weapon_pos, 504 "weapon_ammo", 505 weapon_size, 506 ammo_color, 507 ammo_alpha, 508 DRAWFLAG_NORMAL 509 ); 510 511 drawresetcliparea(); 512 } 513 } 514 } 515 else // draw a "ghost weapon icon" if you don't have the weapon 516 { 517 drawpic_aspect_skin(weapon_pos_real, it.model2, weapon_size_real, '0.2 0.2 0.2', weapon_alpha_real * 0.5, DRAWFLAG_NORMAL); 518 } 519 520 // draw the complain message 521 if(it.m_id == complain_weapon) 522 { 523 if(fadetime) 524 a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1)); 525 else 526 a = ((complain_weapon_time + when > time) ? 1 : 0); 527 528 string s; 529 if(complain_weapon_type == 0) { 530 s = _("Out of ammo"); 531 color = stov(autocvar_hud_panel_weapons_complainbubble_color_outofammo); 532 } 533 else if(complain_weapon_type == 1) { 534 s = _("Don't have"); 535 color = stov(autocvar_hud_panel_weapons_complainbubble_color_donthave); 536 } 537 else { 538 s = _("Unavailable"); 539 color = stov(autocvar_hud_panel_weapons_complainbubble_color_unavailable); 540 } 541 float padding = autocvar_hud_panel_weapons_complainbubble_padding; 542 drawpic_aspect_skin(weapon_pos + '1 1 0' * padding, "weapon_complainbubble", weapon_size - '2 2 0' * padding, color, a * panel_fg_alpha, DRAWFLAG_NORMAL); 543 drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL); 544 } 545 546 #if 0 547 /// debug code 548 if(!autocvar_hud_panel_weapons_onlyowned) 549 { 550 drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL); 551 drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL); 552 } 553 #endif 554 555 // continue with new position for the next weapon 556 if(vertical_order) 557 { 558 ++column; 559 if(column >= columns) 560 { 561 column = 0; 562 ++row; 563 } 564 } 565 else 566 { 567 ++row; 568 if(row >= rows) 569 { 570 row = 0; 571 ++column; 572 } 573 } 574 } 575} 576