#ifndef SPLITSCREEN_ENABLED #ifndef MAP_X #define MAP_X (- (MAP_WIDTH - RIGHTITEM_OFFSET + 20 )) #endif #ifndef MAP_Y #define MAP_Y 114 #endif #ifndef MAP_WIDTH #define MAP_WIDTH 240 #endif #ifndef MAP_HEIGHT #define MAP_HEIGHT 268 #endif #define ORIGIN_MAP_FRAME MAP_X MAP_Y #define MAP_WIDTH2 (MAP_WIDTH+5) #else #ifndef MAP_X #define MAP_X (- (MAP_WIDTH - RIGHTITEM_OFFSET+4 )) #endif #ifndef MAP_Y #define MAP_Y 27 #endif #ifndef MAP_WIDTH #define MAP_WIDTH 140 #endif #ifndef MAP_HEIGHT #define MAP_HEIGHT 120 #endif #define ORIGIN_MAP_FRAME MAP_X MAP_Y #define MAP_WIDTH2 (MAP_WIDTH+5) #endif #ifndef TEAM_IS_MARINES #error "TEAM_IS_MARINES undefined" #endif #ifndef TEAM_IS_OPFOR #error "TEAM_IS_OPFOR undefined" #endif #define ALLIES_HAVE_UAV (dvarint( ui_uav_allies ) && team( name ) == "TEAM_ALLIES" ) #define AXIS_HAVE_UAV (dvarint( ui_uav_axis ) && team( name ) == "TEAM_AXIS" ) #define CLIENT_HAS_UAV (dvarint( ui_uav_client ) && team( name ) == "TEAM_FREE" ) //#define SHOULD_SHOW_MAP ( dvarbool( ui_hud_hardcore ) == 0 || ALLIES_HAVE_UAV || AXIS_HAVE_UAV || CLIENT_HAS_UAV ) #ifndef SHOULD_SHOW_MAP #define SHOULD_SHOW_MAP 1 #endif #ifndef SPLITSCREEN_ENABLED #define GAMETYPE_HEIGHT MAP_HEIGHT #else #define GAMETYPE_HEIGHT (MAP_WIDTH+5) #endif // map display ================================================ #define UI_MAP_NAME "@"+tablelookup("mp/mapsTable.csv",0,dvarString(mapname),3) #define MAP_OFFSET 0 21 //2 20 itemDef { name "mini_map2" rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin MAP_OFFSET forecolor 1 1 1 1 background "compass_map_default" ownerdraw CG_PLAYER_FULLMAP_MAP visible when ( SHOULD_SHOW_MAP ); decoration } itemDef { style WINDOW_STYLE_SHADER name "mini_map2_overlay" rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin MAP_OFFSET forecolor 1 1 1 1 exp material( tableLookup( "mp/mapsTable.csv", 0, dvarString( mapname ), 7 ) ) visible when ( SHOULD_SHOW_MAP ); decoration } // Objective pointers itemDef { name "compasspointers2" rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin MAP_OFFSET forecolor 1 1 1 1 background "objective_line" ownerdraw CG_PLAYER_FULLMAP_POINTERS visible when ( SHOULD_SHOW_MAP ); decoration } // Friendlies pointers itemDef { name "compassfriendlies2" rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin MAP_OFFSET forecolor 1 1 1 1 background "compassping_friendly" ownerdraw CG_PLAYER_FULLMAP_FRIENDS visible when ( SHOULD_SHOW_MAP ); decoration } // Enemy pings itemDef { name "compassenemies2" rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin MAP_OFFSET forecolor 1 1 1 1 background "compassping_enemy" ownerdraw CG_PLAYER_FULLMAP_ENEMIES visible when ( SHOULD_SHOW_MAP ); decoration } // Player direction indicator itemDef { name "compassplayer2" rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin MAP_OFFSET forecolor 1 1 1 1 background "compassping_player" ownerdraw CG_PLAYER_FULLMAP_PLAYER visible when ( SHOULD_SHOW_MAP ); decoration } // Vehicles itemDef { name "mapvehicles" rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin MAP_OFFSET forecolor 1 1 1 1 ownerdraw CG_PLAYER_FULLMAP_VEHICLES visible when ( SHOULD_SHOW_MAP ); decoration } // Squad Objective itemDef { name "mapsquadobjective" rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin MAP_OFFSET forecolor 1 1 1 1 ownerdraw CG_PLAYER_FULLMAP_SQUAD_OBJECTIVE visible when ( SHOULD_SHOW_MAP ); decoration } // Artillery Icon itemDef { name "mapartilleryicon" rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin MAP_OFFSET forecolor 1 1 1 1 ownerdraw CG_PLAYER_FULLMAP_ARTILLERY_ICON visible when ( SHOULD_SHOW_MAP ); decoration } // Dogs itemDef { name "mapdogs" rect ORIGIN_MAP_FRAME MAP_WIDTH MAP_WIDTH RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin MAP_OFFSET forecolor 1 1 1 1 ownerdraw CG_PLAYER_FULLMAP_DOGS visible when ( SHOULD_SHOW_MAP ); decoration } // Map name and gametype PREPROC_TEXT_DRAW_ALIGNED_VIS( ORIGIN_MAP_FRAME MAP_WIDTH 20 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP, 5 20, UI_MAP_NAME, TEXTSIZE_DEFAULT, 0, 0, ITEM_ALIGN_LEFT, 1 1 1 0.7, when( SHOULD_SHOW_MAP ) ) itemDef { rect ORIGIN_MAP_FRAME MAP_WIDTH 20 RIGHTITEM_ALIGN VERTICAL_ALIGN_TOP origin -4 (GAMETYPE_HEIGHT+16) textfont UI_FONT_NORMAL textstyle ITEM_TEXTSTYLE_SHADOWED textscale CHOICE_TEXTSIZE textalign ITEM_ALIGN_RIGHT forecolor 1 1 1 0.85 exp text ( gametypename() ); visible when ( SHOULD_SHOW_MAP ); decoration }