weapon_hud_interface

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Structure and fields

Field Type Comments
child hud TagDependency: weapon_hud_interface
flags bitfield
Flag Mask Comments
use parent hud flashing parameters 0x1
total ammo cutoff uint16
loaded ammo cutoff uint16
heat cutoff uint16
age cutoff uint16
anchor enum
Option Value Comments
top left 0x0
top right 0x1
bottom left 0x2
bottom right 0x3
center 0x4
static elements Block
  • HEK max count: 16
  • Processed during compile
Field Type Comments
state attached to enum
Option Value Comments
total ammo 0x0
loaded ammo 0x1
heat 0x2
age 0x3
secondary weapon total ammo 0x4
secondary weapon loaded ammo 0x5
distance to target 0x6
elevation to target 0x7
allowed view type enum
Option Value Comments
any 0x0
solo 0x1
split screen 0x2
anchor offset Point2DInt
Field Type Comments
x int16
y int16
width scale float
  • Default: 1
height scale float
  • Default: 1
scaling flags bitfield
Flag Mask Comments
don't scale offset 0x1
don't scale size 0x2
use high res scale 0x4
interface bitmap TagDependency: bitmap
default color ColorARGBInt

RGB Color with alpha, with 8-bit color depth per channel (0-255)

Field Type Comments
alpha uint8
red uint8
green uint8
blue uint8
flashing color ColorARGBInt?
flash period float
flash delay float
number of flashes uint16
flash flags bitfield
Flag Mask Comments
reverse default flashing colors 0x1
flash length float
disabled color ColorARGBInt?
sequence index uint16
multitexture overlays Block
  • HEK max count: 30
Field Type Comments
type int16
framebuffer blend function enum
Option Value Comments
alpha blend 0x0
multiply 0x1
double multiply 0x2
add 0x3
subtract 0x4
component min 0x5
component max 0x6
alpha multiply add 0x7
primary anchor enum?
secondary anchor enum
Option Value Comments
texture 0x0
screen 0x1
tertiary anchor enum?
zero to one blend function enum
Option Value Comments
add 0x0
subtract 0x1
multiply 0x2
multiply2x 0x3
dot 0x4
one to two blend function enum?
primary scale Point2D
Field Type Comments
x float
y float
secondary scale Point2D?
tertiary scale Point2D?
primary offset Point2D?
secondary offset Point2D?
tertiary offset Point2D?
primary TagDependency: bitmap
secondary TagDependency: bitmap
tertiary TagDependency: bitmap
primary wrap mode enum
Option Value Comments
clamp 0x0
wrap 0x1
secondary wrap mode enum?
tertiary wrap mode enum?
effectors Block
  • HEK max count: 30
Field Type Comments
destination type enum
Option Value Comments
tint 0 1 0x0
horizontal offset 0x1
vertical offset 0x2
fade 0 1 0x3
destination enum
Option Value Comments
geometry offset 0x0
primary map 0x1
secondary map 0x2
tertiary map 0x3
source enum
Option Value Comments
player pitch 0x0
player pitch tangent 0x1
player yaw 0x2
weapon ammo total 0x3
weapon ammo loaded 0x4
weapon heat 0x5
explicit uses low bound 0x6
weapon zoom level 0x7
in bounds Bounds
  • Unit: source units
Field Type Comments
min float
max float
out bounds Bounds?
  • Unit: pixels
tint color lower bound ColorRGB
Field Type Comments
red float
green float
blue float
tint color upper bound ColorRGB?
periodic function enum
Option Value Comments
one 0x0
zero 0x1
cosine 0x2
cosine variable period 0x3
diagonal wave 0x4
diagonal wave variable period 0x5
slide 0x6
slide variable period 0x7
noise 0x8
jitter 0x9
wander 0xA
spark 0xB
function period float
  • Unit: seconds
function phase float
  • Unit: seconds
meter elements Block
  • HEK max count: 16
  • Processed during compile
Field Type Comments
state attached to enum?
allowed view type enum?
anchor offset Point2DInt?
width scale float
  • Default: 1
height scale float
  • Default: 1
scaling flags bitfield?
meter bitmap TagDependency: bitmap
color at meter minimum ColorARGBInt?
color at meter maximum ColorARGBInt?
flash color ColorARGBInt?
empty color ColorARGBInt?
flags bitfield
Flag Mask Comments
use min max for state changes 0x1
interpolate between min max flash colors as state changes 0x2
interpolate color along hsv space 0x4
more colors for hsv interpolation 0x8
invert interpolation 0x10
minimum meter value int8
sequence index uint16
alpha multiplier int8
alpha bias int8
value scale int16
opacity float
translucency float
disabled color ColorARGBInt?
number elements Block
  • HEK max count: 16
Field Type Comments
state attached to enum?
allowed view type enum?
anchor offset Point2DInt?
width scale float
height scale float
scaling flags bitfield?
default color ColorARGBInt?
flashing color ColorARGBInt?
flash period float
flash delay float
number of flashes uint16
flash flags bitfield?
flash length float
disabled color ColorARGBInt?
maximum number of digits int8
flags bitfield
Flag Mask Comments
show leading zeros 0x1
only show when zoomed 0x2
draw a trailing m 0x4
number of fractional digits int8
weapon specific flags bitfield
Flag Mask Comments
divide number by clip size 0x1
crosshairs Block
  • HEK max count: 19
  • Processed during compile
Field Type Comments
crosshair type enum
Option Value Comments
aim 0x0
zoom level 0x1
charge 0x2
should reload 0x3
flash heat 0x4
flash total ammo 0x5
flash battery 0x6
reload overheat 0x7
flash when firing and no ammo 0x8
flash when throwing and no grenade 0x9
low ammo and none left to reload 0xA
should reload secondary trigger 0xB
flash secondary total ammo 0xC
flash secondary reload 0xD
flash when firing secondary trigger with no ammo 0xE
low secondary ammo and none left to reload 0xF
primary trigger ready 0x10
secondary trigger ready 0x11
flash when firing with depleted battery 0x12
allowed view type enum?
crosshair bitmap TagDependency: bitmap
crosshair overlays Block
  • HEK max count: 16
Field Type Comments
anchor offset Point2DInt?
width scale float
  • Default: 1
height scale float
  • Default: 1
scaling flags bitfield?
default color ColorARGBInt?
flashing color ColorARGBInt?
flash period float
flash delay float
number of flashes uint16
flash flags bitfield?
flash length float
disabled color ColorARGBInt?
frame rate uint16
sequence index uint16
flags bitfield
Flag Mask Comments
flashes when active 0x1
not a sprite 0x2
show only when zoomed 0x4
show sniper data 0x8
hide area outside reticle 0x10
one zoom level 0x20
don't show when zoomed 0x40
overlay elements Block
  • HEK max count: 16
  • Processed during compile
Field Type Comments
state attached to enum?
allowed view type enum?
overlay bitmap TagDependency: bitmap
overlays Block
  • HEK max count: 16
Field Type Comments
anchor offset Point2DInt?
width scale float
  • Default: 1
height scale float
  • Default: 1
scaling flags bitfield?
default color ColorARGBInt?
flashing color ColorARGBInt?
flash period float
flash delay float
number of flashes uint16
flash flags bitfield?
flash length float
disabled color ColorARGBInt?
frame rate uint16
sequence index uint16
type bitfield
Flag Mask Comments
show on flashing 0x1
show on empty 0x2
show on reload overheating 0x4
show on default 0x8
show always 0x10
flags bitfield
Flag Mask Comments
flashes when active 0x1
crosshair types bitfield
  • Cache only
Flag Mask Comments
aim 0x1
zoom level 0x2
charge 0x4
should reload 0x8
flash heat 0x10
flash total ammo 0x20
flash battery 0x40
reload overheat 0x80
flash when firing and no ammo 0x100
flash when throwing and no grenade 0x200
low ammo and none left to reload 0x400
should reload secondary trigger 0x800
flash secondary total ammo 0x1000
flash secondary reload 0x2000
flash when firing secondary trigger with no ammo 0x4000
low secondary ammo and none left to reload 0x8000
primary trigger ready 0x10000
secondary trigger ready 0x20000
flash when firing with depleted battery 0x40000
screen effect Block
  • HEK max count: 1
Field Type Comments
mask flags bitfield
Flag Mask Comments
only when zoomed 0x1
mask fullscreen TagDependency: bitmap
mask splitscreen TagDependency: bitmap
convolution flags bitfield?
convolution fov in bounds Bounds
Field Type Comments
min float
max float
convolution radius out bounds Bounds?
  • Unit: pixels
even more flags bitfield
Flag Mask Comments
only when zoomed 0x1
connect to flashlight 0x2
masked 0x4
night vision script source int16
night vision intensity float
  • Min: 0
  • Max: 1
desaturation flags bitfield
Flag Mask Comments
only when zoomed 0x1
connect to flashlight 0x2
additive 0x4
masked 0x8
desaturation script source int16
desaturation intensity float
  • Min: 0
  • Max: 1
effect tint ColorRGB?
sequence index uint16
width offset int16
offset from reference corner Point2DInt?
override icon color ColorARGBInt?
frame rate int8
more flags bitfield
Flag Mask Comments
use text from string list instead 0x1
override default color 0x2
width offset is absolute icon width 0x4
text index uint16

Acknowledgements

Thanks to the following individuals for their research or contributions to this topic:

  • Kavawuvi (Invader tag definitions)
  • MosesOfEgypt (Tag structure research)