}
#endif
registercvar("hud_usecsqc", "1");
- registercvar("hud_columns", "default", CVAR_SAVE);
+ registercvar("scoreboard_columns", "default", CVAR_SAVE);
gametype = 0;
GetTeam(COLOR_SPECTATOR, true); // add specs first
- cvar_clientsettemp("_supports_weaponpriority", "1");
-
RegisterWeapons();
WaypointSprite_Load();
void PostInit(void)
{
print(strcat("PostInit\n maxclients = ", ftos(maxclients), "\n"));
- localcmd(strcat("\nhud_columns_set ", cvar_string("hud_columns"), ";\n"));
+ localcmd(strcat("\nscoreboard_columns_set ", cvar_string("scoreboard_columns"), ";\n"));
entity playerchecker;
playerchecker = spawn();
{
print("Usage: cl_cmd COMMAND..., where possible commands are:\n");
print(" settemp cvar value\n");
- print(" hud_columns_set ...\n");
- print(" hud_columns_help\n");
+ print(" scoreboard_columns_set ...\n");
+ print(" scoreboard_columns_help\n");
GameCommand_Generic("help");
return;
}
else if(cmd == "settemp") {
cvar_clientsettemp(argv(1), argv(2));
}
- else if(cmd == "hud_columns_set") {
+ else if(cmd == "scoreboard_columns_set") {
Cmd_HUD_SetFields(argc);
}
- else if(cmd == "hud_columns_help") {
+ else if(cmd == "scoreboard_columns_help") {
Cmd_HUD_Help(argc);
}
#ifdef BLURTEST
// bInputType = 0 is key pressed, 1 is key released, 2 is mouse input.
// In the case of keyboard input, nPrimary is the ascii code, and nSecondary is 0.
// In the case of mouse input, nPrimary is xdelta, nSecondary is ydelta.
-float hudconf_active;
float CSQC_InputEvent(float bInputType, float nPrimary, float nSecondary)
{
local float bSkipKey;
bSkipKey = false;
- if(hudconf_active)
- if (HUD_Panel_InputEvent(bInputType, nPrimary, nSecondary))
- return true;
+ if (HUD_Panel_InputEvent(bInputType, nPrimary, nSecondary))
+ return true;
if (MapVote_InputEvent(bInputType, nPrimary, nSecondary))
return true;
vote_active = 0;
}
+void Net_Notify() {
+ float type;
+ type = ReadByte();
+
+ if(type == CSQC_KILLNOTIFY)
+ {
+ HUD_KillNotify(ReadString(), ReadString(), ReadString(), ReadShort(), ReadByte());
+ }
+ else if(type == CSQC_CENTERPRINT)
+ {
+ HUD_Centerprint(ReadString(), ReadString(), ReadShort(), ReadByte());
+ }
+}
+
// CSQC_Parse_TempEntity : Handles all temporary entity network data in the CSQC layer.
// You must ALWAYS first acquire the temporary ID, which is sent as a byte.
// Return value should be 1 if CSQC handled the temporary entity, otherwise return 0 to have the engine process the event.
announce_snd = strzone(ReadString());
bHandled = true;
break;
+ case TE_CSQC_NOTIFY:
+ Net_Notify();
+ bHandled = true;
+ break;
default:
// No special logic for this temporary entity; return 0 so the engine can handle it
bHandled = false;