void PostInit(void);
void CSQC_Demo_Camera();
-float HUD_WouldDrawScoreboard ();
+float HUD_WouldDrawScoreboard();
float view_set;
float camera_mode;
float reticle_type;
}
}
- hud_accuracy_hud = cvar_or("hud_accuracy_hud", 1);
ColorTranslateMode = cvar("cl_stripcolorcodes");
activeweapon = getstati(STAT_SWITCHWEAPON);
f = cvar("teamplay");
}
// Draw the Crosshair
- float scoreboard_active;
- scoreboard_active = HUD_WouldDrawScoreboard();
R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
// Draw the Engine Status Bar (the default Quake HUD)
self.draw2d();
self = e;
+ scoreboard_active = HUD_WouldDrawScoreboard();
+
float hud;
hud = getstati(STAT_HUD);
if(hud == HUD_SPIDERBOT)
- {
CSQC_SPIDER_HUD();
- }
else if(hud == HUD_WAKIZASHI)
CSQC_WAKIZASHI_HUD();
else if(hud == HUD_RAPTOR)
case HUD_NORMAL:
// do some accuracy var caching
float i;
+ if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
if(!(gametype == GAME_RACE || gametype == GAME_CTS))
{
- acc_levels = tokenize(cvar_string("hud_panel_weapons_accuracy_color_levels"));
+ acc_color_levels = cvar_string("hud_panel_weapons_accuracy_color_levels");
+ acc_levels = tokenize(acc_color_levels);
if (acc_levels > MAX_ACCURACY_LEVELS)
acc_levels = MAX_ACCURACY_LEVELS;
HUD_Main(); // always run these functions for alpha checks
HUD_DrawScoreboard();
- if (scoreboard_showscores || scoreboard_showscores_force || getstati(STAT_HEALTH) <= 0 || intermission == 1) // scoreboard/accuracy
+ if (scoreboard_active) // scoreboard/accuracy
{
HUD_Reset();
// HUD_DrawScoreboard takes care of centerprint_start