// draw the background/borders
#define HUD_Panel_DrawBg(theAlpha)\
-if(panel_bg != "0")\
+if(panel_bg != "0" && panel_bg != "")\
draw_BorderPicture(panel_pos - '1 1 0' * panel_bg_border, panel_bg, panel_size + '1 1 0' * 2 * panel_bg_border, panel_bg_color, panel_bg_alpha * theAlpha, '1 1 0' * (panel_bg_border/BORDER_MULTIPLIER))
//basically the same code of draw_ButtonPicture and draw_VertButtonPicture for the menu
void HUD_Weapons(void)
{
// declarations
- WEPSET_DECLARE_A(weapons_stat);
- WEPSET_COPY_AS(weapons_stat);
+ WepSet weapons_stat = WepSet_GetFromStat();
float i, f, a;
float screen_ar, center_x = 0, center_y;
float weapon_count, weapon_id;
{
if(autocvar__hud_configure)
{
- if (WEPSET_EMPTY_A(weapons_stat))
+ if (!weapons_stat)
for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
- WEPSET_OR_AW(weapons_stat, i);
+ weapons_stat |= WepSet_FromWeapon(i);
if(menu_enabled != 2)
HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
// do we own this weapon?
weapon_count = 0;
for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
- if(WEPSET_CONTAINS_AW(weapons_stat, weaponorder[i].weapon))
+ if(weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon))
++weapon_count;
// add it anyway if weaponcomplain is shown
// skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
if(autocvar_hud_panel_weapons_onlyowned)
- if not(WEPSET_CONTAINS_AW(weapons_stat, self.weapon) || (self.weapon == complain_weapon))
+ if not((weapons_stat & WepSet_FromWeapon(self.weapon)) || (self.weapon == complain_weapon))
continue;
// figure out the drawing position of weapon
}
// drawing all the weapon items
- if(WEPSET_CONTAINS_AW(weapons_stat, self.weapon))
+ if(weapons_stat & WepSet_FromWeapon(self.weapon))
{
// draw the weapon image
drawpic_aspect_skin(weapon_pos, strcat("weapon", self.netname), weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
{
vector v;
- v = healtharmor_maxdamage(health, armor, armorblockpercent);
+ v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
float x;
x = floor(v_x + 1);
if(autocvar_cl_autodemo_delete_keeprecords)
{
f = autocvar_cl_autodemo_delete;
- f &~= 1;
+ f &= ~1;
cvar_set("cl_autodemo_delete", ftos(f)); // don't delete demo with new record!
}
}
if(spectatee_status == -1)
s = sprintf(_("^1Press ^3%s^1 to spectate"), getcommandkey("primary fire", "+fire"));
else
- s = sprintf(_("^1Press ^3%s^1 for another player"), getcommandkey("primary fire", "+fire"));
+ s = sprintf(_("^1Press ^3%s^1 or ^3%s^1 for next or previous player"), getcommandkey("next weapon", "weapnext"), getcommandkey("previous weapon", "weapprev"));
drawInfoMessage(s)
if(spectatee_status == -1)
s = _("^2Currently in ^1warmup^2 stage!");
drawInfoMessage(s)
}
+
+ if(autocvar_cl_showspectators)
+ if(num_spectators)
+ if not(spectatee_status)
+ {
+ s = _("^1Spectating you:");
+ drawInfoMessage(s)
+ float limit = min(num_spectators, MAX_SPECTATORS);
+ float i;
+ for(i = 0; i < limit; ++i)
+ {
+ float slot = spectatorlist[i];
+ s = strcat("^3", GetPlayerName(slot));
+ drawInfoMessage(s)
+ }
+ }
string blinkcolor;
if(mod(time, 1) >= 0.5)
float r;
r = random();
if (r > 0.9)
- centerprint_generic(floor(r*1000), strcat(sprintf("^3Countdown message at time %s", seconds_tostring(time)), ", seconds left: %d"), 1, 10);
+ centerprint_generic(floor(r*1000), strcat(sprintf("^3Countdown message at time %s", seconds_tostring(time)), ", seconds left: ^COUNT"), 1, 10);
else if (r > 0.8)
centerprint_generic(0, sprintf("^1Multiline message at time %s that\n^1lasts longer than normal", seconds_tostring(time)), 20, 0);
else
hud_panel[panel_order[i]].update_time = time;
}
}
- else if (hud_configure_prev && autocvar_hud_cursormode)
+ else if(hud_configure_prev && hud_configure_prev != -1 && autocvar_hud_cursormode)
setcursormode(0);
hud_configure_prev = autocvar__hud_configure;