#include "miscfunctions.qh"
-#include "hud/all.qh"
+#include "hud/_mod.qh"
-#include <common/command/generic.qh>
+#include <common/command/_mod.qh>
#include <common/teams.qh>
void MoveToLast(entity e)
{
AuditLists();
- other = e.sort_next;
- while(other)
+ entity ent = e.sort_next;
+ while(ent)
{
- SORT_SWAP(other, e);
- other = e.sort_next;
+ SORT_SWAP(ent, e);
+ ent = e.sort_next;
}
AuditLists();
}
if(teamslots[num])
return teamslots[num];
if (!add)
- return world;
+ return NULL;
entity tm = new_pure(team);
tm.team = Team;
teamslots[num] = tm;
drawcolorcodedstring_expanding(pos, text, '1 1 0' * sz.y, theAlpha, drawflag, fadelerp);
}
+void update_mousepos()
+{
+ mousepos += getmousepos() * autocvar_menu_mouse_speed;
+ mousepos.x = bound(0, mousepos.x, vid_conwidth);
+ mousepos.y = bound(0, mousepos.y, vid_conheight);
+}
+
// this draws the triangles of a model DIRECTLY. Don't expect high performance, really...
float PolyDrawModelSurface(entity e, float i_s)
{
void DrawCircleClippedPic(vector centre, float radi, string pic, float f, vector rgb, float a, float drawflag)
{
- float x, y, q, d;
+ float d;
vector ringsize, v, t;
ringsize = radi * '1 1 0';
- x = cos(f * 2 * M_PI);
- y = sin(f * 2 * M_PI);
- q = fabs(x) + fabs(y);
- x /= q;
- y /= q;
+ float co = cos(f * 2 * M_PI);
+ float si = sin(f * 2 * M_PI);
+ float q = fabs(co) + fabs(si);
+ co /= q;
+ si /= q;
if(f >= 1)
{
if(d > 0)
{
v = centre; t = '0.5 0.5 0';
- v.x += x * 0.5 * ringsize.x; t += x * '0.5 0.5 0';
- v.y += y * 0.5 * ringsize.y; t += y * '0.5 -0.5 0';
+ v.x += co * 0.5 * ringsize.x; t += co * '0.5 0.5 0';
+ v.y += si * 0.5 * ringsize.y; t += si * '0.5 -0.5 0';
R_PolygonVertex(v, t, rgb, a);
R_EndPolygon();
}