void drawstringright(vector, string, vector, vector, float, float);
void drawstringcenter(vector, string, vector, vector, float, float);
-float SCOREBOARD_OFFSET = 50;
+const float SCOREBOARD_OFFSET = 50;
// wrapper to put all possible scores titles through gettext
string TranslateScoresLabel(string l)
vector HUD_DrawMapStats(vector pos, vector rgb, vector bg_size) {
float stat_secrets_found, stat_secrets_total;
- float stat_current_wave, stat_totalwaves;
float stat_monsters_killed, stat_monsters_total;
float rows = 0;
string val;
- // get tower defense stats
- stat_current_wave = getstatf(STAT_CURRENT_WAVE);
- stat_totalwaves = getstatf(STAT_TOTALWAVES);
-
// get monster stats
stat_monsters_killed = getstatf(STAT_MONSTERS_KILLED);
stat_monsters_total = getstatf(STAT_MONSTERS_TOTAL);
// get number of rows
if(stat_secrets_total)
rows += 1;
- if(stat_totalwaves)
- rows += 1;
if(stat_monsters_total)
rows += 1;
drawpic_tiled(pos, "gfx/scoreboard/scoreboard_bg", bg_size, tmp, rgb, scoreboard_alpha_bg, DRAWFLAG_NORMAL);
drawborderlines(autocvar_scoreboard_border_thickness, pos, tmp, '0 0 0', scoreboard_alpha_bg * 0.75, DRAWFLAG_NORMAL);
- // draw waves
- if(stat_totalwaves)
- {
- val = sprintf("%d/%d", stat_current_wave, stat_totalwaves);
- pos = HUD_DrawKeyValue(pos, _("Current wave:"), val);
- }
-
// draw monsters
if(stat_monsters_total)
{