#include "view.qh"
#include "announcer.qh"
-#include "hud/all.qh"
+#include "hud/_all.qh"
#include "mapvoting.qh"
-#include "scoreboard.qh"
#include "shownames.qh"
+#include "hud/panel/scoreboard.qh"
#include "hud/panel/quickmenu.qh"
#include "mutators/events.qh"
#include <common/constants.qh>
#include <common/debug.qh>
#include <common/mapinfo.qh>
-#include <common/gamemodes/all.qh>
+#include <common/gamemodes/_all.qh>
#include <common/physics/player.qh>
#include <common/stats.qh>
#include <common/triggers/target/music.qh>
{
entity e = new_pure(porto);
e.draw = Porto_Draw;
+ IL_PUSH(g_drawables, e);
e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
}
void PostInit();
void CSQC_Demo_Camera();
-float HUD_WouldDrawScoreboard();
+float Scoreboard_WouldDraw();
float camera_mode;
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
if (damage_dealt_time != damage_dealt_time_prev)
{
unaccounted_damage += unaccounted_damage_new;
- LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
+ LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
}
damage_dealt_time_prev = damage_dealt_time;
pitch_shift = mirror_value + (mirror_value - pitch_shift);
}
- LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
+ LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
// todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
// todo: normalize sound pressure levels? seems unnecessary
{
case 1: // crosshair_color_per_weapon
{
- if(this != WEP_Null)
+ if(this != WEP_Null && hud == HUD_NORMAL)
{
wcross_color = this.wpcolor;
break;
Accuracy_LoadLevels();
HUD_Main();
- HUD_DrawScoreboard();
HUD_Scale_Disable();
}
else
view_quality = 1;
- // this needs to be updated manually now due to the destruction of engine physics stats
- if(!isdemo() && autocvar_slowmo != STAT(MOVEVARS_TIMESCALE))
- cvar_set("slowmo", ftos(STAT(MOVEVARS_TIMESCALE)));
-
button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
if(f != teamplay)
{
teamplay = f;
- HUD_InitScores();
+ Scoreboard_InitScores();
}
if(last_switchweapon != switchweapon)
mousepos = mousepos*0.5 + getmousepos();
*/
- FOREACH_ENTITY(it.draw, it.draw(it));
+ IL_EACH(g_drawables, it.draw, it.draw(it));
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
renderscene();
} else */
// draw 2D entities
- FOREACH_ENTITY(it.draw2d, it.draw2d(it));
+ IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
Draw_ShowNames_All();
Debug_Draw();
- scoreboard_active = HUD_WouldDrawScoreboard();
+ scoreboard_active = Scoreboard_WouldDraw();
HUD_Draw(this); // this parameter for deep vehicle function
// let's reset the view back to normal for the end
setproperty(VF_MIN, '0 0 0');
setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+
+ IL_ENDFRAME();
}