]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/vehicles/cl_vehicles.qc
Merge branch 'terencehill/menu_hudskin_selector' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / vehicles / cl_vehicles.qc
index b24097c03303a11f7fa30168c155c4214b8a6999..cc4fa0f122b9652f90a038e30fb3796ab7e16702 100644 (file)
@@ -45,7 +45,7 @@ void AuxiliaryXhair_Draw2D(entity this)
                self.draw2d = func_null;
 }
 
-void Net_AuXair2(bool bIsNew)
+NET_HANDLE(ENT_CLIENT_AUXILIARYXHAIR, bool isnew)
 {
        int axh_id      = bound(0, ReadByte(), MAX_AXH);
        entity axh              = AuxiliaryXhair[axh_id];
@@ -70,11 +70,13 @@ void Net_AuXair2(bool bIsNew)
        axh.colormod_z          = ReadByte() / 255;
        axh.cnt                         = time;
        axh.draw2d                      = AuxiliaryXhair_Draw2D;
+       return true;
 }
 
-void Net_VehicleSetup()
-{SELFPARAM();
+NET_HANDLE(TE_CSQC_VEHICLESETUP, bool isnew)
+{
        int hud_id = ReadByte();
+       return = true;
 
        // hud_id == 0 means we exited a vehicle, so stop alarm sound/s
        if(hud_id == 0)
@@ -130,13 +132,13 @@ void Vehicles_drawHUD(
        float barAlpha = autocvar_hud_progressbar_alpha * hudAlpha;
        float blinkValue = 0.55 + sin(time * 7) * 0.45;
 
-       float health  = getstati(STAT_VEHICLESTAT_HEALTH)  * 0.01;
-       float shield  = getstati(STAT_VEHICLESTAT_SHIELD)  * 0.01;
-       float energy  = getstati(STAT_VEHICLESTAT_ENERGY)  * 0.01;
-       float ammo1   = getstati(STAT_VEHICLESTAT_AMMO1)   * 0.01;
-       float reload1 = getstati(STAT_VEHICLESTAT_RELOAD1) * 0.01;
-       float ammo2   = getstati(STAT_VEHICLESTAT_AMMO2)   * 0.01;
-       float reload2 = getstati(STAT_VEHICLESTAT_RELOAD2) * 0.01;
+       float health  = STAT(VEHICLESTAT_HEALTH)  * 0.01;
+       float shield  = STAT(VEHICLESTAT_SHIELD)  * 0.01;
+       float energy  = STAT(VEHICLESTAT_ENERGY)  * 0.01;
+       float ammo1   = STAT(VEHICLESTAT_AMMO1)   * 0.01;
+       float reload1 = STAT(VEHICLESTAT_RELOAD1) * 0.01;
+       float ammo2   = STAT(VEHICLESTAT_AMMO2)   * 0.01;
+       float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
 
        // HACK to deal with the inconsistent use of the vehicle stats
        ammo1 = (ammo1) ? ammo1 : energy;