float fieldcounter2;\r
void Sbar_PrintStomachboardItemPred(vector pos, entity pl)\r
{\r
- // shows the name of our eater\r
+ // shows the name of our predator\r
\r
string str;\r
float f, field, field_number;\r
drawstring(position + '0 9 0' * sbar_fontsize_y, "Shots missed:", sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
}\r
\r
-void Sbar_DrawAccuracyStats_Description_Splash(vector position)\r
+/*void Sbar_DrawAccuracyStats_Description_Splash(vector position)\r
{\r
drawstring(position + '0 3 0' * sbar_fontsize_y, "Maximum damage:", sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
drawstring(position + '0 5 0' * sbar_fontsize_y, "Actual damage:", sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
drawstring(position + '0 7 0' * sbar_fontsize_y, "Accuracy:", sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
drawstring(position + '0 9 0' * sbar_fontsize_y, "Damage wasted:", sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
-}\r
+}*/ // we have no splash damage weapons, but keep this code just in case\r
\r
void Sbar_DrawAccuracyStats()\r
{\r
- float i, count_hitscan, count_splash, row_hitscan, row_splash; // count is the number of 'colums'\r
+ float i, count_hitscan, /*count_splash,*/ row_hitscan/*, row_splash*/; // count is the number of 'colums'\r
float weapon_hit, weapon_damage, weapon_stats;\r
float left_border; // position where the weapons start, the description is in the border\r
vector fill_colour, fill_size;\r
float top_border_hitscan = cvar("sbar_scoreboard_offset") + 55; // position where the hitscan row starts: pixels down the screen\r
Sbar_DrawAccuracyStats_Description_Hitscan('1 0 0' * col_margin + '0 1 0' * top_border_hitscan);\r
\r
- float top_border_splash = cvar("sbar_scoreboard_offset") + 175; // position where the splash row starts: pixels down the screen\r
- Sbar_DrawAccuracyStats_Description_Splash('1 0 0' * col_margin + '0 1 0' * top_border_splash);\r
+// float top_border_splash = cvar("sbar_scoreboard_offset") + 175; // position where the splash row starts: pixels down the screen\r
+// Sbar_DrawAccuracyStats_Description_Splash('1 0 0' * col_margin + '0 1 0' * top_border_splash);\r
\r
for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
{\r
border_colour = (i == activeweapon) ? '1 1 1' : '0 0 0'; // white or black border\r
\r
if (weapon_damage) {\r
- if (self.spawnflags & WEP_TYPE_SPLASH) {\r
+ /*if (self.spawnflags & WEP_TYPE_SPLASH) {\r
weapon_stats = bound(0, floor(100 * weapon_hit / weapon_damage), 100);\r
\r
fill_colour_x = 1 - 0.015 * weapon_stats;\r
drawstringright(pos + '4.5 0 0' * sbar_fontsize_x + '0 9 0' * sbar_fontsize_y, ftos(max(0, weapon_damage - weapon_hit)), sbar_fontsize, '1 1 1', sbar_alpha_fg, DRAWFLAG_NORMAL);\r
\r
++count_splash;\r
- } else if (self.spawnflags & WEP_TYPE_HITSCAN) {\r
+ } else*/ // we have no splash damage weapons, but keep this code just in case\r
+\r
+ if (self.spawnflags & WEP_TYPE_HITSCAN) {\r
weapon_stats = bound(0, floor(100 * weapon_hit / weapon_damage), 100);\r
\r
fill_colour_x = 1 - 0.015 * weapon_stats;\r
continue;\r
\r
if(getstati(STAT_VORE_EATEN))\r
- f = pl.pleater == getstati(STAT_VORE_EATEN);\r
+ f = pl.plpredator == getstati(STAT_VORE_EATEN);\r
else\r
{\r
if(spectatee_status)\r
- f = pl.pleater == spectatee_status;\r
+ f = pl.plpredator == spectatee_status;\r
else\r
- f = pl.pleater == player_localentnum;\r
+ f = pl.plpredator == player_localentnum;\r
}\r
\r
if(f)\r
else if(gametype == GAME_CTS || gametype == GAME_RACE)\r
CSQC_race_hud();\r
\r
- // draw canleave message\r
+ // draw the canleave message\r
if(getstati(STAT_VORE_CANLEAVE))\r
+ if not(spectatee_status) // this message doesn't address spectated players\r
{\r
- s = strcat("^7Press ^3", getcommandkey("secondary fire", "+attack2"), " ^7to exit");\r
+ s = strcat("^7Press ^3", getcommandkey("jump", "+jump"), " ^7to exit");\r
pos_x = bottom_x - stringwidth(s, TRUE, '0 0 0') * 16 / 2;\r
pos_y = bottom_y - 120;\r
drawcolorcodedstring(pos, s, '16 16 0', sbar_alpha_fg, DRAWFLAG_NORMAL);\r