return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string)
}
-#define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \
+#define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN \
int nHidden = 0; \
FOREACH(Weapons, it != WEP_Null, { \
if (weapons_stat & WepSet_FromWeapon(it)) continue; \
rows = table_size.y; \
weapon_size.x = panel_size.x / columns; \
weapon_size.y = panel_size.y / rows; \
-} MACRO_END
+MACRO_END
void HUD_Weapons()
{
}
// draw ammo status bar
- if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RESOURCE_NONE))
+ if(!infinite_ammo && autocvar_hud_panel_weapons_ammo && (it.ammo_type != RES_NONE))
{
float ammo_full;
a = getstati(GetAmmoStat(it.ammo_type)); // how much ammo do we have?
{
switch (it.ammo_type)
{
- case RESOURCE_SHELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
- case RESOURCE_BULLETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
- case RESOURCE_ROCKETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
- case RESOURCE_CELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
- case RESOURCE_PLASMA: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
- case RESOURCE_FUEL: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
+ case RES_SHELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
+ case RES_BULLETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
+ case RES_ROCKETS: ammo_full = autocvar_hud_panel_weapons_ammo_full_rockets; break;
+ case RES_CELLS: ammo_full = autocvar_hud_panel_weapons_ammo_full_cells; break;
+ case RES_PLASMA: ammo_full = autocvar_hud_panel_weapons_ammo_full_plasma; break;
+ case RES_FUEL: ammo_full = autocvar_hud_panel_weapons_ammo_full_fuel; break;
default: ammo_full = 60;
}