*/
}
+float HUD_CompareScore(float vl, float vr, float f)
+{
+ if(f & SFL_ZERO_IS_WORST)
+ {
+ if(vl == 0 && vr != 0)
+ return 1;
+ if(vl != 0 && vr == 0)
+ return 0;
+ }
+ if(vl > vr)
+ return IS_INCREASING(f);
+ if(vl < vr)
+ return IS_DECREASING(f);
+ return -1;
+}
+
float HUD_ComparePlayerScores(entity left, entity right)
{
- float vl, vr;
+ float vl, vr, r, i;
vl = GetPlayerColor(left.sv_entnum);
vr = GetPlayerColor(right.sv_entnum);
return false;
}
- vl = left.scores[ps_primary];
- vr = right.scores[ps_primary];
- if(scores_flags[ps_primary] & SFL_ZERO_IS_WORST)
- {
- if(vl == 0 && vr != 0)
- return 1;
- if(vl != 0 && vr == 0)
- return 0;
- }
- if(vl > vr)
- return IS_INCREASING(scores_flags[ps_primary]);
- if(vl < vr)
- return IS_DECREASING(scores_flags[ps_primary]);
+ r = HUD_CompareScore(left.scores[ps_primary], right.scores[ps_primary], scores_flags[ps_primary]);
+ if (r >= 0)
+ return r;
+
+ r = HUD_CompareScore(left.scores[ps_secondary], right.scores[ps_secondary], scores_flags[ps_secondary]);
+ if (r >= 0)
+ return r;
- vl = left.scores[ps_secondary];
- vr = right.scores[ps_secondary];
- if(scores_flags[ps_secondary] & SFL_ZERO_IS_WORST)
+ for(i = 0; i < MAX_SCORE; ++i)
{
- if(vl == 0 && vr != 0)
- return 1;
- if(vl != 0 && vr == 0)
- return 0;
+ r = HUD_CompareScore(left.scores[i], right.scores[i], scores_flags[i]);
+ if (r >= 0)
+ return r;
}
- if(vl > vr)
- return IS_INCREASING(scores_flags[ps_secondary]);
- if(vl < vr)
- return IS_DECREASING(scores_flags[ps_secondary]);
+
+ if (left.sv_entnum < right.sv_entnum)
+ return true;
return false;
}
float HUD_CompareTeamScores(entity left, entity right)
{
- float vl, vr;
+ float i, r;
if(left.team == FL_SPECTATOR)
return 1;
if(right.team == FL_SPECTATOR)
return 0;
- vl = left.teamscores[ts_primary];
- vr = right.teamscores[ts_primary];
- if(vl > vr)
- return IS_INCREASING(teamscores_flags[ts_primary]);
- if(vl < vr)
- return IS_DECREASING(teamscores_flags[ts_primary]);
+ r = HUD_CompareScore(left.teamscores[ts_primary], right.teamscores[ts_primary], teamscores_flags[ts_primary]);
+ if (r >= 0)
+ return r;
- vl = left.teamscores[ts_secondary];
- vr = right.teamscores[ts_secondary];
- if(vl > vr)
- return IS_INCREASING(teamscores_flags[ts_secondary]);
- if(vl < vr)
- return IS_DECREASING(teamscores_flags[ts_secondary]);
+ r = HUD_CompareScore(left.teamscores[ts_secondary], right.teamscores[ts_secondary], teamscores_flags[ts_secondary]);
+ if (r >= 0)
+ return r;
+
+ for(i = 0; i < MAX_SCORE; ++i)
+ {
+ r = HUD_CompareScore(left.teamscores[i], right.teamscores[i], teamscores_flags[i]);
+ if (r >= 0)
+ return r;
+ }
+
+ if (left.team < right.team)
+ return true;
return false;
}
g_minstagib = 1; // TODO: real detection for minstagib?
float weapon_stats;
-
- if (!acc_levels)
+ if(autocvar_scoreboard_accuracy_nocolors)
rgb = '1 1 1';
- else if (acc_col[0] == '-1 0 0')
- for (i = 0; i < acc_levels; ++i)
- acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
+ else
+ Accuracy_LoadColors();
for(i = WEP_FIRST; i <= WEP_LAST; ++i)
{
float padding;
padding = (weapon_width - stringwidth(s, FALSE, '1 0 0' * fontsize)) / 2; // center the accuracy value
- if (acc_levels)
- {
- // find the max level lower than weapon_stats
- float j;
- j = acc_levels-1;
- while ( j && weapon_stats < acc_lev[j] )
- --j;
-
- // inject color j+1 in color j, how much depending on how much weapon_stats is higher than level j
- float factor;
- factor = (weapon_stats - acc_lev[j]) / (acc_lev[j+1] - acc_lev[j]);
- rgb = acc_col[j];
- rgb = rgb + factor * (acc_col[j+1] - rgb);
- }
+ if(!autocvar_scoreboard_accuracy_nocolors)
+ rgb = Accuracy_GetColor(weapon_stats);
drawstring(pos + '1 0 0' * padding + '0 1 0' * weapon_height, s, '1 1 0' * fontsize, rgb, scoreboard_alpha_fg, DRAWFLAG_NORMAL);
}
}
if(weapons_with_stats)
- average_accuracy = floor(average_accuracy / weapons_with_stats);
+ average_accuracy = floor((average_accuracy * 100 / weapons_with_stats) + 0.5);
if(rows == 2)
pos_x -= weapon_width / 2;