-void W_DisplayDigitThink()\r
-{\r
- self.nextthink = time;\r
-\r
- // the owner has switched to another weapon, remove the digits\r
- if(self.weapon != self.owner.weapon)\r
- {\r
- self.nextthink = 0;\r
- remove(self);\r
- self = world;\r
- return;\r
- }\r
-\r
- entity gun;\r
- if(self.dmg) // exterior weapon\r
- {\r
- // keep the digit attached to the same bone as the gun\r
- setattachment(self, self.owner, "bip01 r hand");\r
- gun = self.owner.exteriorweaponentity;\r
- }\r
- else // view weapon\r
- {\r
- // keep the digit attached to the same bone as the gun\r
- // TODO: Does this work with self-animated weapons too?\r
- if(gettagindex(self.owner.weaponentity, "weapon"))\r
- setattachment(self, self.owner.weaponentity, "weapon");\r
- else if(gettagindex(self.owner.weaponentity, "tag_weapon"))\r
- setattachment(self, self.owner.weaponentity, "tag_weapon");\r
- gun = self.owner.weaponentity.weaponentity;\r
- }\r
-\r
- // copy all properties of the weapon to the digit\r
- self.origin = gun.origin;\r
- self.angles = gun.angles;\r
- self.scale = gun.scale;\r
- self.effects = gun.effects;\r
- self.alpha = gun.alpha;\r
- self.colormap = gun.colormap;\r
- self.colormod = gun.colormod; // used by the regurgitating colors\r
- self.glowmod = gun.glowmod;\r
-\r
- string txt;\r
- if(self.team) // weapon load display\r
- {\r
- if(self.owner.weapon_load[self.owner.weapon] <= 0)\r
- {\r
- self.skin = 11; // unavailable digit\r
- return;\r
- }\r
- else\r
- {\r
- txt = ftos(floor(self.owner.weapon_load[self.owner.weapon]));\r
- txt = substring(txt, self.cnt - 1, 1);\r
- }\r
- }\r
- else // ammo display\r
- {\r
- txt = ftos(floor(self.owner.(self.owner.current_ammo)));\r
- txt = substring(txt, self.cnt - 1, 1);\r
- }\r
-\r
- if((!txt || txt == ""))\r
- self.skin = 10; // empty digit\r
- else\r
- self.skin = stof(txt);\r
-}\r
-\r
-void W_DisplayDigitSetup(entity own, float num, float load, float exterior)\r
-{\r
- entity digit, e;\r
- digit = spawn();\r
- digit.owner = own;\r
- digit.weapon = own.weapon;\r
- digit.dmg = exterior;\r
- digit.team = load;\r
- digit.cnt = num;\r
- e = get_weaponinfo(digit.weapon);\r
-\r
- if(load)\r
- {\r
- // weapon load digit\r
- setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit1-", ftos(num) , ".md3"));\r
- }\r
- else\r
- {\r
- // ammo count digit\r
- setmodel(digit, strcat("models/weapons/v_", e.netname, "_digit2-", ftos(num) , ".md3"));\r
- }\r
- digit.think = W_DisplayDigitThink;\r
- digit.nextthink = time;\r
-}\r
-\r
-void W_Display(entity own, float load_num, float ammo_num)\r
-{\r
- float i;\r
- for(i = 1; i <= load_num; i++)\r
- {\r
- W_DisplayDigitSetup(own, i, TRUE, FALSE); // weapon load digit, view model\r
- W_DisplayDigitSetup(own, i, TRUE, TRUE); // weapon load digit, exterior model\r
- }\r
- for(i = 1; i <= ammo_num; i++)\r
- {\r
- W_DisplayDigitSetup(own, i, FALSE, FALSE); // ammo count digit, view model\r
- W_DisplayDigitSetup(own, i, FALSE, TRUE); // ammo count digit, exterior model\r
- }\r
-}\r
-\r