for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
{
// retrieve information about the current weapon to be drawn
- setself(weaponorder[i]);
- weapon_id = self.impulse;
- isCurrent = (self == switchweapon);
+ entity it = weaponorder[i];
+ weapon_id = it.impulse;
+ isCurrent = (it == switchweapon);
// skip if this weapon doesn't exist
- if(!self || weapon_id < 0) { continue; }
+ if(!it || weapon_id < 0) { continue; }
// skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon
if(autocvar_hud_panel_weapons_onlyowned)
- if (!((weapons_stat & WepSet_FromWeapon(self)) || (self.m_id == complain_weapon)))
+ if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon)))
continue;
// figure out the drawing position of weapon
// draw the weapon accuracy
if(autocvar_hud_panel_weapons_accuracy)
{
- float panel_weapon_accuracy = weapon_accuracy[self.m_id-WEP_FIRST];
+ float panel_weapon_accuracy = weapon_accuracy[it.m_id-WEP_FIRST];
if(panel_weapon_accuracy >= 0)
{
color = Accuracy_GetColor(panel_weapon_accuracy);
}
// drawing all the weapon items
- if(weapons_stat & WepSet_FromWeapon(self))
+ if(weapons_stat & WepSet_FromWeapon(it))
{
// draw the weapon image
if(isCurrent)
- drawpic_aspect_skin(weapon_pos, self.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(weapon_pos, it.model2, weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
else
- drawpic_aspect_skin(noncurrent_pos, self.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '1 1 1', noncurrent_alpha, DRAWFLAG_NORMAL);
// draw weapon label string
switch(autocvar_hud_panel_weapons_label)
break;
case 3: // weapon name
- drawstring(weapon_pos, strtolower(self.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring(weapon_pos, strtolower(it.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
break;
default: // nothing
}
// draw ammo status bar
- if(autocvar_hud_panel_weapons_ammo && (self.ammo_field != ammo_none))
+ if(autocvar_hud_panel_weapons_ammo && (it.ammo_field != ammo_none))
{
float ammo_full;
- a = getstati(GetAmmoStat(self.ammo_field)); // how much ammo do we have?
+ a = getstati(GetAmmoStat(it.ammo_field)); // how much ammo do we have?
if(a > 0)
{
- switch(self.ammo_field)
+ switch(it.ammo_field)
{
case ammo_shells: ammo_full = autocvar_hud_panel_weapons_ammo_full_shells; break;
case ammo_nails: ammo_full = autocvar_hud_panel_weapons_ammo_full_nails; break;
}
else // draw a "ghost weapon icon" if you don't have the weapon
{
- drawpic_aspect_skin(noncurrent_pos, self.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(noncurrent_pos, it.model2, noncurrent_size, '0.2 0.2 0.2', panel_fg_alpha * 0.5, DRAWFLAG_NORMAL);
}
// draw the complain message
- if(self.m_id == complain_weapon)
+ if(it.m_id == complain_weapon)
{
if(fadetime)
a = ((complain_weapon_time + when > time) ? 1 : bound(0, (complain_weapon_time + when + fadetime - time) / fadetime, 1));