+#include "weapons.qh"
// Weapon icons (#0)
entity weaponorder[Weapons_MAX];
void weaponorder_swap(int i, int j, entity pass)
{
+ TC(int, i); TC(int, j);
entity h = weaponorder[i];
weaponorder[i] = weaponorder[j];
weaponorder[j] = h;
string weaponorder_cmp_str;
int weaponorder_cmp(int i, int j, entity pass)
{
+ TC(int, i); TC(int, j);
int ai = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[i].m_id), 0);
int aj = strstrofs(weaponorder_cmp_str, sprintf(" %d ", weaponorder[j].m_id), 0);
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)
void HUD_Weapons()
{
- SELFPARAM();
// declarations
WepSet weapons_stat = WepSet_GetFromStat();
int i;
}
// draw the background, then change the virtual size of it to better fit other items inside
+ if (autocvar_hud_panel_weapons_dynamichud)
+ HUD_Scale_Enable();
+ else
+ HUD_Scale_Disable();
HUD_Panel_DrawBg(1);
if(center.x == -1)