for(pl = players.sort_next; pl; pl = pl.sort_next)
{
num += 1;
- Team = GetPlayerColor(pl.sv_entnum);
+ Team = entcs_GetScoreTeam(pl.sv_entnum);
if(SetTeam(pl, Team))
{
tmp = pl.sort_prev;
float HUD_ComparePlayerScores(entity left, entity right)
{
float vl, vr, r;
- vl = GetPlayerColor(left.sv_entnum);
- vr = GetPlayerColor(right.sv_entnum);
+ vl = entcs_GetTeam(left.sv_entnum);
+ vr = entcs_GetTeam(right.sv_entnum);
if(!left.gotscores)
vl = NUM_SPECTATOR;
hud_field_icon2_rgb = colormapPaletteColor(f % 16, 1);
}
}
- return GetPlayerName(pl.sv_entnum);
+ return entcs_GetName(pl.sv_entnum);
case SP_FRAGS:
f = pl.(scores[SP_KILLS]);
string str;
int field;
float is_spec;
- is_spec = (GetPlayerColor(pl.sv_entnum) == NUM_SPECTATOR);
+ is_spec = (entcs_GetTeam(pl.sv_entnum) == NUM_SPECTATOR);
if((rgb == '1 1 1') && (!is_spec)) {
rgb.x = autocvar_scoreboard_color_bg_r + 0.5;
return 1;
else if (intermission == 2)
return 0;
- else if (spectatee_status != -1 && getstati(STAT_HEALTH) <= 0 && autocvar_cl_deathscoreboard && gametype != MAPINFO_TYPE_CTS && !active_minigame)
+ else if (spectatee_status != -1 && STAT(HEALTH) <= 0 && autocvar_cl_deathscoreboard && gametype != MAPINFO_TYPE_CTS && !active_minigame)
return 1;
else if (scoreboard_showscores_force)
return 1;
WepSet weapons_inmap = WepSet_GetFromStat_InMap();
float initial_posx = pos.x;
int disownedcnt = 0;
- for (int i = WEP_FIRST; i <= WEP_LAST; ++i) {
- Weapon e = get_weaponinfo(i);
- setself(e);
- if (!self.weapon) continue;
-
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
int weapon_stats = weapon_accuracy[i - WEP_FIRST];
- WepSet set = e.m_wepset;
+ WepSet set = it.m_wepset;
if (weapon_stats < 0 && !(weapons_stat & set || weapons_inmap & set))
++disownedcnt;
- }
+ ));
int weapon_cnt = (Weapons_COUNT - 1) - disownedcnt;
if (weapon_cnt <= 0) return pos;
vector tmpos = pos;
int column = 0;
- for (int i = WEP_FIRST; i <= WEP_LAST; ++i) {
- Weapon e = get_weaponinfo(i);
- setself(e);
- if (!self.weapon) continue;
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
int weapon_stats = weapon_accuracy[i - WEP_FIRST];
- WepSet set = e.m_wepset;
+ WepSet set = it.m_wepset;
if (weapon_stats < 0 && !(weapons_stat & set || weapons_inmap & set))
continue;
weapon_alpha = 0.2 * scoreboard_alpha_fg;
// weapon icon
- drawpic_aspect_skin(tmpos, self.model2, '1 0 0' * weapon_width + '0 1 0' * weapon_height, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
+ drawpic_aspect_skin(tmpos, it.model2, '1 0 0' * weapon_width + '0 1 0' * weapon_height, '1 1 1', weapon_alpha, DRAWFLAG_NORMAL);
// the accuracy
if (weapon_stats >= 0) {
weapons_with_stats += 1;
pos.y += height;
}
++column;
- }
+ ));
if (weapons_with_stats)
average_accuracy = floor((average_accuracy * 100 / weapons_with_stats) + 0.5);
return pos;
float is_spec;
- is_spec = (GetPlayerColor(pl.sv_entnum) == NUM_SPECTATOR);
+ is_spec = (entcs_GetTeam(pl.sv_entnum) == NUM_SPECTATOR);
vector hl_rgb;
hl_rgb.x = autocvar_scoreboard_color_bg_r + 0.5;
hl_rgb.y = autocvar_scoreboard_color_bg_g + 0.5;
continue;
n = grecordholder[i];
p = count_ordinal(i+1);
- if(grecordholder[i] == GetPlayerName(player_localnum))
+ if(grecordholder[i] == entcs_GetName(player_localnum))
drawfill(pos, '1 0 0' * sbwidth + '0 1.25 0' * hud_fontsize.y, hl_rgb, scoreboard_highlight_alpha_self, DRAWFLAG_NORMAL);
else if(!(i % 2) && scoreboard_highlight)
drawfill(pos, '1 0 0' * sbwidth + '0 1.25 0' * hud_fontsize.y, hl_rgb, scoreboard_highlight_alpha, DRAWFLAG_NORMAL);