string autocvar_hud_panel_itemstime_progressbar_name = "progressbar";
float autocvar_hud_panel_itemstime_progressbar_reduced;
bool autocvar_hud_panel_itemstime_hidespawned = 1;
-bool autocvar_hud_panel_itemstime_hidelarge = false;
+bool autocvar_hud_panel_itemstime_hidebig = false;
int autocvar_hud_panel_itemstime_text = 1;
-#define hud_panel_itemstime_hidelarge autocvar_hud_panel_itemstime_hidelarge
+#define hud_panel_itemstime_hidebig autocvar_hud_panel_itemstime_hidebig
#else
-#define hud_panel_itemstime_hidelarge false
+#define hud_panel_itemstime_hidebig false
#endif
bool Item_ItemsTime_SpectatorOnly(GameItem it)
{
return (false
- || it == ITEM_ArmorMega || (it == ITEM_ArmorLarge && !hud_panel_itemstime_hidelarge)
- || it == ITEM_HealthMega || (it == ITEM_HealthLarge && !hud_panel_itemstime_hidelarge)
+ || it == ITEM_ArmorMega || (it == ITEM_ArmorBig && !hud_panel_itemstime_hidebig)
+ || it == ITEM_HealthMega || (it == ITEM_HealthBig && !hud_panel_itemstime_hidebig)
);
}
float Item_ItemsTime_UpdateTime(entity e, float t)
{
bool isavailable = (t == 0);
- FOREACH_ENTITY_FLOAT(pure_data, false,
+ IL_EACH(g_items, it != e,
{
- if(!(it.itemdef == e.itemdef || ((e.weapons & WEPSET_SUPERWEAPONS) && (it.weapons & WEPSET_SUPERWEAPONS) && clienttype(it) == CLIENTTYPE_NOTACLIENT)))
+ if(!(it.itemdef == e.itemdef || ((e.weapons & WEPSET_SUPERWEAPONS) && (it.weapons & WEPSET_SUPERWEAPONS))))
continue;
- if (e == it) continue;
if (it.scheduledrespawntime <= time)
isavailable = true;
else if (t == 0 || it.scheduledrespawntime < t)
Item_ItemsTime_ResetTimes();
// ALL the times need to be reset before .reset()ing each item
// since Item_Reset schedules respawn of superweapons and powerups
- FOREACH_ENTITY_FLOAT(pure_data, false,
+ IL_EACH(g_items, it.reset,
{
- if(IS_CLIENT(it))
- continue;
- if (it.reset) Item_ItemsTime_SetTime(it, 0);
+ Item_ItemsTime_SetTime(it, 0);
});
Item_ItemsTime_SetTimesForAllPlayers();
}
if (count == 0)
return;
- HUD_Panel_UpdateCvars();
+ HUD_Panel_LoadCvars();
vector pos, mySize;
pos = panel_pos;
{
if (autocvar__hud_configure)
if (hud_configure_menu_open != 2)
- HUD_Panel_DrawBg(1); // also draw the bg of the entire panel
+ HUD_Panel_DrawBg(); // also draw the bg of the entire panel
// reduce panel to avoid spacing items
if (itemstime_size.x / itemstime_size.y < ar)
}
HUD_Scale_Enable();
- HUD_Panel_DrawBg(1);
+ HUD_Panel_DrawBg();
float row = 0, column = 0;
bool item_available;