void viewmodel_animate(entity this)
{
- if (autocvar_chase_active) return;
- if (STAT(HEALTH) <= 0) return;
+ if (autocvar_chase_active || STAT(HEALTH) <= 0) return;
entity view = CSQCModel_server2csqc(player_localentnum - 1);
{
// accumulate damage with each stat update
static float damage_total_prev = 0;
- float damage_total = STAT(DAMAGE_DEALT_TOTAL);
+ float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL);
float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
damage_total_prev = damage_total;
stats_get();
hud = STAT(HUD);
- ReplicateVars(false);
- if (ReplicateVars_NOT_SENDING())
- ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
+ ReplicateVars(REPLICATEVARS_CHECK);
HUD_Scale_Disable();
current_player = player_localnum;
myteam = entcs_GetTeam(current_player);
- // abused multiple places below
entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
if(!local_player)
local_player = this; // fall back!
if(intermission && !intermission_time)
intermission_time = time;
+ if(STAT(GAME_STOPPED) && !game_stopped_time)
+ game_stopped_time = time;
+ else if(game_stopped_time && !STAT(GAME_STOPPED))
+ game_stopped_time = 0;
+
if(intermission && !isdemo() && !(calledhooks & HOOK_END))
{
if(calledhooks & HOOK_START)
}
}
+ Welcome_Message_Show_Try();
+
Announcer();
View_CheckButtonStatus();
// Draw the World (and sky)
setproperty(VF_DRAWWORLD, 1);
- // Set the console size vars
vid_conwidth = autocvar_vid_conwidth;
vid_conheight = autocvar_vid_conheight;
vid_pixelheight = autocvar_vid_pixelheight;
View_DemoCamera();
- // Draw the Crosshair
- setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
-
- // Draw the Engine Status Bar (the default Quake HUD)
- setproperty(VF_DRAWENGINESBAR, 0);
-
- // Update the mouse position
- /*
- mousepos_x = vid_conwidth;
- mousepos_y = vid_conheight;
- mousepos = mousepos*0.5 + getmousepos();
- */
+ setproperty(VF_DRAWCROSSHAIR, 0); // hide engine crosshair
+ setproperty(VF_DRAWENGINESBAR, 0); // hide engine status bar
IL_EACH(g_drawables, it.draw, it.draw(it));
Debug_Draw();
#endif
+ if (autocvar__scoreboard_team_selection)
+ {
+ Scoreboard_UI_Enable(1);
+ cvar_set("_scoreboard_team_selection", "0");
+ }
scoreboard_active = Scoreboard_WouldDraw();
HUD_Draw(this); // this parameter for deep vehicle function