#include "cl_survival.qh" #include #include void HUD_Mod_Survival(vector pos, vector mySize) { mod_active = 1; // survival should always show the mod HUD int mystatus = entcs_receiver(player_localnum).survival_status; string player_text = ""; vector player_color = '1 1 1'; //string player_icon = ""; if(mystatus == SV_STATUS_HUNTER) { player_text = _("Hunter"); player_color = '1 0 0'; //player_icon = "player_red"; } else if(mystatus == SV_STATUS_PREY) { player_text = _("Survivor"); player_color = '0 1 0'; //player_icon = "player_neutral"; } else { // if the player has no valid status, don't draw anything return; } drawstring_aspect(pos, player_text, vec2(mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL); } REGISTER_MUTATOR(cl_sv, true); MUTATOR_HOOKFUNCTION(cl_sv, ForcePlayercolors_Skip, CBC_ORDER_LAST) { if(!ISGAMETYPE(SURVIVAL)) return false; entity player = M_ARGV(0, entity); entity e = entcs_receiver(player.entnum - 1); int surv_status = ((e) ? e.survival_status : 0); int mystatus = entcs_receiver(player_localnum).survival_status; int plcolor = SV_COLOR_PREY; // default to survivor if((mystatus == SV_STATUS_HUNTER || intermission || STAT(GAME_STOPPED)) && surv_status == SV_STATUS_HUNTER) plcolor = SV_COLOR_HUNTER; player.colormap = 1024 + plcolor; return true; } MUTATOR_HOOKFUNCTION(cl_sv, DrawScoreboard_Force) { // show the scoreboard when the round ends, so players can see who the hunter was return STAT(GAME_STOPPED); }