#include "../common/nades/all.qh"
#include "../common/stats.qh"
#include "../lib/csqcmodel/cl_player.qh"
-#include "../server/mutators/gamemode_ctf.qh"
+// TODO: remove
+#include "../server/mutators/mutator/gamemode_ctf.qc"
/*
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(void)
-{SELFPARAM();
+void HUD_Weapons()
+{
+ SELFPARAM();
// declarations
WepSet weapons_stat = WepSet_GetFromStat();
int i;
break;
case 3: // weapon name
- drawstring(weapon_pos, strtolower(self.message), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ drawstring(weapon_pos, strtolower(self.m_name), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
break;
default: // nothing
float bonusNades = getstatf(STAT_NADE_BONUS);
float bonusProgress = getstatf(STAT_NADE_BONUS_SCORE);
float bonusType = getstati(STAT_NADE_BONUS_TYPE);
- vector nadeColor = Nades[bonusType].m_color;
- string nadeIcon = Nades[bonusType].m_icon;
+ Nade def = Nades_from(bonusType);
+ vector nadeColor = def.m_color;
+ string nadeIcon = def.m_icon;
vector iconPos, textPos;
drawpic(coord - '8 8 0', "gfx/teamradar_icon_glow", '16 16 0', brightcolor, panel_fg_alpha, 0);
}
}
- entity icon = RadarIcons[tm.teamradar_icon];
+ entity icon = RadarIcons_from(tm.teamradar_icon);
draw_teamradar_icon(tm.origin, icon, tm, spritelookupcolor(tm, icon.netname, tm.teamradar_color), panel_fg_alpha);
}
for(tm = world; (tm = find(tm, classname, "entcs_receiver")); )
hud_draw_maximized = 0;
// draw panels in the order specified by panel_order array
for(i = hud_panels_COUNT - 1; i >= 0; --i)
- HUD_Panel_Draw(hud_panels[panel_order[i]]);
+ HUD_Panel_Draw(hud_panels_from(panel_order[i]));
HUD_Vehicle();