float bonusNades = getstatf(STAT_NADE_BONUS);
float bonusProgress = getstatf(STAT_NADE_BONUS_SCORE);
float bonusType = getstati(STAT_NADE_BONUS_TYPE);
- vector nadeColor = Nade_Color(bonusType);
- string nadeIcon = Nade_Icon(bonusType);
+ vector nadeColor = NADES[bonusType].m_color;
+ string nadeIcon = NADES[bonusType].m_icon;
vector iconPos, textPos;
if(superTime)
addPowerupItem("Superweapons", "superweapons", autocvar_hud_progressbar_superweapons_color, superTime, 30);
- entity item;
- for(item = Buff_Type_first; item; item = item.enemy)
- if(allBuffs & item.items)
- addPowerupItem(item.message, strcat("buff_", item.netname), item.colormod, bound(0, getstatf(STAT_BUFF_TIME) - time, 99), 60);
+ FOREACH(BUFFS, it.m_itemid & allBuffs, LAMBDA(
+ addPowerupItem(it.m_prettyName, strcat("buff_", it.m_name), it.m_color, bound(0, getstatf(STAT_BUFF_TIME) - time, 99), 60);
+ ));
if(!powerupItemsCount)
return;
int row = 0;
draw_beginBoldFont();
- for(item = powerupItems; item.count; item = item.chain)
+ for(entity item = powerupItems; item.count; item = item.chain)
{
itemPos = eX * (pos.x + column * itemSize.x) + eY * (pos.y + row * itemSize.y);
{
case 0: return "item_large_armor";
case 1: return "item_mega_health";
- case 2: return "item_strength";
- case 3: return "item_shield";
+ case 2: return "strength";
+ case 3: return "shield";
case 4: return "item_mega_health";
- case 5: return "item_strength";
- case 6: return "item_shield";
+ case 5: return "strength";
+ case 6: return "shield";
case 7: return "fuelregen";
case 8: return "jetpack";
case 9: return "superweapons";
picalpha = BLINK_BASE + BLINK_FACTOR * cos(time * BLINK_FREQ);
}
else
- picalpha = 0.3;
+ picalpha = 0.5;
t = floor(item_time - time + 0.999);
if(t < 5)
color = '0.7 0 0';