]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/gamemodes/gamemode/survival/cl_survival.qc
Merge branch 'master' into Mario/survival
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / survival / cl_survival.qc
index 340461fa951d3cf224d0efa3508f183f93b1218d..c35418647ed9c78b66407895d25b501f68749f6e 100644 (file)
@@ -1,5 +1,6 @@
 #include "cl_survival.qh"
 
+#include <client/draw.qh>
 #include <client/hud/panel/modicons.qh>
 
 void HUD_Mod_Survival(vector pos, vector mySize)
@@ -10,13 +11,13 @@ void HUD_Mod_Survival(vector pos, vector mySize)
        string player_text = "";
        vector player_color = '1 1 1';
        //string player_icon = "";
-       if(mystatus == SURV_STATUS_HUNTER)
+       if(mystatus == SV_STATUS_HUNTER)
        {
                player_text = _("Hunter");
                player_color = '1 0 0';
                //player_icon = "player_red";
        }
-       else if(mystatus == SURV_STATUS_PREY)
+       else if(mystatus == SV_STATUS_PREY)
        {
                player_text = _("Survivor");
                player_color = '0 1 0';
@@ -28,13 +29,12 @@ void HUD_Mod_Survival(vector pos, vector mySize)
                return;
        }
 
-       //drawpic_aspect_skin(pos, player_icon, vec2(0.5 * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
        drawstring_aspect(pos, player_text, vec2(mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
 }
 
-REGISTER_MUTATOR(cl_surv, true);
+REGISTER_MUTATOR(cl_sv, true);
 
-MUTATOR_HOOKFUNCTION(cl_surv, ForcePlayercolors_Skip, CBC_ORDER_LAST)
+MUTATOR_HOOKFUNCTION(cl_sv, ForcePlayercolors_Skip, CBC_ORDER_LAST)
 {
        if(!ISGAMETYPE(SURVIVAL))
                return false;
@@ -44,10 +44,16 @@ MUTATOR_HOOKFUNCTION(cl_surv, ForcePlayercolors_Skip, CBC_ORDER_LAST)
        int surv_status = ((e) ? e.survival_status : 0);
        int mystatus = entcs_receiver(player_localnum).survival_status;
 
-       int plcolor = SURV_COLOR_PREY; // default to survivor
-       if((mystatus == SURV_STATUS_HUNTER || intermission || STAT(GAME_STOPPED)) && surv_status == SURV_STATUS_HUNTER)
-               plcolor = SURV_COLOR_HUNTER;
+       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);
+}