if (scoreboard_active)
return;
- vector size = draw_getimagesize(self.axh_image) * autocvar_cl_vehicles_crosshair_size;
- vector pos = project_3d_to_2d(self.move_origin) - 0.5 * size;
+ vector size = draw_getimagesize(this.axh_image) * autocvar_cl_vehicles_crosshair_size;
+ vector pos = project_3d_to_2d(this.move_origin) - 0.5 * size;
if (!(pos.z < 0 || pos.x < 0 || pos.y < 0 || pos.x > vid_conwidth || pos.y > vid_conheight))
{
pos.z = 0;
size.z = 0;
- drawpic(pos, self.axh_image, size, self.colormod, autocvar_crosshair_alpha * self.alpha, self.axh_drawflag);
+ drawpic(pos, this.axh_image, size, this.colormod, autocvar_crosshair_alpha * this.alpha, this.axh_drawflag);
}
- if(time - self.cnt > self.axh_fadetime)
- self.draw2d = func_null;
+ if(time - this.cnt > this.axh_fadetime)
+ this.draw2d = func_null;
}
-void Net_AuXair2(bool bIsNew)
+NET_HANDLE(ENT_CLIENT_AUXILIARYXHAIR, bool isnew)
{
int axh_id = bound(0, ReadByte(), MAX_AXH);
entity axh = AuxiliaryXhair[axh_id];
axh.colormod_z = ReadByte() / 255;
axh.cnt = time;
axh.draw2d = AuxiliaryXhair_Draw2D;
+ return true;
}
-void Net_VehicleSetup()
-{SELFPARAM();
+NET_HANDLE(TE_CSQC_VEHICLESETUP, bool isnew)
+{
int hud_id = ReadByte();
+ return = true;
// hud_id == 0 means we exited a vehicle, so stop alarm sound/s
if(hud_id == 0)
AuxiliaryXhair[0].axh_image = vCROSS_BURST; // Plasma cannons
AuxiliaryXhair[1].axh_image = vCROSS_BURST; // Raygun
} else {
- Vehicle info = get_vehicleinfo(hud_id);
- info.vr_setup(info);
+ Vehicle info = Vehicles_from(hud_id);
+ info.vr_setup(info, NULL);
}
}
float barAlpha = autocvar_hud_progressbar_alpha * hudAlpha;
float blinkValue = 0.55 + sin(time * 7) * 0.45;
- float health = getstati(STAT_VEHICLESTAT_HEALTH) * 0.01;
- float shield = getstati(STAT_VEHICLESTAT_SHIELD) * 0.01;
- float energy = getstati(STAT_VEHICLESTAT_ENERGY) * 0.01;
- float ammo1 = getstati(STAT_VEHICLESTAT_AMMO1) * 0.01;
- float reload1 = getstati(STAT_VEHICLESTAT_RELOAD1) * 0.01;
- float ammo2 = getstati(STAT_VEHICLESTAT_AMMO2) * 0.01;
- float reload2 = getstati(STAT_VEHICLESTAT_RELOAD2) * 0.01;
+ float health = STAT(VEHICLESTAT_HEALTH) * 0.01;
+ float shield = STAT(VEHICLESTAT_SHIELD) * 0.01;
+ float energy = STAT(VEHICLESTAT_ENERGY) * 0.01;
+ float ammo1 = STAT(VEHICLESTAT_AMMO1) * 0.01;
+ float reload1 = STAT(VEHICLESTAT_RELOAD1) * 0.01;
+ float ammo2 = STAT(VEHICLESTAT_AMMO2) * 0.01;
+ float reload2 = STAT(VEHICLESTAT_RELOAD2) * 0.01;
// HACK to deal with the inconsistent use of the vehicle stats
ammo1 = (ammo1) ? ammo1 : energy;