string player_text = "";
vector player_color = '1 1 1';
//string player_icon = "";
- if(mystatus == SV_STATUS_HUNTER)
+ if(mystatus == SURV_STATUS_HUNTER)
{
player_text = _("Hunter");
player_color = '1 0 0';
//player_icon = "player_red";
}
- else if(mystatus == SV_STATUS_PREY)
+ else if(mystatus == SURV_STATUS_PREY)
{
player_text = _("Survivor");
player_color = '0 1 0';
return;
}
- string time_text = string_null;
- vector timer_color = '1 1 1';
- if(!STAT(GAME_STOPPED) && !warmup_stage && STAT(SURVIVAL_ROUNDTIMER) > 0)
- {
- float timeleft = max(0, STAT(SURVIVAL_ROUNDTIMER) - time);
- timeleft = ceil(timeleft);
- float minutesLeft = floor(timeleft / 60);
- time_text = seconds_tostring(timeleft);
- if(intermission_time || minutesLeft >= 5 || warmup_stage || STAT(SURVIVAL_ROUNDTIMER) == 0)
- timer_color = '1 1 1'; //white
- else if(minutesLeft >= 1)
- timer_color = '1 1 0'; //yellow
- else
- timer_color = '1 0 0'; //red
- }
-
- //drawpic_aspect_skin(pos, player_icon, vec2(0.5 * mySize.x, mySize.y), '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
- if(!time_text)
- drawstring_aspect(pos, player_text, vec2(mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
- else
- {
- drawstring_aspect(pos, player_text, vec2(0.5 * mySize.x, mySize.y), player_color, panel_fg_alpha, DRAWFLAG_NORMAL);
- drawstring_aspect(pos + eX * (0.5 * mySize.x), time_text, vec2(0.5 * mySize.x, mySize.y), timer_color, 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_sv, true);
+REGISTER_MUTATOR(cl_surv, true);
-MUTATOR_HOOKFUNCTION(cl_sv, ForcePlayercolors_Skip, CBC_ORDER_LAST)
+MUTATOR_HOOKFUNCTION(cl_surv, 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;
+ 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;
player.colormap = 1024 + plcolor;
return true;
}
-MUTATOR_HOOKFUNCTION(cl_sv, DrawScoreboard_Force)
+MUTATOR_HOOKFUNCTION(cl_surv, DrawScoreboard_Force)
{
// show the scoreboard when the round ends, so players can see who the hunter was
return STAT(GAME_STOPPED);