#include "cl_survival.qh"
+#include <client/draw.qh>
#include <client/hud/panel/modicons.qh>
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);
-MUTATOR_HOOKFUNCTION(cl_surv, ForcePlayercolors_Skip)
+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);
player.colormap = 1024 + plcolor;
return true;
}
+
+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);
+}