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';
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;
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;