#include "hud.qh"
#include "hud_config.qh"
#include "mapvoting.qh"
-#include "noise.qh"
#include "scoreboard.qh"
#include "shownames.qh"
-#include "waypointsprites.qh"
#include "mutators/events.qh"
#include "../warpzonelib/client.qh"
#include "../warpzonelib/common.qh"
-#include "../warpzonelib/mathlib.qh"
entity porto;
vector polyline[16];
CSQC_common_hud();
// crosshair goes VERY LAST
- if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc)
+ if(!scoreboard_active && !camera_active && intermission != 2 &&
+ spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc &&
+ !HUD_MinigameMenu_IsOpened() )
{
if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
return;
float prev_myteam;
int lasthud;
float vh_notice_time;
+void WaypointSprite_Load();
void CSQC_UpdateView(float w, float h)
{
entity e;
}
// do lockview after event chase camera so that it still applies whenever necessary.
- if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
+ if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
{
setproperty(VF_ORIGIN, freeze_org);
setproperty(VF_ANGLES, freeze_ang);
if(autocvar__hud_configure)
HUD_Panel_Mouse();
+ else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
+ HUD_Minigame_Mouse();
+ else if(QuickMenu_IsOpened())
+ QuickMenu_Mouse();
else
HUD_Radar_Mouse();