if (invehicle) a = -1;
Weapon wep = this.activeweapon;
int c = entcs_GetClientColors(current_player);
- vector g = weaponentity_glowmod(wep, NULL, c, this);
+ vector g = weaponentity_glowmod(wep, c, this);
entity me = CSQCModel_server2csqc(player_localentnum - 1);
int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
| EF_NODEPTHTEST)
vector project_3d_to_2d(vector vec)
{
vec = cs_project(vec);
- if(cs_project_is_b0rked > 0)
- {
- vec.x *= vid_conwidth / vid_width;
- vec.y *= vid_conheight / vid_height;
- }
return vec;
}
UpdateDamage();
HUD_Crosshair(this);
HitSound();
+ Local_Notification_Queue_Process();
}
void ViewLocation_Mouse()
Debug_Draw();
#endif
+ if (autocvar__scoreboard_team_selection)
+ {
+ Scoreboard_UI_Enable(1);
+ cvar_set("_scoreboard_team_selection", "0");
+ }
scoreboard_active = Scoreboard_WouldDraw();
HUD_Draw(this); // this parameter for deep vehicle function
NextFrameCommand = string_null;
}
- // we must do this check AFTER a frame was rendered, or it won't work
- if(cs_project_is_b0rked == 0)
- {
- string w0, h0;
- w0 = ftos(autocvar_vid_conwidth);
- h0 = ftos(autocvar_vid_conheight);
- //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
- //setproperty(VF_FOV, '90 90 0');
- setproperty(VF_ORIGIN, '0 0 0');
- setproperty(VF_ANGLES, '0 0 0');
- setproperty(VF_PERSPECTIVE, 1);
- vector forward, right, up;
- MAKE_VECTORS('0 0 0', forward, right, up);
- vector v1, v2;
- cvar_set("vid_conwidth", "800");
- cvar_set("vid_conheight", "600");
- v1 = cs_project(forward);
- cvar_set("vid_conwidth", "640");
- cvar_set("vid_conheight", "480");
- v2 = cs_project(forward);
- if(v1 == v2)
- cs_project_is_b0rked = 1;
- else
- cs_project_is_b0rked = -1;
- cvar_set("vid_conwidth", w0);
- cvar_set("vid_conheight", h0);
- }
-
HUD_Mouse(local_player);
cl_notice_run();