fix quick switch, include perm nade icon (to control better how many nades someone is carrying), clean up, different gib messages (as suggested in the forum)

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5602 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Rafael Barreto
2010-08-11 23:57:43 +00:00
parent 8fc8664e83
commit 80c024f151
7 changed files with 53 additions and 31 deletions
+16 -11
View File
@@ -203,7 +203,7 @@ void drawcrosshair(playerent *p, int n, color *c, float size)
}
}
float s = size>0 ? size : (float)crosshairsize;
float chsize = s * (p->weaponsel->type==GUN_ASSAULT && p->weaponsel->shots > 3 ? 1.4f : 1.0f) * (n==CROSSHAIR_TEAMMATE ? 2.0f : 1.0f);
float chsize = s * (p->weaponsel->type==GUN_ASSAULT && p->weaponsel->shots > 3 ? 1.4f : 1.0f) * (n==CROSSHAIR_TEAMMATE ? 2.0f : 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);
glTexCoord2f(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);
@@ -268,6 +268,8 @@ void drawdmgindicator()
glEnable(GL_TEXTURE_2D);
}
VARP(xpos1, 0, 1700, 3000); // REMOVE
void drawequipicons(playerent *p)
{
glDisable(GL_BLEND);
@@ -277,14 +279,15 @@ void drawequipicons(playerent *p)
// health & armor
if(p->armour) drawequipicon(620, 1650, (p->armour-1)/25, 2, false);
drawequipicon(20, 1650, 2, 3, (p->state!=CS_DEAD && p->health<=20 && !m_osok));
if(p->mag[GUN_GRENADE]) drawequipicon(xpos1, 1650, 3, 1, false);
// weapons
int c = p->weaponsel->type, r = 0;
int c = p->weaponsel->type != GUN_GRENADE ? p->weaponsel->type : p->prevweaponsel->type, r = 0;
if(c==GUN_AKIMBO || c==GUN_CPISTOL) c = GUN_PISTOL; // same icon for akimb & pistol
if(c==GUN_GRENADE) c--; // FIXME
if(c>3) { c -= 4; r = 1; }
if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->type<NUMGUNS) drawequipicon(1220, 1650, c, r, (!p->weaponsel->mag && p->weaponsel->type != GUN_KNIFE && p->weaponsel->type != GUN_GRENADE));
if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->type<NUMGUNS)
drawequipicon(1220, 1650, c, r, (!p->weaponsel->mag && p->weaponsel->type != GUN_KNIFE && p->weaponsel->type != GUN_GRENADE));
glEnable(GL_BLEND);
}
@@ -893,12 +896,12 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
if(!hidespecthud && spectating && player1->spectatemode!=SM_DEATHCAM)
{
glLoadIdentity();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
const char *specttext = "GHOST [free]";//SPECTATING";
if(player1->team == TEAM_SPECT) specttext = "GHOST";
else if(player1->team == TEAM_CLA_SPECT) specttext = "[CLA]";
else if(player1->team == TEAM_RVSF_SPECT) specttext = "[RVSF]";
draw_text(specttext, VIRTW/40, VIRTH/10*7);
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
const char *specttext = "GHOST [free]";//SPECTATING";
if(player1->team == TEAM_SPECT) specttext = "GHOST";
else if(player1->team == TEAM_CLA_SPECT) specttext = "[CLA]";
else if(player1->team == TEAM_RVSF_SPECT) specttext = "[RVSF]";
draw_text(specttext, VIRTW/40, VIRTH/10*7);
if(player1->spectatemode==SM_FOLLOW1ST || player1->spectatemode==SM_FOLLOW3RD || player1->spectatemode==SM_FOLLOW3RD_TRANSPARENT)
{
if(players.inrange(player1->followplayercn) && players[player1->followplayercn])
@@ -922,7 +925,9 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->type<NUMGUNS)
{
glMatrixMode(GL_MODELVIEW);
p->weaponsel->renderstats();
if (p->weaponsel->type!=GUN_GRENADE) p->weaponsel->renderstats();
else p->prevweaponsel->renderstats();
if(p->mag[GUN_GRENADE]) p->weapons[GUN_GRENADE]->renderstats();
glMatrixMode(GL_PROJECTION);
}
popfont();