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
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+16
-11
@@ -203,7 +203,7 @@ void drawcrosshair(playerent *p, int n, color *c, float size)
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}
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}
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float s = size>0 ? size : (float)crosshairsize;
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float chsize = s * (p->weaponsel->type==GUN_ASSAULT && p->weaponsel->shots > 3 ? 1.4f : 1.0f) * (n==CROSSHAIR_TEAMMATE ? 2.0f : 1.0f);
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float chsize = s * (p->weaponsel->type==GUN_ASSAULT && p->weaponsel->shots > 3 ? 1.4f : 1.0f) * (n==CROSSHAIR_TEAMMATE ? 2.0f : 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0, 0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);
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glTexCoord2f(1, 0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);
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@@ -268,6 +268,8 @@ void drawdmgindicator()
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glEnable(GL_TEXTURE_2D);
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}
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VARP(xpos1, 0, 1700, 3000); // REMOVE
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void drawequipicons(playerent *p)
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{
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glDisable(GL_BLEND);
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@@ -277,14 +279,15 @@ void drawequipicons(playerent *p)
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// health & armor
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if(p->armour) drawequipicon(620, 1650, (p->armour-1)/25, 2, false);
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drawequipicon(20, 1650, 2, 3, (p->state!=CS_DEAD && p->health<=20 && !m_osok));
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if(p->mag[GUN_GRENADE]) drawequipicon(xpos1, 1650, 3, 1, false);
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// weapons
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int c = p->weaponsel->type, r = 0;
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int c = p->weaponsel->type != GUN_GRENADE ? p->weaponsel->type : p->prevweaponsel->type, r = 0;
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if(c==GUN_AKIMBO || c==GUN_CPISTOL) c = GUN_PISTOL; // same icon for akimb & pistol
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if(c==GUN_GRENADE) c--; // FIXME
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if(c>3) { c -= 4; r = 1; }
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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));
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if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->type<NUMGUNS)
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drawequipicon(1220, 1650, c, r, (!p->weaponsel->mag && p->weaponsel->type != GUN_KNIFE && p->weaponsel->type != GUN_GRENADE));
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glEnable(GL_BLEND);
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}
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@@ -893,12 +896,12 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
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if(!hidespecthud && spectating && player1->spectatemode!=SM_DEATHCAM)
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{
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glLoadIdentity();
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glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
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const char *specttext = "GHOST [free]";//SPECTATING";
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if(player1->team == TEAM_SPECT) specttext = "GHOST";
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else if(player1->team == TEAM_CLA_SPECT) specttext = "[CLA]";
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else if(player1->team == TEAM_RVSF_SPECT) specttext = "[RVSF]";
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draw_text(specttext, VIRTW/40, VIRTH/10*7);
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glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
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const char *specttext = "GHOST [free]";//SPECTATING";
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if(player1->team == TEAM_SPECT) specttext = "GHOST";
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else if(player1->team == TEAM_CLA_SPECT) specttext = "[CLA]";
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else if(player1->team == TEAM_RVSF_SPECT) specttext = "[RVSF]";
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draw_text(specttext, VIRTW/40, VIRTH/10*7);
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if(player1->spectatemode==SM_FOLLOW1ST || player1->spectatemode==SM_FOLLOW3RD || player1->spectatemode==SM_FOLLOW3RD_TRANSPARENT)
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{
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if(players.inrange(player1->followplayercn) && players[player1->followplayercn])
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@@ -922,7 +925,9 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
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if(p->weaponsel && p->weaponsel->type>=GUN_KNIFE && p->weaponsel->type<NUMGUNS)
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{
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glMatrixMode(GL_MODELVIEW);
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p->weaponsel->renderstats();
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if (p->weaponsel->type!=GUN_GRENADE) p->weaponsel->renderstats();
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else p->prevweaponsel->renderstats();
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if(p->mag[GUN_GRENADE]) p->weapons[GUN_GRENADE]->renderstats();
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glMatrixMode(GL_PROJECTION);
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}
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popfont();
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