identify other players while spectate, identify lagged players
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@3027 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -271,15 +271,15 @@ struct hudmessages : consolebuffer<hudline>
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{
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hudmessages() : consolebuffer<hudline>(20) {}
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void addline(const char *sf)
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{
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void addline(const char *sf)
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{
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if(conlines.length() && conlines[0].type&HUDMSG_OVERWRITE)
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{
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conlines[0].millis = totalmillis;
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conlines[0].type = HUDMSG_INFO;
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s_strcpy(conlines[0].line, sf);
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}
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else consolebuffer<hudline>::addline(sf, totalmillis);
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else consolebuffer<hudline>::addline(sf, totalmillis);
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}
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void editline(int type, const char *sf)
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{
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@@ -496,7 +496,7 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
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int commandh = 1570 + FONTH;
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if(command) commandh -= rendercommand(20, 1570, VIRTW);
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else if(infostr) draw_text(infostr, 20, 1570);
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else if(targetplayer && !spectating) draw_text(colorname(targetplayer), 20, 1570);
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else if(targetplayer) draw_text(colorname(targetplayer), 20, 1570);
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glLoadIdentity();
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glOrtho(0, VIRTW*2, VIRTH*2, 0, -1, 1);
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