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
This commit is contained in:
ac_stef
2008-10-14 22:55:07 +00:00
parent 21fb9dc784
commit 8777a668bf
2 changed files with 84 additions and 84 deletions
+4 -4
View File
@@ -271,15 +271,15 @@ struct hudmessages : consolebuffer<hudline>
{
hudmessages() : consolebuffer<hudline>(20) {}
void addline(const char *sf)
{
void addline(const char *sf)
{
if(conlines.length() && conlines[0].type&HUDMSG_OVERWRITE)
{
conlines[0].millis = totalmillis;
conlines[0].type = HUDMSG_INFO;
s_strcpy(conlines[0].line, sf);
}
else consolebuffer<hudline>::addline(sf, totalmillis);
else consolebuffer<hudline>::addline(sf, totalmillis);
}
void editline(int type, const char *sf)
{
@@ -496,7 +496,7 @@ void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwat
int commandh = 1570 + FONTH;
if(command) commandh -= rendercommand(20, 1570, VIRTW);
else if(infostr) draw_text(infostr, 20, 1570);
else if(targetplayer && !spectating) draw_text(colorname(targetplayer), 20, 1570);
else if(targetplayer) draw_text(colorname(targetplayer), 20, 1570);
glLoadIdentity();
glOrtho(0, VIRTW*2, VIRTH*2, 0, -1, 1);