/* ================== CG_DrawBuildableStatus ================== */ void CG_DrawBuildableStatus( void ) { int i; centity_t *cent; entityState_t *es; int buildableList[ MAX_ENTITIES_IN_SNAPSHOT ]; int buildables = 0; switch( cg.predictedPlayerState.weapon ) { case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: case WP_HBUILD2: for( i = 0; i < cg.snap->numEntities; i++ ) { cent = &cg_entities[ cg.snap->entities[ i ].number ]; es = ¢->currentState; if( es->eType == ET_BUILDABLE && BG_FindTeamForBuildable( es->modelindex ) == BG_FindTeamForWeapon( cg.predictedPlayerState.weapon ) ) buildableList[ buildables++ ] = cg.snap->entities[ i ].number; } qsort( buildableList, buildables, sizeof( int ), CG_SortDistance ); for( i = 0; i < buildables; i++ ) CG_BuildableStatusDisplay( &cg_entities[ buildableList[ i ] ] ); break; default: break; } }
/* ================== CG_DrawBuildableStatus ================== */ void CG_DrawBuildableStatus( void ) { int i; centity_t *cent; entityState_t *es; int buildableList[ MAX_ENTITIES_IN_SNAPSHOT ]; int buildables = 0; for( i = 0; i < cg.snap->numEntities; i++ ) { cent = &cg_entities[ cg.snap->entities[ i ].number ]; es = ¢->currentState; if( es->eType == ET_BUILDABLE && CG_PlayerIsBuilder( es->modelindex ) ) buildableList[ buildables++ ] = cg.snap->entities[ i ].number; } qsort( buildableList, buildables, sizeof( int ), CG_SortDistance ); for( i = 0; i < buildables; i++ ) CG_BuildableStatusDisplay( &cg_entities[ buildableList[ i ] ] ); }