Beispiel #1
0
/*
=======================================================================================================================================
PlayerModel_DrawPlayer
=======================================================================================================================================
*/
static void PlayerModel_DrawPlayer(void *self) {
	menubitmap_s *b;

	b = (menubitmap_s *)self;

	if (trap_MemoryRemaining() <= LOW_MEMORY) {
		UI_DrawProportionalString(b->generic.x, b->generic.y + b->height / 2, "LOW MEMORY", UI_LEFT, color_red);
		return;
	}

	UI_DrawPlayer(b->generic.x, b->generic.y, b->width, b->height, &s_playermodel.playerinfo, uis.realtime / 2);
}
/*
=================
Controls_DrawPlayer
=================
*/
static void Controls_DrawPlayer( void *self ) {
	menubitmap_s	*b;
	char			buf[MAX_QPATH];

	trap_Cvar_VariableStringBuffer( "model", buf, sizeof( buf ) );
	if ( strcmp( buf, s_controls.playerModel ) != 0 ) {
		UI_PlayerInfo_SetModel( &s_controls.playerinfo, buf );
		strcpy( s_controls.playerModel, buf );
		Controls_UpdateModel( ANIM_IDLE );
	}

	b = (menubitmap_s*) self;
	UI_DrawPlayer( b->generic.x, b->generic.y, b->width, b->height, &s_controls.playerinfo, uis.realtime/2 );
}
Beispiel #3
0
/*
=================
PlayerSettings_DrawPlayer
=================
*/
static void PlayerSettings_DrawPlayer(void* self) {
    menubitmap_s*    b;
    vec3_t          viewangles;
    char            buf[MAX_QPATH];

    trap_Cvar_VariableStringBuffer("model", buf, sizeof(buf));
    if (strcmp(buf, s_playersettings.playerModel) != 0) {
        UI_PlayerInfo_SetModel(&s_playersettings.playerinfo, buf);
        strcpy(s_playersettings.playerModel, buf);

        viewangles[YAW]   = 180 - 30;
        viewangles[PITCH] = 0;
        viewangles[ROLL]  = 0;
        UI_PlayerInfo_SetInfo(&s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_MACHINEGUN, qfalse);
    }

    b = (menubitmap_s*) self;
    UI_DrawPlayer(b->generic.x, b->generic.y, b->width, b->height, &s_playersettings.playerinfo, uis.realtime / 2);
}