예제 #1
0
static void CG_DrawPlayerStats(void)
{
	if (activehud->healthtext.visible)
	{
		CG_DrawPlayerHealth(activehud->healthtext.location.x, activehud->healthtext.location.y);
	}

	if (cgs.gametype == GT_WOLF_LMS)
	{
		return;
	}

	if (activehud->statsdisplay.visible)
	{
		CG_DrawSkills(activehud->statsdisplay);
	}

	if (activehud->xptext.visible)
	{
		CG_DrawXP(activehud->xptext.location.x, activehud->xptext.location.y);
	}

	if (activehud->powerups.visible)
	{
		CG_DrawPowerUps(activehud->powerups.location);
	}
}
예제 #2
0
파일: cg_newdraw.c 프로젝트: Razish/QtZ
void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vector4 *color, qhandle_t shader, int textStyle) {
	rectDef_t rect;

	if ( cg_drawStatus->integer == 0 ) {
		return;
	}

	//if (ownerDrawFlags != 0 && !CG_OwnerDrawVisible(ownerDrawFlags)) {
	//	return;
	//}

	rect.x = x;
	rect.y = y;
	rect.w = w;
	rect.h = h;

	switch (ownerDraw) {
	case CG_PLAYER_ARMOR_ICON:
		CG_DrawPlayerArmorIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
		break;
	case CG_PLAYER_ARMOR_ICON2D:
		CG_DrawPlayerArmorIcon(&rect, qtrue);
		break;
	case CG_PLAYER_ARMOR_VALUE:
		CG_DrawPlayerArmorValue(&rect, scale, color, shader, textStyle);
		break;
	case CG_PLAYER_AMMO_ICON:
		CG_DrawPlayerAmmoIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
		break;
	case CG_PLAYER_AMMO_ICON2D:
		CG_DrawPlayerAmmoIcon(&rect, qtrue);
		break;
	case CG_PLAYER_AMMO_VALUE:
		CG_DrawPlayerAmmoValue(&rect, scale, color, shader, textStyle);
		break;
	case CG_PLAYER_HEAD:
		CG_DrawPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
		break;
	case CG_PLAYER_ITEM:
		CG_DrawPlayerItem(&rect, scale, ownerDrawFlags & CG_SHOW_2DONLY);
		break;
	case CG_PLAYER_SCORE:
		CG_DrawPlayerScore(&rect, scale, color, shader, textStyle);
		break;
	case CG_PLAYER_HEALTH:
		CG_DrawPlayerHealth(&rect, scale, color, shader, textStyle);
		break;
	case CG_RED_SCORE:
		CG_DrawRedScore(&rect, scale, color, shader, textStyle);
		break;
	case CG_BLUE_SCORE:
		CG_DrawBlueScore(&rect, scale, color, shader, textStyle);
		break;
	case CG_RED_NAME:
		CG_DrawRedName(&rect, scale, color, textStyle);
		break;
	case CG_BLUE_NAME:
		CG_DrawBlueName(&rect, scale, color, textStyle);
		break;
	case CG_BLUE_FLAGHEAD:
		CG_DrawBlueFlagHead(&rect);
		break;
	case CG_BLUE_FLAGSTATUS:
		CG_DrawBlueFlagStatus(&rect, shader);
		break;
	case CG_BLUE_FLAGNAME:
		CG_DrawBlueFlagName(&rect, scale, color, textStyle);
		break;
	case CG_RED_FLAGHEAD:
		CG_DrawRedFlagHead(&rect);
		break;
	case CG_RED_FLAGSTATUS:
		CG_DrawRedFlagStatus(&rect, shader);
		break;
	case CG_RED_FLAGNAME:
		CG_DrawRedFlagName(&rect, scale, color, textStyle);
		break;
	case CG_ONEFLAG_STATUS:
		CG_OneFlagStatus(&rect);
		break;
	case CG_PLAYER_LOCATION:
		CG_DrawPlayerLocation(&rect, scale, color, textStyle);
		break;
	case CG_TEAM_COLOR:
		CG_DrawTeamColor(&rect, color);
		break;
	case CG_FLAGS_POWERUP:
		CG_DrawFlagsPowerUp(&rect);
		break;
	case CG_AREA_POWERUP:
		CG_DrawAreaPowerUp(&rect, align, special, scale, color);
		break;
	case CG_PLAYER_HASFLAG:
		CG_DrawPlayerHasFlag(&rect, qfalse);
		break;
	case CG_PLAYER_HASFLAG2D:
		CG_DrawPlayerHasFlag(&rect, qtrue);
		break;
	case CG_GAME_TYPE:
		CG_DrawGameType(&rect, scale, color, shader, textStyle);
		break;
	case CG_GAME_STATUS:
		CG_DrawGameStatus(&rect, scale, color, shader, textStyle);
		break;
	case CG_KILLER:
		CG_DrawKiller(&rect, scale, color, shader, textStyle);
		break;
	case CG_ACCURACY:
	case CG_ASSISTS:
	case CG_DEFEND:
	case CG_EXCELLENT:
	case CG_IMPRESSIVE:
	case CG_PERFECT:
	case CG_CAPTURES:
		CG_DrawMedal(ownerDraw, &rect, scale, color, shader);
		break;
	case CG_SPECTATORS:
		CG_DrawTeamSpectators(&rect, scale, color, shader);
		break;
	case CG_TEAMINFO:
		if (cg_currentSelectedPlayer->integer == numSortedTeamPlayers) {
			CG_DrawNewTeamInfo(&rect, text_x, text_y, scale, color, shader);
		}
		break;

	case CG_CAPFRAGLIMIT:
		CG_DrawCapFragLimit(&rect, scale, color, shader, textStyle);
		break;

	case CG_1STPLACE:
		CG_Draw1stPlace(&rect, scale, color, shader, textStyle);
		break;

	case CG_2NDPLACE:
		CG_Draw2ndPlace(&rect, scale, color, shader, textStyle);
		break;

		//QtZ: Added
	case CG_FPS_INFO:
		CG_DrawFPSInfo( &rect, scale, color, shader, textStyle );
		break;

	case CG_PING_INFO:
		CG_DrawPingInfo( &rect, scale, color, shader, textStyle );
		break;

	case CG_OBITUARY:
		//QTZTODO: Obituary HUD
		break;

	case CG_ITEMPICKUP:
		//QTZTODO: Item pickup HUD
		break;

	case CG_TIMER:
		CG_DrawTimer( &rect, scale, color, shader, textStyle );
		break;
	default:
		break;
  }
}