/* ================= UI_LoadGame_Ownerdraw ================= */ static void UI_LoadGame_Ownerdraw( void *self ) { menuCommon_s *item = (menuCommon_s *)self; if( item->type != QMTYPE_ACTION && item->id == ID_LEVELSHOT ) { int x, y, w, h; // draw the levelshot x = LEVELSHOT_X; y = LEVELSHOT_Y; w = LEVELSHOT_W; h = LEVELSHOT_H; UI_ScaleCoords( &x, &y, &w, &h ); if( strlen( uiLoadGame.saveName[uiLoadGame.savesList.curItem] )) { char saveshot[128]; sprintf( saveshot, "save/%s.bmp", uiLoadGame.saveName[uiLoadGame.savesList.curItem] ); if( !FILE_EXISTS( saveshot )) UI_DrawPicAdditive( x, y, w, h, uiColorWhite, "{GRAF001" ); else UI_DrawPic( x, y, w, h, uiColorWhite, saveshot ); } else UI_DrawPicAdditive( x, y, w, h, uiColorWhite, "{GRAF001" ); // draw the rectangle UI_DrawRectangle( item->x, item->y, item->width, item->height, uiInputFgColor ); } }
/* ================= UI_PlayerSetup_Ownerdraw ================= */ static void UI_PlayerSetup_Ownerdraw( void *self ) { menuCommon_s *item = (menuCommon_s *)self; // draw the background UI_FillRect( item->x, item->y, item->width, item->height, uiPromptBgColor ); // draw the rectangle UI_DrawRectangle( item->x, item->y, item->width, item->height, uiInputFgColor ); if( !ui_showmodels->value && playerImage != 0 ) { PIC_Set( playerImage, 255, 255, 255, 255 ); PIC_Draw( item->x, item->y, item->width, item->height ); } else { R_ClearScene (); // update renderer timings uiPlayerSetup.refdef.time = gpGlobals->time; uiPlayerSetup.refdef.frametime = gpGlobals->frametime; uiPlayerSetup.ent->curstate.body = 0; // clearing body each frame // draw the player model R_AddEntity( ET_NORMAL, uiPlayerSetup.ent ); R_RenderFrame( &uiPlayerSetup.refdef ); } }