void WI_Drawer (void) { switch (state) { case StatCount: if (deathmatch) WI_drawDeathmatchStats(); else if (multiplayer) WI_drawNetgameStats(); else WI_drawStats(); break; case ShowNextLoc: WI_drawShowNextLoc(); break; case LeavingIntermission: break; default: WI_drawNoState(); break; } }
void WI_Drawer (void) { // If the background screen has been freed, then we really shouldn't // be in here. (But it happens anyway.) if (background) { switch (state) { case StatCount: if (multiplayer && sv_maxplayers > 1) { if (sv_gametype == 0 && !wi_newintermission && sv_maxplayers < 5) WI_drawNetgameStats(); else WI_drawDeathmatchStats(); } else WI_drawStats(); break; case ShowNextLoc: WI_drawShowNextLoc(); break; default: WI_drawNoState(); break; } } }
void WI_Drawer (void) { switch (state) { case StatCount: if (deathmatch) WI_drawDeathmatchStats(); else if (netgame) WI_drawNetgameStats(); else WI_drawStats(); break; case ShowNextLoc: WI_drawShowNextLoc(); break; case NoState: WI_drawNoState(); break; } }
void WI_Drawer(void) { switch (state) { case StatCount: WI_drawStats(); break; case ShowNextLoc: WI_drawShowNextLoc(); break; case NoState: WI_drawNoState(); break; } }