r4587 - trunk/data/qcsrc/client
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Fri Oct 3 01:42:21 EDT 2008
Author: div0
Date: 2008-10-03 01:42:21 -0400 (Fri, 03 Oct 2008)
New Revision: 4587
Modified:
trunk/data/qcsrc/client/View.qc
Log:
1. draw sprites before team radar (looks irritating otherwise)
2. do not draw team radar in intermission
Modified: trunk/data/qcsrc/client/View.qc
===================================================================
--- trunk/data/qcsrc/client/View.qc 2008-10-03 05:14:14 UTC (rev 4586)
+++ trunk/data/qcsrc/client/View.qc 2008-10-03 05:42:21 UTC (rev 4587)
@@ -267,7 +267,9 @@
R_SetView(VF_FOV, GetCurrentFov(fov));
// Draw the Crosshair
- R_SetView(VF_DRAWCROSSHAIR, !Sbar_WouldDrawScoreboard());
+ float scoreboard_active;
+ scoreboard_active = Sbar_WouldDrawScoreboard();
+ R_SetView(VF_DRAWCROSSHAIR, !scoreboard_active);
// Draw the Engine Status Bar (the default Quake HUD)
draw_enginesbar = !cvar("sbar_usecsqc");
@@ -318,6 +320,12 @@
if(cvar("viewsize") < 120)
CSQC_common_hud();
}
+
+ e = self;
+ for(self = world; (self = nextent(self)); )
+ if(self.draw2d)
+ self.draw2d();
+ self = e;
if(gametype == GAME_ONSLAUGHT)
{
@@ -327,13 +335,11 @@
//drawresetcliparea();
}
else if(teamplay)
- teamradar_view();
-
- e = self;
- for(self = world; (self = nextent(self)); )
- if(self.draw2d)
- self.draw2d();
- self = e;
+ {
+ if(intermission != 1)
+ if(intermission != 2)
+ teamradar_view();
+ }
}
void Sbar_Draw();
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