fteqw/engine/client/sbar.h
Spoike 8241ed13be tweak intermissions a little so that quakeworld mods actually works properly (especially mvds).
dynamically allocate music_playlist_* cvars. may require the use of set from configs in order to create them in advance.
add a trail to rogue's plasma weapon.
fix r_waterstyle bug
attempt to optimise qcvm slightly.
tweak copyentity to be a bit more useful.
tweak ban code slightly. 'stealth' penalty hides other penalties.
fix some d3d9 rendering issues with q3.
fix some q2 stuff.
add the NOLEGACY thing that a few people have asked for lately.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4978 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-09-01 04:45:15 +00:00

72 lines
2.1 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// the status bar is only redrawn if something has changed, but if anything
// does, the entire thing will be redrawn for the next vid.numpages frames.
#ifdef QUAKEHUD
#define SBAR_HEIGHT 24
extern int sb_lines; // scan lines to draw
void Sbar_Init (void);
struct player_info_s;
qboolean Sbar_UpdateTeamStatus(struct player_info_s *player, char *status);
void Sbar_Changed (void);
// call whenever any of the client stats represented on the sbar changes
qboolean Sbar_ShouldDraw(void);
void Sbar_Draw (playerview_t *pv); //uses the current r_refdef.grect
void Sbar_DrawScoreboard (void);
// called every frame by screen
void Sbar_IntermissionOverlay (void);
// called each frame after the level has been completed
void Sbar_FinaleOverlay (void);
void Sbar_PQ_Team_New(unsigned int team, unsigned int shirt);
void Sbar_PQ_Team_Frags(unsigned int team, int frags);
void Sbar_PQ_Team_Reset(void);
void Sbar_Start (void);
void Sbar_Flush (void);
int Sbar_TranslateHudClick(void);
#else
#define sb_lines 0
#define Sbar_Init()
#define Sbar_Start()
#define Sbar_Changed()
#define Sbar_Draw(pv)
#define Sbar_Flush()
#define Sbar_ShouldDraw() false
#define Sbar_DrawScoreboard()
#define Sbar_FinaleOverlay()
#define Sbar_IntermissionOverlay()
#define Sbar_TranslateHudClick() 0
#endif
unsigned int Sbar_ColorForMap (unsigned int m);
void Sbar_SortFrags (qboolean includespec, qboolean teamsort);
extern int scoreboardlines;
extern int fragsort[];