The blinking disconnect icon is drawn over lagometer in Q3.
Team Arena moved the lagometer location. Now let's draw the
disconnect icon over lagometer in Team Arena too!
"/team score" draws an oversized scoreboard in Q3. In Team Arena
it draws nothing. They probably intended to replace it with the
new .menu UI. But since it didn't happen, go ahead and use the Q3
tournament scoreboard.
MISSIONPACK define is already required for this file or else it triggers an #error at the top of the file - removing redundant test that will never occur.
Text_Width's scale argument will be multiplied by glyphScale, so don't
pass useScale that is already multiplied by glyphScale as this makes
the scale too big.
My last commit made it so that CGame "waterlevel 1" is feet in water,
but before it was erroneously about waist deep in water. The places
where it is checked it is suppose to be view position underwater.
Change comparisons to use correct value for view position underwater.
CG_WaterLevel() added lerpOrigin to itself instead of adding view height
when checking for waterlevel 2 and 3. This did not cause issues because
ioq3 only compared the calculated waterlevel to more or equal to 1.
The renderer color is set to health color when drawing crosshair. After
drawing the crosshair, the renderer color was not cleared and could affect
other things. With cg_draw3dicons 0 and cg_drawCrosshairNames 0 it affected
the attacker icon.
Hopefully fixes the following warning
cg_draw.c:2315 assuming signed overflow does not occur when assuming that (X + c) < X is always false [-Wstrict-overflow]
Team Arena's text functions cast signed char values to int and use as an array index.
This works fine for values 0 to 127, but not for -128 to -1 which are a negative array index.
Instead use "character & 255" like client and original Q3 ui/cgame string drawing code.
In Team Arena's Harvester mode, players corrupt your memory from beyond
the grave. Gib the players to stop the corruption!
CG_PlayerTokens is called for player entities, including corpses.
The entity number is used for the index in cg.skulltrails which only has
MAX_CLIENTS elements. This results in incorrect memory being overwritten
for corpse entities (as the entity number is >= MAX_CLIENTS).
So limit skull trails to valid entities (entity number < MAX_CLIENTS).
gc command was forwarded to server after if wasn't recognized locally, but let's just send straight to server.
(trap_SendConsoleCommand should of had a \n at end, but using trap_SendClientCommand makes more sense.)
In CTF, rail or plasma gun/ammo were not predicted for pickup depending on what team player is on. The rail and plasma values are the same as PW_REDFLAG and PW_BLUEFLAG.
In 1FCTF, only neutral flag, BFG, and BFG ammo were predicted for pickup. WP_BFG is equal to PW_NEUTRALFLAG.
- A stupid bug where bots re-trigger jumppads if they fell onto it.
- A small "memset" bug concerning player animations.
- Reward sounds were never cleared and thus they are played on a map restart.
- Safer and more secure handling of disconnected clients and clients with
malformed or illegal info strings.
- first_gauntlet_hit.wav was not played (ops/ps) bug
- capturelimit not hit (from OAX)