mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-11 21:11:08 +00:00
fa9252cefa
demo menu can now leave quake dir. scissor+line rendering abstracted from csqc. added a rain particle effect to the 'high' particle set. added support for parsing ezquake's koi stuff. Still only generates utf-8. implemented some string-buffer builtins from dp that have been stubs for quite some time. http code now supports/uses gzipped downloads properly. added support for non-blocking tcp connects. #pragma optimize makes more sense with the gui version now. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4397 fc73d0e0-1445-4013-8a0c-d673dee63da5
58 lines
1.8 KiB
C
58 lines
1.8 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// the status bar is only redrawn if something has changed, but if anything
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// does, the entire thing will be redrawn for the next vid.numpages frames.
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#define SBAR_HEIGHT 24
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extern int sb_lines; // scan lines to draw
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void Sbar_Init (void);
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struct player_info_s;
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qboolean Sbar_UpdateTeamStatus(struct player_info_s *player, char *status);
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#ifdef GLQUAKE
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void Sbar_ReInit (void);
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#endif
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void Sbar_Changed (void);
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// call whenever any of the client stats represented on the sbar changes
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qboolean Sbar_ShouldDraw(void);
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void Sbar_Draw (playerview_t *pv); //uses the current r_refdef.grect
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void Sbar_DrawScoreboard (void);
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// called every frame by screen
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void Sbar_IntermissionOverlay (void);
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// called each frame after the level has been completed
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void Sbar_FinaleOverlay (void);
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void Sbar_SortFrags (qboolean includespec, qboolean teamsort);
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void Sbar_PQ_Team_New(unsigned int team, unsigned int shirt);
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void Sbar_PQ_Team_Frags(unsigned int team, int frags);
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void Sbar_PQ_Team_Reset(void);
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void Sbar_Start (void);
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void Sbar_Flush (void);
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unsigned int Sbar_ColorForMap (unsigned int m);
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extern int scoreboardlines;
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extern int fragsort[];
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