mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 15:21:51 +00:00
839 lines
22 KiB
C++
839 lines
22 KiB
C++
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/*======================================================
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STATUS.QC TeamFortress v2.5
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(c) TeamFortress Software Pty Ltd 13/5/97
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(c) Craig Hauser 26/3/00
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========================================================
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TF status bar functions
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=======================================================*/
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float(float tno) TeamFortress_TeamGetScore;
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////////////////////////////////////////////////////
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// NumberToStringxxx functions
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// take an integer, return a constant string.
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#ifdef STATUSBAR
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void(entity pl, string s1) CenterPrint;
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void(entity pl, string s1, string s2) CenterPrint2;
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void(entity pl, string s1, string s2, string s3) CenterPrint3;
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void(entity pl, string s1, string s2, string s3, string s4) CenterPrint4;
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void(entity pl, string s1, string s2, string s3, string s4, string s5) CenterPrint5;
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void(entity pl, string s1, string s2, string s3, string s4, string s5, string s6) CenterPrint6;
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void(entity pl, string s1, string s2, string s3, string s4, string s5, string s6, string s7) CenterPrint7;
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void(entity pl, float fTime, string s1) StatusPrint;
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string(entity pl) GetStatusSize;
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string(entity pl) ClipSizeToString100;
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string(float num) NumberToString10;
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string(entity te) SentryDetailsToString;
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string(entity te) TeslaDetailsToString;
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//used for print
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string(float tno) GetTrueTeamName;
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string(float pc) TeamFortress_GetClassName;
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string(float pc) TeamFortress_GetJobName;
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void(entity demon) custom_demon_name;
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//- OfN -
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float(entity thing) IsMonster;
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float(entity player) HasMonster;
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/////////////////////////////////////////////////////////////////
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// CenterPrint replacement. Takes into account the status bar //
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/////////////////////////////////////////////////////////////////
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void(entity pl, string s1) CenterPrint =
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{
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centerprint(pl, s1);
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pl.StatusRefreshTime = time + 1;
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};
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void(entity pl, string s1, string s2) CenterPrint2 =
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{
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centerprint(pl, s1, s2);
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pl.StatusRefreshTime = time + 1;
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};
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void(entity pl, string s1, string s2, string s3) CenterPrint3 =
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{
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centerprint(pl, s1, s2, s3);
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pl.StatusRefreshTime = time + 1;
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};
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void(entity pl, string s1, string s2, string s3, string s4) CenterPrint4 =
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{
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centerprint(pl, s1, s2, s3, s4);
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pl.StatusRefreshTime = time + 1;
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};
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void(entity pl, string s1, string s2, string s3, string s4, string s5) CenterPrint5 =
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{
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centerprint(pl, s1, s2, s3, s4, s5);
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pl.StatusRefreshTime = time + 1;
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};
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void(entity pl, string s1, string s2, string s3, string s4, string s5, string s6) CenterPrint6 =
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{
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centerprint(pl, s1, s2, s3, s4, s5, s6);
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pl.StatusRefreshTime = time + 1;
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};
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void(entity pl, string s1, string s2, string s3, string s4, string s5, string s6, string s7) CenterPrint7 =
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{
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centerprint(pl, s1, s2, s3, s4, s5, s6, s7);
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pl.StatusRefreshTime = time + 1;
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};
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//////////////////////////////////////////////////////////////////
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// StatusPrint - like centerprint, but works with the status bar
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void(entity pl, float fTime, string s1) StatusPrint =
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{
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centerprint(pl, s1);
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pl.StatusRefreshTime = time + fTime;
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};
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void(entity pl) RefreshStatusBar =
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{
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local string s1, s2, s3, s4;
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local string s5, s6, s7;
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local float num;
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if (pl.StatusBarSize == 0)
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{
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pl.StatusRefreshTime = time + 60;
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return;
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}
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pl.StatusRefreshTime = time + 1.0;
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if (pl.playerclass == #PC_UNDEFINED)
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return;
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s1 = GetStatusSize(pl);
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num = ceil(team1score);
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if (num >= 1000)
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{
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s2 = s3 = s4 = "9";
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}
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else
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{
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//CH The below functions take a number and print out each character
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if (num >= 100)
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s2 = NumberToString10(floor(num/100));
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else
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s2 = " ";
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if (num >= 10)
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s3 = NumberToString10(floor((num - (floor(num/100)*100))/10));
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else
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s3 = " ";
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if (num > 0)
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s4 = NumberToString10(floor((num - (floor(num/10)*10))));
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else
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s4 = "0";
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}
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//s2 = "<22><><EFBFBD><EFBFBD>: ";
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//s3 = (ftos(ceil(team1score)));
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//s4 = " <20><><EFBFBD>: "
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//s5 = (ftos(ceil(team2score)));
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s5 = " :<3A><><EFBFBD><EFBFBD> <20><><EFBFBD>: ";
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s6 = (ftos(ceil(team2score)));
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s7 = ClipSizeToString100(pl);
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centerprint(pl, s1, s2, s3, s4, s5, s6,s7);
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//CH determines which screen to show next (its at the end of all RefreshStatusBars)
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if (self.has_sentry)
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self.StatusBarScreen = 1;
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else if (self.has_tesla)
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self.StatusBarScreen = 4;
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else if (self.scaned != self)
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self.StatusBarScreen = 5;
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else if (self.is_undercover != 0)
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self.StatusBarScreen = 2; // (self.job & #JOB_WARLOCK && self.job & #JOB_DEMON_OUT)
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else if (self.is_detpacking || HasMonster(self) || (self.is_haxxxoring && self.job & #JOB_HACKER))
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self.StatusBarScreen = 3;
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else
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self.StatusBarScreen = 0;
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};
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//sentry bar :)
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void(entity pl) RefreshStatusBar1 =
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{
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local string s1, s2, s3, s4;
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local string s5, s6, s7;
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local string val;
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local float num;
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local entity te;
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local entity sent;
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if (pl.StatusBarSize == 0)
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{
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pl.StatusRefreshTime = time + 60;
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return;
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}
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pl.StatusRefreshTime = time + 1.0;
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if (pl.playerclass == #PC_UNDEFINED)
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return;
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s1 = GetStatusSize(pl);
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te = find(world, classname, "building_sentrygun");
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while (te)
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{
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if (te.real_owner == self)
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{
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sent = te;
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}
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te = find(te, classname, "building_sentrygun");
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}
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s2 = SentryDetailsToString(sent);
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s3 = ftos(floor((sent.health / sent.max_health) * 100));
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s4 = "% health ";
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if (sent.enemy != world)
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{
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s5 = "Attacking: ";
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s6 = sent.enemy.netname;
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}
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else
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{
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s5 = "Idle";
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s6 = " ";
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}
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if (self.is_building)
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{
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s7 = "\n building... \n";
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}
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else
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{
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s7 = ClipSizeToString100(pl);
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}
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centerprint(pl, s1, s2, s3, s4, s5, s6,s7);
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//CH determines which screen to show next (its at the end of all RefreshStatusBars)
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if (self.has_tesla)
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self.StatusBarScreen = 4;
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else if (self.scaned != self)
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self.StatusBarScreen = 5;
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else if (self.is_undercover != 0)
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self.StatusBarScreen = 2; //(self.job & #JOB_WARLOCK && self.job & #JOB_DEMON_OUT)
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else if (self.is_detpacking || HasMonster(self) || (self.is_haxxxoring && self.job & #JOB_HACKER))
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self.StatusBarScreen = 3;
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else
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self.StatusBarScreen = 0;
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};
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//Tesla bar :)
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void(entity pl) RefreshStatusBar4 =
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{
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local string s1, s2, s3, s4;
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local string s5, s6, s7;
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local string val;
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local float num;
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local entity te;
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local entity sent;
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if (pl.StatusBarSize == 0)
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{
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pl.StatusRefreshTime = time + 60;
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return;
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}
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pl.StatusRefreshTime = time + 1.0;
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if (pl.playerclass == #PC_UNDEFINED)
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return;
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s1 = GetStatusSize(pl);
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te = find(world, classname, "building_tesla");
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while (te)
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{
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if (te.real_owner == self)
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{
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sent = te;
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}
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te = find(te, classname, "building_tesla");
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}
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//- OfN - if (sent.enemy.classname == "monster_demon1" || sent.enemy.classname == "monster_army" || sent.enemy.classname == "monster_shambler" )
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if (IsMonster(sent.enemy))
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custom_demon_name(sent.enemy); //CH
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s2 = TeslaDetailsToString(sent);
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s3 = ftos(floor((sent.health / sent.max_health) * 100));
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s4 = "% health ";
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if (sent.oldenemy != world)
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{
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s5 = "Attacking: ";
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s6 = sent.enemy.netname;
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}
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else
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{
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s5 = "Idle";
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s6 = " ";
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}
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if (self.is_building)
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{
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s7 = "\n building... \n";
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}
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else
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{
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s7 = ClipSizeToString100(pl);
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}
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centerprint(pl, s1, s2, s3, s4, s5, s6,s7);
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//CH determines which screen to show next (its at the end of all RefreshStatusBars)
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if (self.scaned != self)
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self.StatusBarScreen = 5;
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else if (self.is_undercover != 0)
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self.StatusBarScreen = 2; //(self.job & #JOB_WARLOCK && self.job & #JOB_DEMON_OUT)
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else if (self.is_detpacking || HasMonster(self) || (self.is_haxxxoring && self.job & #JOB_HACKER))
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self.StatusBarScreen = 3;
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else
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self.StatusBarScreen = 0;
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};
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//Scanner Screen
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void(entity pl) RefreshStatusBar5 =
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{
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local string s1, s2, s3, s4;
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local string s5, s6, s7;
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local entity tg;
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local float num;
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if (pl.StatusBarSize == 0)
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{
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pl.StatusRefreshTime = time + 60;
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return;
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}
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pl.StatusRefreshTime = time + 1.0;
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if (pl.playerclass == #PC_UNDEFINED)
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return;
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s1 = GetStatusSize(pl);
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s6 = ftos(ceil(vlen(self.scaned.origin - self.origin)));
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s7 = ClipSizeToString100(pl);
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if (self.scaned.classname == "player" && self.scaned.playerclass != #PC_UNDEFINED)
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{
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s2 = GetTrueTeamName(self.scaned.team_no);
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s3 = ": ";
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if (self.enemy.playerclass != #PC_CUSTOM)
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s4 = TeamFortress_GetClassName(self.scaned.playerclass);
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else
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s4 = TeamFortress_GetJobName(self.scaned.job);
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s5 = "\nRange: ";
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centerprint(pl, s1, s2, s3, s4, s5, s6,s7);
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}
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else if ((self.scaned.classname == "building_sentrygun" || self.scaned.classname == "building_tesla" || self.scaned.classname == "building_teleporter" || self.scaned.classname == "monster_demon1") && self.scaned.health > 0)
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{
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//- OfN - if (self.scaned.classname == "monster_demon1" || self.scaned.classname == "monster_army" || self.scaned.classname == "monster_shambler")
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if (IsMonster(self.scaned))
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{
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custom_demon_name(self.scaned); //CH
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s2 = GetTrueTeamName(self.scaned.real_owner.team_no); //demons are special
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}
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else
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s2 = GetTrueTeamName(self.scaned.team_no);
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if (self.scaned.classname == "building_sentrygun")
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s3 = ": Sentry Gun (";
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else if (self.scaned.classname == "building_tesla")
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s3 = ": Tesla Sentry (";
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else if (self.scaned.classname == "building_teleporter")
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s3 = ": Teleporter Pad (";
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else if (self.scaned.classname == "monster_demon1")
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s3 = ": Demon (";
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else if (self.scaned.classname == "monster_army")
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s3 = ": Soldier (";
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else if (self.scaned.classname == "monster_shambler")
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s3 = ": Shambler (";
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else if (self.scaned.classname == "monster_wizard")
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s3 = ": Scrag (";
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else
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s3 = "!!!ERROR!!!";
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s4 = self.scaned.real_owner.netname;
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s5 = ")\nRange: ";
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centerprint(pl, s1, s2, s3, s4, s5, s6, s7);
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}
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else if (self.scaned.classname == "item_tfgoal")
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{
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s2 = GetTrueTeamName(self.scaned.owned_by);
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s3 = ": Item(";
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s4 = self.scaned.netname;
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s5 = ")\nRange: ";
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centerprint(pl, s1, s2, s3, s4, s5, s6, s7);
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}
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else
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pl.StatusRefreshTime = time + 0.1;
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self.scaned = self; //Reset it.
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//CH determines which screen to show next (its at the end of all RefreshStatusBars)
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if (self.is_undercover != 0)
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self.StatusBarScreen = 2; //(self.job & #JOB_WARLOCK && self.job & #JOB_DEMON_OUT)
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else if (self.is_detpacking || HasMonster(self) || (self.is_haxxxoring && self.job & #JOB_HACKER))
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self.StatusBarScreen = 3;
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else
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self.StatusBarScreen = 0;
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};
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//Spy Screen
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void(entity pl) RefreshStatusBar2 =
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{
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local string s1, s2, s3, s4;
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local string s5, s6, s7;
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if (pl.StatusBarSize == 0)
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{
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pl.StatusRefreshTime = time + 60;
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return;
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}
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pl.StatusRefreshTime = time + 1.0;
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if (pl.playerclass == #PC_UNDEFINED)
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return;
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s1 = GetStatusSize(pl);
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if (self.is_undercover == 2)
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s2 = "Disguising: ";
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else if (self.is_undercover == 1)
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s2 = "<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
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else
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s2 = "Uncovered ";
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||
if (invis_only)
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{
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s3 = " Inviso ";
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s4 = "\n";
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}
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else
|
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{
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if (self.undercover_team >= 1 && self.undercover_team <= 4)
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s3 = GetTrueTeamName(self.undercover_team);
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else
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s3 = " ";
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if (self.undercover_skin == 1)
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s4 = " Scout ";
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else if (self.undercover_skin == 2)
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s4 = " Sniper ";
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||
else if (self.undercover_skin == 3)
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s4 = " Soldier ";
|
||
else if (self.undercover_skin == 4)
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s4 = " Demoman ";
|
||
else if (self.undercover_skin == 5)
|
||
s4 = " Medic ";
|
||
else if (self.undercover_skin == 6)
|
||
s4 = " Hvy Wpns";
|
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else if (self.undercover_skin == 7)
|
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s4 = " Pyro ";
|
||
else if (self.undercover_skin == 8)
|
||
s4 = " Spy ";
|
||
else if (self.undercover_skin == 9)
|
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s4 = " Engineer";
|
||
else
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||
s4 = " ";
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||
}
|
||
s5 = ClipSizeToString100(pl);
|
||
centerprint(pl, s1, s2, s3, s4, s5);
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||
|
||
//CH determines which screen to show next (its at the end of all RefreshStatusBars)
|
||
//(self.job & #JOB_WARLOCK && self.job & #JOB_DEMON_OUT)||(self.job & #JOB_ARMY && self.job & #JOB_DEMON_OUT)
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if (self.is_detpacking || HasMonster(self) || (self.is_haxxxoring && self.job & #JOB_HACKER))
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||
self.StatusBarScreen = 3;
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||
else
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self.StatusBarScreen = 0;
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||
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||
};
|
||
//Misc Screen
|
||
void(entity pl) RefreshStatusBar3 =
|
||
{
|
||
local string s1, s2, s3, s4;
|
||
local string s5, s6, s7;
|
||
local entity tg;
|
||
local float num;
|
||
|
||
if (pl.StatusBarSize == 0)
|
||
{
|
||
pl.StatusRefreshTime = time + 60;
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||
return;
|
||
}
|
||
|
||
pl.StatusRefreshTime = time + 1.0;
|
||
if (pl.playerclass == #PC_UNDEFINED)
|
||
return;
|
||
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||
s4 = "";
|
||
s5 = "";
|
||
|
||
s1 = GetStatusSize(pl);
|
||
|
||
//(self.job & #JOB_WARLOCK && self.job & #JOB_DEMON_OUT)||(self.job & #JOB_ARMY && self.job & #JOB_DEMON_OUT)
|
||
if (self.is_haxxxoring && self.job & #JOB_HACKER)
|
||
{
|
||
if (self.demon_two.has_camera == -2) // we r aborting hack...
|
||
{
|
||
s2 = "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: Aborting...";
|
||
s3 = "";
|
||
s4 = "";
|
||
}
|
||
else
|
||
{
|
||
s2 = "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
s3 = ftos(100 - floor((self.demon_two.heat/self.demon_two.ltime) * 100));
|
||
s4 = "% completed";
|
||
}
|
||
}
|
||
else if (HasMonster(pl))
|
||
{
|
||
num = self.demon_one.health; //- OfN -
|
||
|
||
if (self.demon_one.classname == "monster_army")
|
||
s2 = "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
else if (self.demon_one.classname == "monster_shambler")
|
||
s2 = "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
else if (self.demon_one.classname == "monster_wizard")
|
||
s2 = "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
else if (self.demon_one.classname == "monster_demon1")
|
||
s2 = "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
else if (self.demon_one.classname == "monster_knight")
|
||
s2 = "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
else if (self.demon_one.classname == "monster_hknight")
|
||
s2 = "\nHell Knight: ";
|
||
|
||
s3 = ftos(floor((self.demon_one.health / self.demon_one.max_health) * 100));
|
||
s4 = "% health";
|
||
}
|
||
else
|
||
{
|
||
s2 = "";
|
||
s3 = "";
|
||
}
|
||
|
||
if (self.is_detpacking)
|
||
{
|
||
//s4 = "\n\n "; //- OfN \n\n
|
||
s5 = "\n Setting Detpack... ";
|
||
}
|
||
|
||
//else
|
||
|
||
s6 = ClipSizeToString100(pl);
|
||
centerprint(pl, s1, s2, s3, s4, s5, s6);
|
||
|
||
//CH determines which screen to show next (its at the end of all RefreshStatusBars)
|
||
self.StatusBarScreen = 0;
|
||
};
|
||
|
||
//////////////////////////////////////////////////////////////////
|
||
// Status Bar Resolution Settings
|
||
// Thanks goes to Dave 'Zoid' Kirsch (zoid@threewave.com) from CTF
|
||
// for the res settings.
|
||
string(entity pl) GetStatusSize =
|
||
{
|
||
if (pl.StatusBarSize == 1)
|
||
{
|
||
if (pl.StatusBarRes > 7) // 768
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 7) // 600
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 6) // 480
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 5) // 400
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 4) // 384
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 3) // 350
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 2) // 300
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 1) // 240
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
// 200
|
||
return "\n\n\n\n\n\n\n\n\n\n";
|
||
}
|
||
else // if (pl.StatusBarSize == 2)
|
||
{
|
||
if (pl.StatusBarRes > 7) // 768
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 7) // 600
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 6) // 480
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 5) // 400
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 4) // 384
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 3) // 350
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 2) // 300
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
else if (pl.StatusBarRes == 1) // 240
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
// 200
|
||
return "\n\n\n\n\n\n\n\n\n\n\n\n\n";
|
||
}
|
||
};
|
||
|
||
void(float res) StatusRes =
|
||
{
|
||
self.StatusBarRes = res;
|
||
|
||
if (res > 7) // 768
|
||
sprint(self, #PRINT_HIGH, "Status Bar Res set to 1024x768.\n");
|
||
else if (res == 7) // 600
|
||
sprint(self, #PRINT_HIGH, "Status Bar Res set to 800x600.\n");
|
||
else if (res == 6) // 480
|
||
sprint(self, #PRINT_HIGH, "Status Bar Res set to 640x480.\n");
|
||
else if (res == 5) // 400
|
||
sprint(self, #PRINT_HIGH, "Status Bar Res set to 640x400.\n");
|
||
else if (res == 4) // 384
|
||
sprint(self, #PRINT_HIGH, "Status Bar Res set to 512x384.\n");
|
||
else if (res == 3) // 350
|
||
sprint(self, #PRINT_HIGH, "Status Bar Res set to 320x350.\n");
|
||
else if (res == 2) // 300
|
||
sprint(self, #PRINT_HIGH, "Status Bar Res set to 400x300.\n");
|
||
else if (res == 1) // 240
|
||
sprint(self, #PRINT_HIGH, "Status Bar Res set to 320x240.\n");
|
||
else
|
||
sprint(self, #PRINT_HIGH, "Status Bar Res set to 320x200.\n");
|
||
};
|
||
|
||
string(entity pl) ClipSizeToString100 =
|
||
//CH edited b/c nothing has over 20
|
||
{
|
||
local float num;
|
||
|
||
if (pl.current_weapon == #WEAP_SHOTGUN)
|
||
{
|
||
if (#RE_SHOTGUN - pl.reload_shotgun > pl.ammo_shells)
|
||
pl.reload_shotgun = #RE_SHOTGUN - pl.ammo_shells;
|
||
num = #RE_SHOTGUN - pl.reload_shotgun;
|
||
}
|
||
else if (pl.current_weapon == #WEAP_SUPER_SHOTGUN)
|
||
{
|
||
if (#RE_SUPER_SHOTGUN - pl.reload_super_shotgun > pl.ammo_shells)
|
||
pl.reload_super_shotgun = #RE_SUPER_SHOTGUN - pl.ammo_shells;
|
||
num = #RE_SUPER_SHOTGUN - pl.reload_super_shotgun;
|
||
}
|
||
else if (pl.current_weapon == #WEAP_GRENADE_LAUNCHER)
|
||
{
|
||
if (#RE_GRENADE_LAUNCHER - pl.reload_grenade_launcher > pl.ammo_rockets)
|
||
pl.reload_grenade_launcher = #RE_GRENADE_LAUNCHER - pl.ammo_rockets;
|
||
num = #RE_GRENADE_LAUNCHER - pl.reload_grenade_launcher;
|
||
}
|
||
else if (pl.current_weapon == #WEAP_ROCKET_LAUNCHER)
|
||
{
|
||
if (#RE_ROCKET_LAUNCHER - pl.reload_rocket_launcher > pl.ammo_rockets)
|
||
pl.reload_rocket_launcher = #RE_ROCKET_LAUNCHER - pl.ammo_rockets;
|
||
num = #RE_ROCKET_LAUNCHER - pl.reload_rocket_launcher;
|
||
}
|
||
else if (pl.current_weapon == #WEAP_LIGHT_ASSAULT)
|
||
{
|
||
if (#RE_LIGHT_ASSAULT - pl.reload_light_assault > pl.ammo_nails)
|
||
pl.reload_light_assault = #RE_LIGHT_ASSAULT - pl.ammo_nails;
|
||
num = #RE_LIGHT_ASSAULT - pl.reload_light_assault;
|
||
}
|
||
else if (pl.current_weapon == #WEAP_LASERCANNON)
|
||
{
|
||
if (#RE_LASER_CANNON - pl.reload_laser_cannon > pl.ammo_cells)
|
||
pl.reload_laser_cannon = #RE_LASER_CANNON - pl.ammo_cells;
|
||
num = #RE_LASER_CANNON - pl.reload_laser_cannon;
|
||
}
|
||
else
|
||
{
|
||
return "\n ";
|
||
}
|
||
|
||
if (num < 10)
|
||
{
|
||
if (num < 5)
|
||
{
|
||
if (num == 0)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 0";
|
||
else if (num == 1)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 1";
|
||
else if (num == 2)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 2";
|
||
else if (num == 3)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 3";
|
||
else
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 4";
|
||
}
|
||
else
|
||
{
|
||
if (num == 5)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 5";
|
||
else if (num == 6)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 6";
|
||
else if (num == 7)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 7";
|
||
else if (num == 8)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 8";
|
||
else if (num == 9)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>: 9";
|
||
}
|
||
}
|
||
else if (num < 20)
|
||
{
|
||
if (num < 15)
|
||
{
|
||
if (num == 10)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:10";
|
||
else if (num == 11)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:11";
|
||
else if (num == 12)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:12";
|
||
else if (num == 13)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:13";
|
||
else
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:14";
|
||
}
|
||
else
|
||
{
|
||
if (num == 15)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:15";
|
||
else if (num == 16)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:16";
|
||
else if (num == 17)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:17";
|
||
else if (num == 18)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:18";
|
||
else if (num == 19)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:19";
|
||
}
|
||
}
|
||
else if (num < 30)
|
||
{
|
||
if (num < 25)
|
||
{
|
||
if (num == 20)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:20";
|
||
else if (num == 21)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:21";
|
||
else if (num == 22)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:22";
|
||
else if (num == 23)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:23";
|
||
else if (num == 24)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:24";
|
||
}
|
||
else
|
||
{
|
||
if (num == 25)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:25";
|
||
if (num == 26)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:26";
|
||
if (num == 27)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:27";
|
||
if (num == 28)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:28";
|
||
if (num == 29)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:29";
|
||
}
|
||
}
|
||
else if (num < 40)
|
||
{
|
||
if (num < 35)
|
||
{
|
||
if (num == 30)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:30";
|
||
else if (num == 31)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:31";
|
||
else if (num == 32)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:32";
|
||
else if (num == 33)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:33";
|
||
else if (num == 34)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:34";
|
||
}
|
||
else
|
||
{
|
||
if (num == 35)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:35";
|
||
if (num == 36)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:36";
|
||
if (num == 37)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:37";
|
||
if (num == 38)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:38";
|
||
if (num == 39)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:39";
|
||
}
|
||
}
|
||
else if (num >= 40)
|
||
return "\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD>:40";
|
||
return num;
|
||
};
|
||
//==========
|
||
string(entity te) SentryDetailsToString =
|
||
{
|
||
if (te.ammo_shells == 0)
|
||
{
|
||
if (te.ammo_rockets == 0 && te.weapon == 3)
|
||
return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: no ammo \n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
else
|
||
return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: no shells \n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
}
|
||
else if (te.ammo_rockets == 0 && te.weapon == 3)
|
||
{
|
||
return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: no rockets\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
}
|
||
else
|
||
{
|
||
return " \n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
}
|
||
|
||
return " \n"; // should never happen
|
||
};
|
||
//==========
|
||
string(entity te) TeslaDetailsToString =
|
||
{
|
||
if (te.ammo_cells == 0)
|
||
{
|
||
return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: No cells\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
}
|
||
else if (te.ammo_cells <= 30)
|
||
{
|
||
return "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: Low on cells\n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
}
|
||
else
|
||
{
|
||
return " \n<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: ";
|
||
}
|
||
return " \n"; // should never happen
|
||
};
|
||
string(float num) NumberToString10 =
|
||
{
|
||
if (num == 0)
|
||
return "0";
|
||
else if (num == 1)
|
||
return "1";
|
||
else if (num == 2)
|
||
return "2";
|
||
else if (num == 3)
|
||
return "3";
|
||
else if (num == 4)
|
||
return "4";
|
||
else if (num == 5)
|
||
return "5";
|
||
else if (num == 6)
|
||
return "6";
|
||
else if (num == 7)
|
||
return "7";
|
||
else if (num == 8)
|
||
return "8";
|
||
else if (num == 9)
|
||
return "9";
|
||
else
|
||
return "A"; //CH just in case
|
||
};
|
||
|
||
#endif
|