Under a rare case in UQ (that you are playing with the QW HUD in a co-op

game), the color bar that was supposed to be the backdrop for your frag
counts would be drawn as if the statusbar was centered (which is never
the case if you're using the HUD), fixed.

I have more sbar.c fixes to do but I need a working UQ to be able to test
them out first.  We're _almost_ there...  We all owe Deek and taniwha big
for the progress made tonight I think---great job guys.  But save SOME of
the merge for the rest of us willya?  ;>
This commit is contained in:
Joseph Carter 2000-02-10 09:36:00 +00:00
parent f52457b0c7
commit df559eaf9f

View file

@ -685,7 +685,7 @@ void Sbar_SoloScoreboard (void)
int l = strlen (cl.levelname);
Sbar_DrawString (232 - l*4, 12, cl.levelname);
}
#endif // QUAKEWORLD
#endif // UQUAKE
}
/*
@ -699,7 +699,7 @@ void Sbar_DrawScoreboard (void)
Sbar_SoloScoreboard ();
if (cl.gametype == GAME_DEATHMATCH)
Sbar_DeathmatchOverlay (0);
#endif // !QUAKEWORLD
#endif // UQUAKE
}
//=============================================================================
@ -949,14 +949,10 @@ void Sbar_DrawFrags (void)
l = scoreboardlines <= 4 ? scoreboardlines : 4;
x = 23;
#ifdef QUAKEWORLD
xofs = 0;
#else
if (cl.gametype == GAME_DEATHMATCH)
if (cl.gametype == GAME_DEATHMATCH || cl_sbar.value == 0)
xofs = 0;
else
xofs = (vid.width - 320)>>1;
#endif // QUAKEWORLD
y = vid.height - SBAR_HEIGHT - 23;
for (i=0 ; i < l ; i++)