511 lines
16 KiB
C
511 lines
16 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_scoreboard -- draw the scoreboard on top of the game screen
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#include "cg_local.h"
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#include "../ui/ui_shared.h"
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#define SCOREBOARD_X (0)
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#define SB_HEADER 86
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#define SB_TOP (SB_HEADER+32)
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// Where the status bar starts, so we don't overwrite it
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#define SB_STATUSBAR 420
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#define SB_NORMAL_HEIGHT 25
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#define SB_INTER_HEIGHT 15 // interleaved height
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#define SB_MAXCLIENTS_NORMAL ((SB_STATUSBAR - SB_TOP) / SB_NORMAL_HEIGHT)
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#define SB_MAXCLIENTS_INTER ((SB_STATUSBAR - SB_TOP) / SB_INTER_HEIGHT - 1)
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// Used when interleaved
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#define SB_LEFT_BOTICON_X (SCOREBOARD_X+0)
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#define SB_LEFT_HEAD_X (SCOREBOARD_X+32)
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#define SB_RIGHT_BOTICON_X (SCOREBOARD_X+64)
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#define SB_RIGHT_HEAD_X (SCOREBOARD_X+96)
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// Normal
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#define SB_BOTICON_X (SCOREBOARD_X+32)
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#define SB_HEAD_X (SCOREBOARD_X+64)
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#define SB_SCORELINE_X 100
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#define SB_SCORELINE_WIDTH (640 - SB_SCORELINE_X * 2)
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#define SB_RATING_WIDTH 0 // (6 * BIGCHAR_WIDTH)
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#define SB_NAME_X (SB_SCORELINE_X)
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#define SB_SCORE_X (SB_SCORELINE_X + .55 * SB_SCORELINE_WIDTH)
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#define SB_PING_X (SB_SCORELINE_X + .70 * SB_SCORELINE_WIDTH)
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#define SB_TIME_X (SB_SCORELINE_X + .85 * SB_SCORELINE_WIDTH)
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// The new and improved score board
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//
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// In cases where the number of clients is high, the score board heads are interleaved
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// here's the layout
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//
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// 0 32 80 112 144 240 320 400 <-- pixel position
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// bot head bot head score ping time name
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//
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// wins/losses are drawn on bot icon now
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static qboolean localClient; // true if local client has been displayed
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/*
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=================
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CG_DrawScoreboard
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=================
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*/
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static void CG_DrawClientScore( int y, score_t *score, float *color, float fade, qboolean largeFormat )
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{
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//vec3_t headAngles;
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clientInfo_t *ci;
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int iconx, headx;
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float scale;
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if ( largeFormat )
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{
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scale = 1.0f;
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}
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else
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{
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scale = 0.75f;
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}
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if ( score->client < 0 || score->client >= cgs.maxclients ) {
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Com_Printf( "Bad score->client: %i\n", score->client );
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return;
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}
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ci = &cgs.clientinfo[score->client];
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iconx = SB_BOTICON_X + (SB_RATING_WIDTH / 2);
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headx = SB_HEAD_X + (SB_RATING_WIDTH / 2);
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// draw the handicap or bot skill marker (unless player has flag)
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if ( ci->powerups & ( 1 << PW_NEUTRALFLAG ) ) {
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if( largeFormat ) {
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CG_DrawFlagModel( iconx, y - ( 32 - BIGCHAR_HEIGHT ) / 2, 32, 32, TEAM_FREE, qfalse );
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}
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else {
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CG_DrawFlagModel( iconx, y, 16, 16, TEAM_FREE, qfalse );
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}
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} else if ( ci->powerups & ( 1 << PW_REDFLAG ) ) {
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if( largeFormat ) {
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CG_DrawFlagModel( iconx*cgs.screenXScale, y*cgs.screenYScale, 32*cgs.screenXScale, 32*cgs.screenYScale, TEAM_RED, qfalse );
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}
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else {
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CG_DrawFlagModel( iconx*cgs.screenXScale, y*cgs.screenYScale, 32*cgs.screenXScale, 32*cgs.screenYScale, TEAM_RED, qfalse );
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}
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} else if ( ci->powerups & ( 1 << PW_BLUEFLAG ) ) {
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if( largeFormat ) {
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CG_DrawFlagModel( iconx*cgs.screenXScale, y*cgs.screenYScale, 32*cgs.screenXScale, 32*cgs.screenYScale, TEAM_BLUE, qfalse );
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}
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else {
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CG_DrawFlagModel( iconx*cgs.screenXScale, y*cgs.screenYScale, 32*cgs.screenXScale, 32*cgs.screenYScale, TEAM_BLUE, qfalse );
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}
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} else {
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// draw the wins / losses
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/*
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if ( cgs.gametype == GT_TOURNAMENT )
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{
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CG_DrawSmallStringColor( iconx, y + SMALLCHAR_HEIGHT/2, va("%i/%i", ci->wins, ci->losses ), color );
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}
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*/
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//rww - in duel, we now show wins/losses in place of "frags". This is because duel now defaults to 1 kill per round.
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}
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// highlight your position
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if ( score->client == cg.snap->ps.clientNum )
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{
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float hcolor[4];
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int rank;
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localClient = qtrue;
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if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR
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|| cgs.gametype >= GT_TEAM ) {
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rank = -1;
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} else {
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rank = cg.snap->ps.persistant[PERS_RANK] & ~RANK_TIED_FLAG;
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}
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if ( rank == 0 ) {
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hcolor[0] = 0;
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hcolor[1] = 0;
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hcolor[2] = 0.7f;
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} else if ( rank == 1 ) {
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hcolor[0] = 0.7f;
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hcolor[1] = 0;
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hcolor[2] = 0;
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} else if ( rank == 2 ) {
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hcolor[0] = 0.7f;
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hcolor[1] = 0.7f;
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hcolor[2] = 0;
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} else {
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hcolor[0] = 0.7f;
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hcolor[1] = 0.7f;
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hcolor[2] = 0.7f;
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}
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hcolor[3] = fade * 0.7;
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CG_FillRect( SB_SCORELINE_X - 5, y + 2, 640 - SB_SCORELINE_X * 2 + 10, largeFormat?SB_NORMAL_HEIGHT:SB_INTER_HEIGHT, hcolor );
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}
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CG_Text_Paint (SB_NAME_X, y, 0.9f * scale, colorWhite, ci->name,0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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if ( ci->team != TEAM_SPECTATOR || cgs.gametype == GT_TOURNAMENT )
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{
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if (cgs.gametype == GT_TOURNAMENT)
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{
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CG_Text_Paint (SB_SCORE_X, y, 1.0f * scale, colorWhite, va("%i/%i", ci->wins, ci->losses),0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_SMALL );
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}
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else
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{
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CG_Text_Paint (SB_SCORE_X, y, 1.0f * scale, colorWhite, va("%i", score->score),0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_SMALL );
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}
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}
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CG_Text_Paint (SB_PING_X, y, 1.0f * scale, colorWhite, va("%i", score->ping),0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_SMALL );
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CG_Text_Paint (SB_TIME_X, y, 1.0f * scale, colorWhite, va("%i", score->time),0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_SMALL );
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// add the "ready" marker for intermission exiting
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if ( cg.snap->ps.stats[ STAT_CLIENTS_READY ] & ( 1 << score->client ) )
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{
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CG_Text_Paint (SB_NAME_X - 64, y + 2, 0.7f * scale, colorWhite, CG_GetStripEdString("INGAMETEXT", "READY"),0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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}
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}
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/*
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=================
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CG_TeamScoreboard
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=================
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*/
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static int CG_TeamScoreboard( int y, team_t team, float fade, int maxClients, int lineHeight, qboolean countOnly )
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{
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int i;
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score_t *score;
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float color[4];
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int count;
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clientInfo_t *ci;
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color[0] = color[1] = color[2] = 1.0;
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color[3] = fade;
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count = 0;
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for ( i = 0 ; i < cg.numScores && count < maxClients ; i++ ) {
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score = &cg.scores[i];
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ci = &cgs.clientinfo[ score->client ];
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if ( team != ci->team ) {
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continue;
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}
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if ( !countOnly )
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{
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CG_DrawClientScore( y + lineHeight * count, score, color, fade, lineHeight == SB_NORMAL_HEIGHT );
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}
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count++;
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}
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return count;
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}
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int CG_GetTeamCount(team_t team, int maxClients)
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{
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int i = 0;
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int count = 0;
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clientInfo_t *ci;
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score_t *score;
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for ( i = 0 ; i < cg.numScores && count < maxClients ; i++ )
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{
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score = &cg.scores[i];
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ci = &cgs.clientinfo[ score->client ];
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if ( team != ci->team )
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{
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continue;
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}
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count++;
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}
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return count;
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}
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/*
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=================
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CG_DrawScoreboard
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Draw the normal in-game scoreboard
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=================
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*/
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qboolean CG_DrawOldScoreboard( void ) {
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int x, y, w, i, n1, n2;
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float fade;
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float *fadeColor;
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char *s;
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int maxClients;
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int lineHeight;
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int topBorderSize, bottomBorderSize;
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// don't draw amuthing if the menu or console is up
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if ( cg_paused.integer ) {
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cg.deferredPlayerLoading = 0;
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return qfalse;
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}
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// don't draw scoreboard during death while warmup up
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if ( cg.warmup && !cg.showScores ) {
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return qfalse;
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}
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if ( cg.showScores || cg.predictedPlayerState.pm_type == PM_DEAD ||
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cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
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fade = 1.0;
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fadeColor = colorWhite;
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} else {
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fadeColor = CG_FadeColor( cg.scoreFadeTime, FADE_TIME );
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if ( !fadeColor ) {
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// next time scoreboard comes up, don't print killer
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cg.deferredPlayerLoading = 0;
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cg.killerName[0] = 0;
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return qfalse;
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}
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fade = *fadeColor;
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}
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// fragged by ... line
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// or if in intermission and duel, prints the winner of the duel round
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if (cgs.gametype == GT_TOURNAMENT && cgs.duelWinner != -1 &&
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cg.predictedPlayerState.pm_type == PM_INTERMISSION)
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{
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s = va("%s %s", cgs.clientinfo[cgs.duelWinner].name, CG_GetStripEdString("INGAMETEXT", "DUEL_WINS") );
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/*w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
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x = ( SCREEN_WIDTH - w ) / 2;
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y = 40;
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CG_DrawBigString( x, y, s, fade );
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*/
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x = ( SCREEN_WIDTH ) / 2;
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y = 40;
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CG_Text_Paint ( x - CG_Text_Width ( s, 1.0f, FONT_MEDIUM ) / 2, y, 1.0f, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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}
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else if (cgs.gametype == GT_TOURNAMENT && cgs.duelist1 != -1 && cgs.duelist2 != -1 &&
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cg.predictedPlayerState.pm_type == PM_INTERMISSION)
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{
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s = va("%s %s %s", cgs.clientinfo[cgs.duelist1].name, CG_GetStripEdString("INGAMETEXT", "SPECHUD_VERSUS"), cgs.clientinfo[cgs.duelist2].name );
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/*w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
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x = ( SCREEN_WIDTH - w ) / 2;
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y = 40;
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CG_DrawBigString( x, y, s, fade );
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*/
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x = ( SCREEN_WIDTH ) / 2;
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y = 40;
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CG_Text_Paint ( x - CG_Text_Width ( s, 1.0f, FONT_MEDIUM ) / 2, y, 1.0f, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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}
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else if ( cg.killerName[0] ) {
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s = va("%s %s", CG_GetStripEdString("INGAMETEXT", "KILLEDBY"), cg.killerName );
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/*w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
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x = ( SCREEN_WIDTH - w ) / 2;
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y = 40;
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CG_DrawBigString( x, y, s, fade );
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*/
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x = ( SCREEN_WIDTH ) / 2;
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y = 40;
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CG_Text_Paint ( x - CG_Text_Width ( s, 1.0f, FONT_MEDIUM ) / 2, y, 1.0f, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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}
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// current rank
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if ( cgs.gametype < GT_TEAM) {
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if (cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR )
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{
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char sPlace[256];
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char sOf[256];
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char sWith[256];
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trap_SP_GetStringTextString("INGAMETEXT_PLACE", sPlace, sizeof(sPlace));
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trap_SP_GetStringTextString("INGAMETEXT_OF", sOf, sizeof(sOf));
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trap_SP_GetStringTextString("INGAMETEXT_WITH", sWith, sizeof(sWith));
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s = va("%s %s (%s %i) %s %i",
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CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
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sPlace,
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sOf,
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cg.numScores,
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sWith,
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cg.snap->ps.persistant[PERS_SCORE] );
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w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH;
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x = ( SCREEN_WIDTH ) / 2;
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y = 60;
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//CG_DrawBigString( x, y, s, fade );
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UI_DrawProportionalString(x, y, s, UI_CENTER|UI_DROPSHADOW, colorTable[CT_WHITE]);
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}
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} else {
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if ( cg.teamScores[0] == cg.teamScores[1] ) {
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s = va("Teams are tied at %i", cg.teamScores[0] );
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} else if ( cg.teamScores[0] >= cg.teamScores[1] ) {
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s = va("Red leads %i to %i",cg.teamScores[0], cg.teamScores[1] );
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} else {
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s = va("Blue leads %i to %i",cg.teamScores[1], cg.teamScores[0] );
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}
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x = ( SCREEN_WIDTH ) / 2;
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y = 60;
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CG_Text_Paint ( x - CG_Text_Width ( s, 1.0f, FONT_MEDIUM ) / 2, y, 1.0f, colorWhite, s, 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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}
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// scoreboard
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y = SB_HEADER;
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CG_DrawPic ( SB_SCORELINE_X - 40, y - 5, SB_SCORELINE_WIDTH + 80, 40, trap_R_RegisterShaderNoMip ( "gfx/menus/menu_buttonback.tga" ) );
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CG_Text_Paint ( SB_NAME_X, y, 1.0f, colorWhite, "Name", 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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if (cgs.gametype == GT_TOURNAMENT)
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{
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char sWL[100];
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trap_SP_GetStringTextString("INGAMETEXT_W_L", sWL, sizeof(sWL));
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CG_Text_Paint ( SB_SCORE_X, y, 1.0f, colorWhite, sWL, 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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}
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else
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{
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CG_Text_Paint ( SB_SCORE_X, y, 1.0f, colorWhite, "Score", 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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}
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CG_Text_Paint ( SB_PING_X, y, 1.0f, colorWhite, "Ping", 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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CG_Text_Paint ( SB_TIME_X, y, 1.0f, colorWhite, "Time", 0, 0, ITEM_TEXTSTYLE_OUTLINED, FONT_MEDIUM );
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y = SB_TOP;
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// If there are more than SB_MAXCLIENTS_NORMAL, use the interleaved scores
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if ( cg.numScores > SB_MAXCLIENTS_NORMAL ) {
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maxClients = SB_MAXCLIENTS_INTER;
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lineHeight = SB_INTER_HEIGHT;
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topBorderSize = 8;
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bottomBorderSize = 16;
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} else {
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maxClients = SB_MAXCLIENTS_NORMAL;
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lineHeight = SB_NORMAL_HEIGHT;
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topBorderSize = 8;
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bottomBorderSize = 8;
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}
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localClient = qfalse;
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//I guess this should end up being able to display 19 clients at once.
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//In a team game, if there are 9 or more clients on the team not in the lead,
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//we only want to show 10 of the clients on the team in the lead, so that we
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//have room to display the clients in the lead on the losing team.
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//I guess this can be accomplished simply by printing the first teams score with a maxClients
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//value passed in related to how many players are on both teams.
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if ( cgs.gametype >= GT_TEAM ) {
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//
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// teamplay scoreboard
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//
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y += lineHeight/2;
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if ( cg.teamScores[0] >= cg.teamScores[1] ) {
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int team1MaxCl = CG_GetTeamCount(TEAM_RED, maxClients);
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int team2MaxCl = CG_GetTeamCount(TEAM_BLUE, maxClients);
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if (team1MaxCl > 10 && (team1MaxCl+team2MaxCl) > maxClients)
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{
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team1MaxCl -= team2MaxCl;
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//subtract as many as you have to down to 10, once we get there
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//we just set it to 10
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if (team1MaxCl < 10)
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{
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team1MaxCl = 10;
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}
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}
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team2MaxCl = (maxClients-team1MaxCl); //team2 can display however many is left over after team1's display
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n1 = CG_TeamScoreboard( y, TEAM_RED, fade, team1MaxCl, lineHeight, qtrue );
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CG_DrawTeamBackground( SB_SCORELINE_X - 5, y - topBorderSize, 640 - SB_SCORELINE_X * 2 + 10, n1 * lineHeight + bottomBorderSize, 0.33f, TEAM_RED );
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CG_TeamScoreboard( y, TEAM_RED, fade, team1MaxCl, lineHeight, qfalse );
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y += (n1 * lineHeight) + BIGCHAR_HEIGHT;
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//maxClients -= n1;
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n2 = CG_TeamScoreboard( y, TEAM_BLUE, fade, team2MaxCl, lineHeight, qtrue );
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CG_DrawTeamBackground( SB_SCORELINE_X - 5, y - topBorderSize, 640 - SB_SCORELINE_X * 2 + 10, n2 * lineHeight + bottomBorderSize, 0.33f, TEAM_BLUE );
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CG_TeamScoreboard( y, TEAM_BLUE, fade, team2MaxCl, lineHeight, qfalse );
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y += (n2 * lineHeight) + BIGCHAR_HEIGHT;
|
|
|
|
//maxClients -= n2;
|
|
|
|
maxClients -= (team1MaxCl+team2MaxCl);
|
|
} else {
|
|
int team1MaxCl = CG_GetTeamCount(TEAM_BLUE, maxClients);
|
|
int team2MaxCl = CG_GetTeamCount(TEAM_RED, maxClients);
|
|
|
|
if (team1MaxCl > 10 && (team1MaxCl+team2MaxCl) > maxClients)
|
|
{
|
|
team1MaxCl -= team2MaxCl;
|
|
//subtract as many as you have to down to 10, once we get there
|
|
//we just set it to 10
|
|
|
|
if (team1MaxCl < 10)
|
|
{
|
|
team1MaxCl = 10;
|
|
}
|
|
}
|
|
|
|
team2MaxCl = (maxClients-team1MaxCl); //team2 can display however many is left over after team1's display
|
|
|
|
n1 = CG_TeamScoreboard( y, TEAM_BLUE, fade, team1MaxCl, lineHeight, qtrue );
|
|
CG_DrawTeamBackground( SB_SCORELINE_X - 5, y - topBorderSize, 640 - SB_SCORELINE_X * 2 + 10, n1 * lineHeight + bottomBorderSize, 0.33f, TEAM_BLUE );
|
|
CG_TeamScoreboard( y, TEAM_BLUE, fade, team1MaxCl, lineHeight, qfalse );
|
|
y += (n1 * lineHeight) + BIGCHAR_HEIGHT;
|
|
|
|
//maxClients -= n1;
|
|
|
|
n2 = CG_TeamScoreboard( y, TEAM_RED, fade, team2MaxCl, lineHeight, qtrue );
|
|
CG_DrawTeamBackground( SB_SCORELINE_X - 5, y - topBorderSize, 640 - SB_SCORELINE_X * 2 + 10, n2 * lineHeight + bottomBorderSize, 0.33f, TEAM_RED );
|
|
CG_TeamScoreboard( y, TEAM_RED, fade, team2MaxCl, lineHeight, qfalse );
|
|
y += (n2 * lineHeight) + BIGCHAR_HEIGHT;
|
|
|
|
//maxClients -= n2;
|
|
|
|
maxClients -= (team1MaxCl+team2MaxCl);
|
|
}
|
|
n1 = CG_TeamScoreboard( y, TEAM_SPECTATOR, fade, maxClients, lineHeight, qfalse );
|
|
y += (n1 * lineHeight) + BIGCHAR_HEIGHT;
|
|
|
|
} else {
|
|
//
|
|
// free for all scoreboard
|
|
//
|
|
n1 = CG_TeamScoreboard( y, TEAM_FREE, fade, maxClients, lineHeight, qfalse );
|
|
y += (n1 * lineHeight) + BIGCHAR_HEIGHT;
|
|
n2 = CG_TeamScoreboard( y, TEAM_SPECTATOR, fade, maxClients - n1, lineHeight, qfalse );
|
|
y += (n2 * lineHeight) + BIGCHAR_HEIGHT;
|
|
}
|
|
|
|
if (!localClient) {
|
|
// draw local client at the bottom
|
|
for ( i = 0 ; i < cg.numScores ; i++ ) {
|
|
if ( cg.scores[i].client == cg.snap->ps.clientNum ) {
|
|
CG_DrawClientScore( y, &cg.scores[i], fadeColor, fade, lineHeight == SB_NORMAL_HEIGHT );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// load any models that have been deferred
|
|
if ( ++cg.deferredPlayerLoading > 10 ) {
|
|
CG_LoadDeferredPlayers();
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
//================================================================================
|
|
|