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Rewrite seenames HUD code even more; use text color flags rather than the special text color chars
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1 changed files with 10 additions and 6 deletions
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@ -2470,22 +2470,26 @@ void ST_Drawer(void)
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#ifdef SEENAMES
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if (cv_seenames.value && cv_allowseenames.value && displayplayer == consoleplayer && seenplayer && seenplayer->mo)
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{
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INT32 c = 0;
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switch (cv_seenames.value)
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{
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case 1: // Colorless
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V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2 + 15, V_HUDTRANSHALF, player_names[seenplayer-players]);
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break;
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case 2: // Team
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V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2 + 15, V_HUDTRANSHALF,
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va("%s%s", G_GametypeHasTeams() ? ((seenplayer->ctfteam == 1) ? "\x85" : "\x84") : "", player_names[seenplayer-players]));
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if (G_GametypeHasTeams())
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c = (seenplayer->ctfteam == 1) ? V_REDMAP : V_BLUEMAP;
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break;
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case 3: // Ally/Foe
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default:
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V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2 + 15, V_HUDTRANSHALF,
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va("%s%s", !G_RingSlingerGametype() || (G_GametypeHasTeams() && players[consoleplayer].ctfteam == seenplayer->ctfteam)
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? "\x83" : "\x85", player_names[seenplayer-players]));
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// Green = Ally, Red = Foe
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if (G_GametypeHasTeams())
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c = (players[consoleplayer].ctfteam == seenplayer->ctfteam) ? V_GREENMAP : V_REDMAP;
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else // Everyone is an ally, or everyone is a foe!
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c = (G_RingSlingerGametype()) ? V_REDMAP : V_GREENMAP;
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break;
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}
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V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT/2 + 15, V_HUDTRANSHALF|c, player_names[seenplayer-players]);
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}
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#endif
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