188 lines
4.8 KiB
C++
188 lines
4.8 KiB
C++
// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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//#include "cg_local.h"
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#include "cg_media.h"
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#include "..\game\objectives.h"
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#include "..\game\b_local.h"
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#include "..\ui\ui_shared.h"
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#define SCOREBOARD_WIDTH (26*BIGCHAR_WIDTH)
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/*
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static void Scoreboard_Draw( void )
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{
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vec4_t newColor;
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/*
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player = g_entities[0];
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if( player->client->ps.persistant[PERS_ACCURACY_SHOTS] ) {
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accuracy = player->client->ps.persistant[PERS_ACCURACY_HITS] * 100 / player->client->ps.persistant[PERS_ACCURACY_SHOTS];
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}
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*/
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/* cg.LCARSTextTime = 0; // Turn off LCARS screen
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// Background
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newColor[0] = colorTable[CT_BLACK][0];
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newColor[1] = colorTable[CT_BLACK][1];
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newColor[2] = colorTable[CT_BLACK][2];
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newColor[3] = 0.5;
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cgi_R_SetColor(newColor);
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CG_DrawPic( 137, 73, 475, 300, cgs.media.whiteShader); // Background
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CG_DrawPic( 120, 99, 18, 256, cgs.media.whiteShader); // Background
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CG_DrawPic( 40, 94, 66, 266, cgs.media.whiteShader); // Background
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// Right side box
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cgi_R_SetColor( colorTable[CT_DKBROWN1]);
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CG_DrawPic( 120, 354, 32, 32, cgs.media.status_corner_16_18);
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CG_DrawPic( 94, 356, 16, 32, cgs.media.status_corner_8_16_b);
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CG_DrawPic( 94, 73, 16, 32, cgs.media.status_corner_8_22);
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CG_DrawPic(135,73, 302, 22, cgs.media.whiteShader); // Top
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CG_DrawPic(120, 100, 18, 12, cgs.media.whiteShader); // Middle Top
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CG_DrawPic(120, 353, 18, 4, cgs.media.whiteShader); // Middle Bottom
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CG_DrawPic(130,357, 482, 18, cgs.media.whiteShader); // Bottom
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// Left side box
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cgi_R_SetColor( colorTable[CT_DKBROWN1]);
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CG_DrawPic(40,73, 56, 22, cgs.media.whiteShader); // Top
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CG_DrawPic(98,95, 8, 17, cgs.media.whiteShader); // Middle Top
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CG_DrawPic(98,353, 8, 7, cgs.media.whiteShader); // Middle Bottom
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CG_DrawPic(40,357, 58, 18, cgs.media.whiteShader); // Bottom
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CG_DrawProportionalString( 356, 208, "%", UI_RIGHT | UI_SMALLFONT, colorTable[CT_LTPURPLE1] );
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CG_DrawProportionalString( 610, 72, ingame_text[IGT_MISSIONANALYSIS],UI_RIGHT| CG_BIGFONT, colorTable[CT_LTORANGE] );
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CG_PrintScreenGraphics(statsmenu_graphics,SMG_MAX);
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}
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*/
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/*
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=================
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CG_MissionFailed
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=================
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*/
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int statusTextIndex = -1;
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void CG_MissionFailed(void)
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{
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char *text;
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if (!cg.missionFailedScreen)
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{
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cgi_UI_SetActive_Menu("missionfailed_menu");
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// If you're in camera mode when when you lose (Chewie kills you)
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// then the above fails. This should check for that. We'll end up
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// waiting until the camera stuff stops:
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if( !Menu_GetFocused() )
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return;
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cg.missionFailedScreen = qtrue;
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switch (statusTextIndex)
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{
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case -1: //Our HERO DIED!!!
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text = "@SP_INGAME_MISSIONFAILED_PLAYER";
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break;
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case MISSIONFAILED_JAN:
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text = "@SP_INGAME_MISSIONFAILED_JAN";
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break;
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case MISSIONFAILED_LUKE:
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text = "@SP_INGAME_MISSIONFAILED_LUKE";
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break;
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case MISSIONFAILED_LANDO:
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text = "@SP_INGAME_MISSIONFAILED_LANDO";
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break;
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case MISSIONFAILED_R5D2:
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text = "@SP_INGAME_MISSIONFAILED_R5D2";
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break;
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case MISSIONFAILED_WARDEN:
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text = "@SP_INGAME_MISSIONFAILED_WARDEN";
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break;
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case MISSIONFAILED_PRISONERS:
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text = "@SP_INGAME_MISSIONFAILED_PRISONERS";
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break;
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case MISSIONFAILED_EMPLACEDGUNS:
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text = "@SP_INGAME_MISSIONFAILED_EMPLACEDGUNS";
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break;
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case MISSIONFAILED_LADYLUCK:
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text = "@SP_INGAME_MISSIONFAILED_LADYLUCK";
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break;
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case MISSIONFAILED_KYLECAPTURE:
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text = "@SP_INGAME_MISSIONFAILED_KYLECAPTURE";
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break;
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case MISSIONFAILED_TOOMANYALLIESDIED:
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text = "@SP_INGAME_MISSIONFAILED_TOOMANYALLIESDIED";
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break;
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case MISSIONFAILED_CHEWIE:
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text = "@SP_INGAME_MISSIONFAILED_CHEWIE";
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break;
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case MISSIONFAILED_KYLE:
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text = "@SP_INGAME_MISSIONFAILED_KYLE";
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break;
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case MISSIONFAILED_ROSH:
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text = "@SP_INGAME_MISSIONFAILED_ROSH";
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break;
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case MISSIONFAILED_WEDGE:
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text = "@SP_INGAME_MISSIONFAILED_WEDGE";
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break;
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case MISSIONFAILED_TURNED:
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text = "@SP_INGAME_MISSIONFAILED_TURNED";
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break;
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default:
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text = "@SP_INGAME_MISSIONFAILED_UNKNOWN";
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break;
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}
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//done with the variable for this time so reset it.
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statusTextIndex = -1;
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gi.cvar_set("ui_missionfailed_text", text);
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}
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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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return value is bool to NOT draw centerstring
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=================
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*/
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qboolean CG_DrawScoreboard( void )
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{
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// don't draw anything if the menu is up
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if ( cg_paused.integer )
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{
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return qfalse;
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}
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// Character is either dead, or a script has brought up the screen
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if (((cg.predicted_player_state.pm_type == PM_DEAD) && (cg.missionStatusDeadTime < level.time))
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|| (cg.missionStatusShow))
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{
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CG_MissionFailed();
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return qtrue;
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}
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return qfalse;
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}
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void ScoreBoardReset(void)
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{
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}
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//================================================================================
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