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