diff --git a/gunfun/mod/main.gsc b/gunfun/mod/main.gsc index 0a8ddf7..d434f1f 100755 --- a/gunfun/mod/main.gsc +++ b/gunfun/mod/main.gsc @@ -256,8 +256,6 @@ firstSpawn() self setClientDvar("bg_shock_lookControl_mousesensitivityscale", 1); self setClientDvar("bg_shock_movement", 0); self setClientDvar("bg_shock_lookControl", 0); - self setClientDvar("ui_drawradar", 0); - self setClientDvar("cg_drawTeamScores", 0); self setClientDvar("scr_game_allowkillcam", 0); self.hud_damagefeedback.color = (1,0,0); self.line = self createRectangle("CENTER", "LEFT", 0,-90,300,5,(1,1,0),"line_horizontal",1); @@ -327,19 +325,16 @@ loadSetup() self maps\mp\perks\_perks::givePerk("specialty_fastreload"); // due to icys request :) self maps\mp\perks\_perks::givePerk("specialty_falldamage"); // due to icys request :) self maps\mp\perks\_perks::givePerk("specialty_quickdraw"); - // Static HUD dvars set once per spawn — moved from watchHUD's 1-second polling loop. - // These values never change mid-game so there is no need to re-apply them every second. - self setClientDvar("cg_drawRadar", 1); + // Static HUD dvars set once per spawn. + // g_hardcore=1 handles minimap/radar/teamscore suppression at engine level. + // We only need to override what we want TO show (ammo, custom health HUD). self setClientDvar("cg_drawStance", 0); - self setClientDvar("cg_drawTeamScores", 0); self setClientDvar("cg_drawKillfeed", 0); self setClientDvar("cg_drawBreathHint", 0); self setClientDvar("cg_drawMantleHint", 0); self setClientDvar("cg_drawTurretCrosshair", 0); self setClientDvar("cg_cursorHints", 0); - // Keep g_hardcore=1 for server-side gameplay rules but show the normal client HUD - // so our custom health/weapon overlays render correctly without fighting hardcore suppression. - self setClientDvar("ui_hud_hardcore", 0); + self setClientDvar("ui_hud_hardcore", 0); // show custom HUD elements despite g_hardcore self thread takeInvalidWeapon(); if(level.state == "prematch") { @@ -714,7 +709,6 @@ tryNuke() level notify("nuke"); foreach(player in level.players) { - player setClientDvar("ui_hud_hardcore", 0); player hide(); } @@ -1052,7 +1046,8 @@ createRectangle(align, relative, x, y, width, height, color, shader, sort) hud.HideWhenInMenu = true; hud setPoint(align,relative,x,y); return hud; -} +} + upgradeTeamUI(team) { fontElem = newTeamHudElem( team ); @@ -1262,9 +1257,7 @@ watchHUD() self endon("death"); // prevent thread accumulation across respawns while(true) { - // Only re-apply dvars the engine may reset mid-game (radar via UAV, ammo via class events). - // ui_hud_hardcore is set to 0 once per spawn in loadSetup() and does not need refreshing. - self setClientDvar("ui_drawradar", 1); + // Re-apply ammo visibility (engine may reset it on class/weapon events). self setClientDvar("cg_drawAmmo", 1); wait 5; }