rip idea of selected ui elements

This commit is contained in:
2026-05-07 14:48:06 +02:00
parent 061dbf8d24
commit 27dc5e199c

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