rip idea of selected ui elements
This commit is contained in:
@@ -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;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user