col = "^3";
}
else
+ {
col = "^7";
+ timestr = "";
+ }
if(cp == 254)
cpname = _("Start line");
float row, column, rows, columns;
float aspect = autocvar_hud_panel_weapons_aspect;
- float show_accuracy, panel_weapon_accuracy;
+ float show_accuracy = false, panel_weapon_accuracy;
float timeout = autocvar_hud_panel_weapons_timeout;
float timein_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.375 : 0);
float timeout_effect_length = (autocvar_hud_panel_weapons_timeout_effect ? 0.75 : 0);
- float ammo_type, ammo_full, ammo_alpha;
- float barsize_x, barsize_y, baroffset_x, baroffset_y;
+ float ammo_type, ammo_full;
+ float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
+ vector ammo_color = '1 0 1';
+ float ammo_alpha = 1;
float when = autocvar_hud_panel_weapons_complainbubble_time;
float fadetime = autocvar_hud_panel_weapons_complainbubble_fadetime;
vector weapon_pos, weapon_size;
local noref vector old_panel_size; // fteqcc sucks
- vector color, ammo_color;
+ vector color;
// check to see if we want to continue
if(hud != HUD_NORMAL) { return; }
}
// do we own this weapon?
+ weapon_count = 0;
for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
if(WEPSET_CONTAINS_AW(weapons_stat, weaponorder[i].weapon))
++weapon_count;
acc_col[i] = stov(cvar_string(strcat("accuracy_color", ftos(i))));
}
+ row = column = 0;
for(i = 0; i <= WEP_LAST-WEP_FIRST; ++i)
{
// retrieve information about the current weapon to be drawn
mySize -= '2 2 0' * panel_bg_padding;
}
- float rows, columns, row, column;
+ float rows = 0, columns, row, column;
vector ammo_size;
if (autocvar_hud_panel_ammo_onlycurrent)
ammo_size = mySize;
stat_items = getstati(STAT_ITEMS, 0, 24);
if (stat_items & IT_UNLIMITED_WEAPON_AMMO)
infinite_ammo = TRUE;
+ row = column = 0;
for (i = 0; i < AMMO_COUNT; ++i) {
currently_selected = stat_items & GetAmmoItemCode(i);
DrawAmmoItem(pos + eX * column * (ammo_size_x + offset_x) + eY * row * (ammo_size_y + offset_y), ammo_size, i, currently_selected, infinite_ammo);
con_keys = findkeysforcommand("toggleconsole", 0);
keys = tokenize(con_keys); // findkeysforcommand returns data for this
- float hit_con_bind, i;
+ float hit_con_bind = 0, i;
for (i = 0; i < keys; ++i)
{
if(nPrimary == stof(argv(i)))
float HUD_Panel_Check_Mouse_Pos(float allow_move)
{
- float i, j, border;
+ float i, j = 0, border;
while(j < HUD_PANEL_NUM)
{
panel_order[0] = id;
// let's save them into the cvar by some strcat trickery
- string s;
+ string s = "";
for(i = 0; i < HUD_PANEL_NUM; ++i)
{
s = strcat(s, ftos(panel_order[i]), " ");
void HUD_Panel_Highlight(float allow_move)
{
- float i, j, border;
+ float i, j = 0, border;
while(j < HUD_PANEL_NUM)
{
{
float i, j, slash;
string str, pattern;
- float have_name, have_primary, have_secondary, have_separator;
+ float have_name = 0, have_primary = 0, have_secondary = 0, have_separator = 0;
float missing;
// TODO: re enable with gametype dependant cvars?
}
else
{
+#ifdef GMQCC
+ rgb = '0 0 0';
+#endif
rgb_x = autocvar_scoreboard_color_bg_r;
rgb_y = autocvar_scoreboard_color_bg_g;
rgb_z = autocvar_scoreboard_color_bg_b;
drawcolorcodedstring(pos, sprintf(_("All-time fastest: %d ^7(%s^7)"), race_speedaward_alltimebest, race_speedaward_alltimebest_holder), hud_fontsize, scoreboard_alpha_fg, DRAWFLAG_NORMAL);
pos_y += 1.25 * hud_fontsize_y;
}
- pos = HUD_DrawScoreboardRankings(pos, pl, rgb, bg_size);
+ pos = HUD_DrawScoreboardRankings(pos, playerslots[player_localnum], rgb, bg_size);
}
else if(autocvar_scoreboard_accuracy && spectatee_status != -1 && !warmup_stage) {
if(teamplay)