pos = Scoreboard_MakeTable(pos, tm, panel_bg_color, bg_size);
}
+ pos = Scoreboard_MedalStats_Draw(pos);
+
if (Scoreboard_AccuracyStats_WouldDraw(pos.y))
pos = Scoreboard_AccuracyStats_Draw(pos, panel_bg_color, bg_size);
+ if (Scoreboard_ItemStats_WouldDraw(pos.y))
+ pos = Scoreboard_ItemStats_Draw(pos, panel_bg_color, bg_size);
if(MUTATOR_CALLHOOK(ShowRankings)) {
string ranktitle = M_ARGV(0, string);
#endif
#ifdef CSQC
++<<<<<<< HEAD
+#include <client/hud/hud.qh>
+
+//Inventory g_inventory;
+Inventory inventoryslots[255];
+float last_pickup_timer;
+entity last_pickup_item;
+int last_pickup_times;
+NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
+{
+ make_pure(this);
+ //g_inventory = this;
+
+ float entnum = ReadByte() - 1;
+ inventoryslots[entnum] = this;
+
++=======
+ Inventory g_inventory;
+ void Inventory_remove(entity this)
+ {
+ if(g_inventory == this)
+ g_inventory = NULL;
+ }
+
+ NET_HANDLE(ENT_CLIENT_INVENTORY, bool isnew)
+ {
+ make_pure(this);
+ g_inventory = this;
+ this.entremove = Inventory_remove;
++>>>>>>> master
const int majorBits = Readbits(Inventory_groups_major);
for (int i = 0; i < Inventory_groups_major; ++i) {
if (!(majorBits & BIT(i))) {
void Inventory_new(PlayerState this)
{
Inventory inv = NEW(Inventory);
- setcefc(inv, Inventory_customize);
+ if(!g_duel) setcefc(inv, Inventory_customize);
Net_LinkEntity((inv.owner = this).inventory = inv, false, 0, Inventory_Send);
}
- void Inventory_delete(entity e) { delete(e.inventory.inventory); delete(e.inventory); }
+ void Inventory_delete(entity e) { delete(e.inventory); }
void Inventory_update(entity e) { e.inventory.SendFlags = 0xFFFFFF; }
+ void Inventory_clear(entity store)
+ {
+ // NOTE: you will need to perform Inventory_update after this to update the storage entity
+ // (unless store is the storage entity)
+ FOREACH(Items, true, {
+ .int fld = inv_items[it.m_id];
+ store.(fld) = 0;
+ });
+ }
+
void InventoryStorage_attach(entity e) { e.inventory_store = NEW(Inventory); e.inventory_store.drawonlytoclient = e; }
++<<<<<<< HEAD
+void InventoryStorage_detach(entity e) { delete(e.inventory_store); }
+
+void Inventory_ClearAll() {
+ FOREACH_CLIENT(IS_PLAYER(it), {
+ entity store = PS(it);
+ FOREACH(Items, true, {
+ store.inventory.inv_items[it.m_id] = 0;
+ });
+ Inventory_update(store);
+ });
+}
++=======
+ void InventoryStorage_delete(entity e) { delete(e.inventory_store); }
++>>>>>>> master
#endif