seta scoreboard_offset_right 0.15 "how far (by percent) the scoreboard is offset from the right screen edge"
seta scoreboard_offset_vertical 0.05 "how far (by percent) the scoreboard is offset from the top and bottom of the screen"
seta scoreboard_bg_scale 0.25 "scale for the tiled scoreboard background"
+seta scoreboard_respawntime_decimals 1 "decimal places to show for the respawntime countdown display on the scoreboard"
seta accuracy_color_levels "0 20 100" "accuracy values at which a specified color (accuracy_color<X>) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order"
seta accuracy_color0 "1 0 0"
float autocvar_scoreboard_offset_left;
float autocvar_scoreboard_offset_right;
float autocvar_scoreboard_offset_vertical;
+float autocvar_scoreboard_respawntime_decimals;
float autocvar_v_flipped;
float autocvar_vid_conheight;
float autocvar_vid_conwidth;
// a negative number means we are awaiting respawn, time value is still the same
respawn_time *= -1; // remove mark now that we checked it
if(time >= respawn_time) // don't show a negative value while the server is respawning the player (lag)
- str = strcat("^1Respawning...");
+ str = _("^1Respawning...");
else
- str = strcat("^1Respawning in ^3", ftos_decimals(respawn_time - time, 2), "^1 seconds...");
+ str = sprintf(_("^1Respawning in ^3%s^1 seconds..."), ftos_decimals(respawn_time - time, autocvar_scoreboard_respawntime_decimals));
}
else if(time < respawn_time)
- str = strcat("You are dead, wait ^3", ftos_decimals(respawn_time - time, 2), "^7 seconds before respawning");
+ str = sprintf(_("You are dead, wait ^3%s^7 seconds before respawning"), ftos_decimals(respawn_time - time, autocvar_scoreboard_respawntime_decimals));
else if(time >= respawn_time)
- str = strcat("You are dead, press ^2", getcommandkey("primary fire", "+fire"), "^7 to respawn");
+ str = sprintf(_("You are dead, press ^2%s^7 to respawn"), getcommandkey("jump", "+jump"));
pos_y += 1.2 * hud_fontsize_y;
drawcolorcodedstring(pos + '0.5 0 0' * (sbwidth - stringwidth(str, TRUE, hud_fontsize)), str, hud_fontsize, scoreboard_alpha_fg, DRAWFLAG_NORMAL);