vector pos3 = '0 0 0';
pos1 = elementPos + eX*border + eY*border;
pos2 = elementPos + eY*textSize.y + eX*border - eY*border;
- pos3 = elementPos + eX*textSize.x;
+ pos3 = elementPos + eX*textSize.x + eY*border;
vector size1 = '0 0 0';
vector size2 = '0 0 0';
vector size3 = '0 0 0';
- size1 = textSize - 2*(eX*border + eY*border);
+ size1 = textSize - 2*eX*border - 3*eY*border;
size2 = spectatorSize - 2*eX*border;
size3 = vec2(spectatorSize.x - textSize.x, size1.y);
if (!enablepbar) {
- size1 = (textSize + eY*spectatorItemCount*spectatorSize.y) - 2*(eX*border + eY*border);
+ size1 = (textSize + eY*spectatorItemCount*spectatorSize.y) - 2*eX*border - 3*eY*border;
size3 = vec2(size3.x, size1.y);
}
getthink(entcs)(entcs);
if (playerlocation) {
- pos3 = elementPos;
- pos1 = elementPos + eX*size3.x;
+ pos3 = elementPos + eY*border;
+ pos1 = elementPos + eX*size3.x + eX*border + eY*border;
}
//Draw player's name
drawcolorcodedstring_aspect(pos1, entcs_GetName(playerindex), size1, panel_fg_alpha, DRAWFLAG_NORMAL);
+ //drawfill(pos1, size1, '1 0 0', 0.3, DRAWFLAG_NORMAL);
//Draw player's score
drawcolorcodedstring_aspect(pos3, itos(sumval), size3, panel_fg_alpha, DRAWFLAG_NORMAL);
+ //drawfill(pos3, size3, '0 1 0', 0.3, DRAWFLAG_NORMAL);
if (enablepbar) {
//Background for healthbar and armorbar
- HUD_Panel_DrawProgressBar(pos2, size2, autocvar_hud_panel_healtharmor_progressbar_health, 1, 0, 0, '0 0 0', 0.3, DRAWFLAG_NORMAL);
- HUD_Panel_DrawProgressBar(pos2 + eY*spectatorSize.y, size2, autocvar_hud_panel_healtharmor_progressbar_armor, 1, 0, 0, '0 0 0', 0.3, DRAWFLAG_NORMAL);
+ drawfill(pos2, size2, '0 0 0', 0.3, DRAWFLAG_NORMAL);
+ drawfill(pos2 + eY*spectatorSize.y, size2, '0 0 0', 0.3, DRAWFLAG_NORMAL);
+ //HUD_Panel_DrawProgressBar(pos2, size2, autocvar_hud_panel_healtharmor_progressbar_health, 1, 0, 0, '0 0 0', 0.3, DRAWFLAG_NORMAL);
+ //HUD_Panel_DrawProgressBar(pos2 + eY*spectatorSize.y, size2, autocvar_hud_panel_healtharmor_progressbar_armor, 1, 0, 0, '0 0 0', 0.3, DRAWFLAG_NORMAL);
//Draw player's health and armor information
HUD_Panel_DrawProgressBar(pos2, size2, autocvar_hud_panel_healtharmor_progressbar_health, entcs.healthvalue /maxhealth, 0, playerlocation, autocvar_hud_progressbar_health_color, autocvar_hud_progressbar_alpha * panel_fg_alpha, DRAWFLAG_NORMAL);