Hi
I really enjoy playing OA FFA. But one major disturbance in gameplay is that I have to keep my current weapons in mind. To avoid this, the following patch introduces a new cvar "cg_persistentWeaponSelect" to inhibit fading out the weapon selection bar. It is against ioquake3 trunk r1288:
Index: code/cgame/cg_local.h
===================================================================
--- code/cgame/cg_local.h (revision 1288)
+++ code/cgame/cg_local.h (working copy)
@@ -1170,6 +1170,7 @@
extern vmCvar_t cg_oldRocket;
extern vmCvar_t cg_oldPlasma;
extern vmCvar_t cg_trueLightning;
+extern vmCvar_t cg_persistentWeaponSelect;
#ifdef MISSIONPACK
extern vmCvar_t cg_redTeamName;
extern vmCvar_t cg_blueTeamName;
Index: code/cgame/cg_weapons.c
===================================================================
--- code/cgame/cg_weapons.c (revision 1288)
+++ code/cgame/cg_weapons.c (working copy)
@@ -1477,11 +1477,19 @@
return;
}
- color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME );
- if ( !color ) {
- return;
- }
- trap_R_SetColor( color );
+ if (cg_persistentWeaponSelect.value)
+ {
+ static float white[] = { 1.0f, 1.0f, 1.0f };
+ color = white;
+ }
+ else
+ {
+ color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME );
+ if ( !color ) {
+ return;
+ }
+ trap_R_SetColor( color );
+ }
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
Index: code/cgame/cg_main.c
===================================================================
--- code/cgame/cg_main.c (revision 1288)
+++ code/cgame/cg_main.c (working copy)
@@ -182,6 +182,7 @@
vmCvar_t cg_oldRocket;
vmCvar_t cg_oldPlasma;
vmCvar_t cg_trueLightning;
+vmCvar_t cg_persistentWeaponSelect;
#ifdef MISSIONPACK
vmCvar_t cg_redTeamName;
@@ -314,8 +315,9 @@
{ &cg_oldRail, "cg_oldRail", "1", CVAR_ARCHIVE},
{ &cg_oldRocket, "cg_oldRocket", "1", CVAR_ARCHIVE},
{ &cg_oldPlasma, "cg_oldPlasma", "1", CVAR_ARCHIVE},
- { &cg_trueLightning, "cg_trueLightning", "0.0", CVAR_ARCHIVE}
+ { &cg_trueLightning, "cg_trueLightning", "0.0", CVAR_ARCHIVE},
// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE }
+ { &cg_persistentWeaponSelect, "cg_persistentWeaponSelect", "0", CVAR_ARCHIVE}
};
static int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] );
Do you want me to do a 2nd patch for the UI options?