Title: [PATCH] cg_persistentWeaponSelect
Post by: Astro on April 04, 2008, 06:56:28 AM
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?
Title: Re: [PATCH] cg_persistentWeaponSelect
Post by: sago007 on April 04, 2008, 07:40:46 AM
I have the same in the Elimination mod. Except I call it cg_alwaysWeaponBar.
And it has UI
|