Cube  Diff

Differences From Artifact [6ccf3a9b83]:

To Artifact [9a987704e6]:


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		glVertex2i(VIRTW, 0);
		glVertex2i(VIRTW, VIRTH);
		glVertex2i(0, VIRTH);
		glEnd();
		dblend -= curtime / 3;
		if (dblend < 0)
			dblend = 0;
	};


	glEnable(GL_TEXTURE_2D);


	char *command = getcurcommand();
	char *player = playerincrosshair();

	if (command)
		draw_textf("> %s_", 20, 1570, 2, command);
	else if (closeent[0])
		draw_text(closeent, 20, 1570, 2);
	else if (player)
		draw_text(player, 20, 1570, 2);


	renderscores();
	if (!rendermenu()) {
		glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
		glBindTexture(GL_TEXTURE_2D, 1);
		glBegin(GL_QUADS);
		glColor3ub(255, 255, 255);
		if (crosshairfx) {
			if (player1->gunwait)
				glColor3ub(128, 128, 128);
			else if (player1->health <= 25)
				glColor3ub(255, 0, 0);
			else if (player1->health <= 50)
				glColor3ub(255, 128, 0);
		};

		float chsize = (float)crosshairsize;
		glTexCoord2d(0.0, 0.0);
		glVertex2f(VIRTW / 2 - chsize, VIRTH / 2 - chsize);
		glTexCoord2d(1.0, 0.0);
		glVertex2f(VIRTW / 2 + chsize, VIRTH / 2 - chsize);
		glTexCoord2d(1.0, 1.0);
		glVertex2f(VIRTW / 2 + chsize, VIRTH / 2 + chsize);
		glTexCoord2d(0.0, 1.0);
		glVertex2f(VIRTW / 2 - chsize, VIRTH / 2 + chsize);
		glEnd();
	};


	glPopMatrix();

	glPushMatrix();
	glOrtho(0, VIRTW * 4 / 3, VIRTH * 4 / 3, 0, -1, 1);
	renderconsole();

	if (!hidestats) {
		glPopMatrix();
		glPushMatrix();
		glOrtho(0, VIRTW * 3 / 2, VIRTH * 3 / 2, 0, -1, 1);
		draw_textf("fps %d", 3200, 2390, 2, curfps);
		draw_textf("wqd %d", 3200, 2460, 2, nquads);
		draw_textf("wvt %d", 3200, 2530, 2, curvert);
		draw_textf("evt %d", 3200, 2600, 2, xtraverts);
	};


	glPopMatrix();

	if (player1->state == CS_ALIVE) {
		glPushMatrix();
		glOrtho(0, VIRTW / 2, VIRTH / 2, 0, -1, 1);
		draw_textf("%d", 90, 827, 2, player1->health);
		if (player1->armour)
			draw_textf("%d", 390, 827, 2, player1->armour);
		draw_textf(
		    "%d", 690, 827, 2, player1->ammo[player1->gunselect]);
		glPopMatrix();
		glPushMatrix();
		glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
		glDisable(GL_BLEND);
		drawicon(128, 128, 20, 1650);
		if (player1->armour)
			drawicon(
			    (float)(player1->armourtype * 64), 0, 620, 1650);
		int g = player1->gunselect;
		int r = 64;
		if (g > 2) {
			g -= 3;
			r = 128;
		};
		drawicon((float)(g * 64), (float)r, 1220, 1650);
		glPopMatrix();
	};


	glDepthMask(GL_TRUE);
	glDisable(GL_BLEND);
	glDisable(GL_TEXTURE_2D);
	glEnable(GL_DEPTH_TEST);
};








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		glVertex2i(VIRTW, 0);
		glVertex2i(VIRTW, VIRTH);
		glVertex2i(0, VIRTH);
		glEnd();
		dblend -= curtime / 3;
		if (dblend < 0)
			dblend = 0;

	}

	glEnable(GL_TEXTURE_2D);

	@autoreleasepool {
		char *command = getcurcommand();
		char *player = playerincrosshair();

		if (command)
			draw_textf(@"> %s_", 20, 1570, 2, command);
		else if (closeent[0])
			draw_text(@(closeent), 20, 1570, 2);
		else if (player)
			draw_text(@(player), 20, 1570, 2);
	}

	renderscores();
	if (!rendermenu()) {
		glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
		glBindTexture(GL_TEXTURE_2D, 1);
		glBegin(GL_QUADS);
		glColor3ub(255, 255, 255);
		if (crosshairfx) {
			if (player1->gunwait)
				glColor3ub(128, 128, 128);
			else if (player1->health <= 25)
				glColor3ub(255, 0, 0);
			else if (player1->health <= 50)
				glColor3ub(255, 128, 0);

		}
		float chsize = (float)crosshairsize;
		glTexCoord2d(0.0, 0.0);
		glVertex2f(VIRTW / 2 - chsize, VIRTH / 2 - chsize);
		glTexCoord2d(1.0, 0.0);
		glVertex2f(VIRTW / 2 + chsize, VIRTH / 2 - chsize);
		glTexCoord2d(1.0, 1.0);
		glVertex2f(VIRTW / 2 + chsize, VIRTH / 2 + chsize);
		glTexCoord2d(0.0, 1.0);
		glVertex2f(VIRTW / 2 - chsize, VIRTH / 2 + chsize);
		glEnd();

	}

	glPopMatrix();

	glPushMatrix();
	glOrtho(0, VIRTW * 4 / 3, VIRTH * 4 / 3, 0, -1, 1);
	renderconsole();

	if (!hidestats) {
		glPopMatrix();
		glPushMatrix();
		glOrtho(0, VIRTW * 3 / 2, VIRTH * 3 / 2, 0, -1, 1);
		draw_textf(@"fps %d", 3200, 2390, 2, curfps);
		draw_textf(@"wqd %d", 3200, 2460, 2, nquads);
		draw_textf(@"wvt %d", 3200, 2530, 2, curvert);
		draw_textf(@"evt %d", 3200, 2600, 2, xtraverts);

	}

	glPopMatrix();

	if (player1->state == CS_ALIVE) {
		glPushMatrix();
		glOrtho(0, VIRTW / 2, VIRTH / 2, 0, -1, 1);
		draw_textf(@"%d", 90, 827, 2, player1->health);
		if (player1->armour)
			draw_textf(@"%d", 390, 827, 2, player1->armour);
		draw_textf(
		    @"%d", 690, 827, 2, player1->ammo[player1->gunselect]);
		glPopMatrix();
		glPushMatrix();
		glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
		glDisable(GL_BLEND);
		drawicon(128, 128, 20, 1650);
		if (player1->armour)
			drawicon(
			    (float)(player1->armourtype * 64), 0, 620, 1650);
		int g = player1->gunselect;
		int r = 64;
		if (g > 2) {
			g -= 3;
			r = 128;
		};
		drawicon((float)(g * 64), (float)r, 1220, 1650);
		glPopMatrix();

	}

	glDepthMask(GL_TRUE);
	glDisable(GL_BLEND);
	glDisable(GL_TEXTURE_2D);
	glEnable(GL_DEPTH_TEST);

}