72 hud_minigame.minigame_hud_board(pos,mySize);
112 hud_minigame.minigame_hud_status(pos,mySize);
134 newentry.list_prev =
prev;
135 newentry.list_next = prev.list_next;
136 if ( prev.list_next )
137 prev.list_next.list_prev = newentry;
140 prev.list_next = newentry;
167 e.list_prev.list_next = e.list_next;
172 e.list_next.list_prev = e.list_prev;
186 entry.origin = offset;
187 entry.size = fontsize;
188 entry.colormod =
color;
191 panel_pos_y += fontsize_y;
199 vector item_offset =
'1 0 0' * item_fontsize_x;
201 s,item_offset,item_fontsize,
'0.8 0.8 0.8', click );
217 if ( this.
flags & 2 )
239 if ( (e.flags & 2) && e.origin_x == this.origin_x)
259 curr.netname = it.netname;
288 curr.netname = e.netname;
352 e.netname = event_arg;
401 if ( e.classname ==
"hud_minigamemenu_exit" )
418 if ( e.classname ==
"hud_minigamemenu_current" )
428 if ( e.classname ==
"hud_minigamemenu_exit" )
467 panel_pos_y += hud_fontsize_y*2;
473 sz =
eX*panel_size_x +
eY*e.size_y;
522 panel_pos_y += hud_fontsize_y*2;
549 offset_y = (imgsz_y-e.size_y) / 2;
560 panel_pos_y += itemh;
582 help_message = _(
"Minigame message");
615 mousepos_x = nPrimary;
616 mousepos_y = nSecondary;
630 bool key_pressed = (bInputType == 0);
648 string con_keys = findkeysforcommand(
"toggleconsole", 0);
651 for (i = 0; i < keys; ++i)
660 string action = key_pressed ?
"pressed" :
"released";
void HUD_MinigameMenu_ClickCreate(entity this, entity actor, entity trigger)
void HUD_MinigameMenu_ClickCustomEntry(entity this, entity actor, entity trigger)
void HUD_MinigameMenu_CustomEntry(entity parent, string menumessage, string event_arg)
float minigame_playerslot
entity HUD_MinigameMenu_SpawnEntry(entity entry, string s, vector offset, vector fontsize, vector color, void(entity, entity, entity) click)
void HUD_MinigameMenu_ClickJoin_Entry(entity this, entity actor, entity trigger)
void HUD_MinigameMenu_DrawEntry(vector pos, string s, vector fontsize, vector color)
bool HUD_MinigameMenu_IsOpened()
bool autocvar__hud_configure
void HUD_MinigameMenu_ClickCreate_Entry(entity this, entity actor, entity trigger)
void HUD_MinigameMenu_Open()
void HUD_MinigameMenu_ClickQuit(entity this, entity actor, entity trigger)
void HUD_MinigameMenu_Click(entity menuitem)
void HUD_MinigameMenu_Close(entity this, entity actor, entity trigger)
entity HUD_MinigameMenu_activeitem
void HUD_MinigameMenu_ClickJoin(entity this, entity actor, entity trigger)
void HUD_MinigameMenu_ClickCurrentGame(entity this, entity actor, entity trigger)
void HUD_MinigameHelp_Export(int fh)
void HUD_MinigameMenu_InsertEntry(entity newentry, entity prev)
void HUD_MinigameMenu_MouseInput()
void HUD_MinigameMenu_CurrentButton()
const float DRAWFLAG_ADDITIVE
bool HUD_mouse_over(entity somepanel)
void deactivate_minigame()
#define HUD_Panel_DrawBg()
string minigame_texture(string name)
entity HUD_MinigameMenu_SpawnSubEntry(string s, void(entity, entity, entity) click, entity parent)
vector minigame_drawcolorcodedstring_wrapped(float maxwidth, vector pos, string text, vector fontsize, float theAlpha, int drawflags, float align)
void HUD_Minigame_Mouse()
spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 spree_cen s1 f1 s1 strcat(_("Level %s: "), "^BG%s\3\, _("^BGPress ^F2%s^BG to enter the game"))
entity HUD_MinigameMenu_entries
void HUD_MinigameMenu_Export(int fh)
entity minigame_get_descriptor(string id)
void HUD_MinigameStatus_Export(int fh)
const float DRAWFLAG_NORMAL
entity HUD_MinigameMenu_last_entry
#define minigame_cmd(...)
float HUD_Minigame_InputEvent(float bInputType, float nPrimary, float nSecondary)
void HUD_MinigameBoard_Export(int fh)
void minigame_drawstring_trunc(float maxwidth, vector pos, string text, vector fontsize, vector color, float theAlpha, int drawflags)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
void HUD_MinigameStatus()
void minigame_drawcolorcodedstring_trunc(float maxwidth, vector pos, string text, vector fontsize, float theAlpha, int drawflags)
void HUD_MinigameMenu_EraseEntry(entity e)
void HUD_MinigameMenu_ClickInvite(entity this, entity actor, entity trigger)
void HUD_MinigameMenu_DrawColoredEntry(vector pos, string s, vector fontsize)
#define FOREACH(list, cond, body)
void HUD_MinigameMenu_ClickInvite_Entry(entity this, entity actor, entity trigger)
bool HUD_MinigameMenu_Click_ExpandCollapse(entity this)
void HUD_Panel_LoadCvars()