13 int state = STAT(OBJECTIVE_STATUS);
17 int all_keys, team1_keys, team2_keys, team3_keys, team4_keys, dropped_keys, carrying_keys;
18 all_keys = team1_keys = team2_keys = team3_keys = team4_keys = dropped_keys = carrying_keys = 0;
20 for(i = 0; i < 4; ++i)
22 key_state = (bitshift(state, i * -5) & 31) - 1;
39 case 29: ++dropped_keys;
break;
47 if(all_keys == 4 && mySize.x * 0.5 < mySize.y && mySize.y * 0.5 < mySize.x)
50 slot_size =
vec2(mySize.x * 0.5, mySize.y * 0.5);
58 if(mySize.x > mySize.y)
61 slot_size =
vec2(mySize.x / all_keys, mySize.y);
62 for(i = 0; i < all_keys; ++i)
68 slot_size =
vec2(mySize.x, mySize.y / all_keys);
69 for(i = 0; i < all_keys; ++i)
129 while(dropped_keys--)
ERASEABLE float blink(float base, float range, float freq)
#define drawpic_aspect_skin(pos, pic, sz, color, theAlpha, drawflag)
const float DRAWFLAG_NORMAL
vector(float skel, float bonenum) _skel_get_boneabs_hidden