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authorPaweł Redman <pawel.redman@gmail.com>2020-04-06 15:03:07 +0200
committerPaweł Redman <pawel.redman@gmail.com>2020-04-06 22:20:59 +0200
commit75984e5d13ae2020fbac8a00748bc17d2a932f57 (patch)
tree4c81c35f16d062bc716bd577ab8e90dac900fa20 /src/cgame/cg_main.c
parentc77c95816fbbecba5994825d9b68b749ac7c0fe4 (diff)
Optionally display the fractional part of evo counts
Diffstat (limited to 'src/cgame/cg_main.c')
-rw-r--r--src/cgame/cg_main.c7
1 files changed, 5 insertions, 2 deletions
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
index 36a9577..ce32b0e 100644
--- a/src/cgame/cg_main.c
+++ b/src/cgame/cg_main.c
@@ -139,6 +139,7 @@ vmCvar_t cg_drawRewards;
vmCvar_t cg_crosshairX;
vmCvar_t cg_crosshairY;
vmCvar_t cg_drawSpeed;
+vmCvar_t cg_drawFractionalEvos;
vmCvar_t cg_draw2D;
vmCvar_t cg_drawStatus;
vmCvar_t cg_animSpeed;
@@ -285,6 +286,7 @@ static cvarTable_t cvarTable[ ] =
{ &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
{ &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
{ &cg_drawSpeed, "cg_drawSpeed", "0", CVAR_ARCHIVE },
+ { &cg_drawFractionalEvos, "cg_drawFractionalEvos", "0", CVAR_ARCHIVE },
{ &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
{ &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
{ &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
@@ -972,7 +974,7 @@ This function may execute for a couple of minutes with a slow disk.
static void CG_RegisterGraphics( void )
{
int i;
- static char *sb_nums[ 11 ] =
+ static char *sb_nums[ 12 ] =
{
"gfx/2d/numbers/zero_32b",
"gfx/2d/numbers/one_32b",
@@ -985,6 +987,7 @@ static void CG_RegisterGraphics( void )
"gfx/2d/numbers/eight_32b",
"gfx/2d/numbers/nine_32b",
"gfx/2d/numbers/minus_32b",
+ "gfx/2d/numbers/period_32b",
};
static char *buildWeaponTimerPieShaders[ 8 ] =
{
@@ -1005,7 +1008,7 @@ static void CG_RegisterGraphics( void )
trap_R_LoadWorldMap( cgs.mapname );
CG_UpdateMediaFraction( 0.66f );
- for( i = 0; i < 11; i++ )
+ for( i = 0; i < 12; i++ )
cgs.media.numberShaders[ i ] = trap_R_RegisterShader( sb_nums[ i ] );
cgs.media.viewBloodShader = trap_R_RegisterShader( "gfx/damage/fullscreen_painblend" );