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authorChristopher Schwarz <lakitu7@gmail.com>2011-02-14 19:14:06 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:18:00 +0000
commit9c5b613ed3fb5002db039ec1a9b0067311e20ce1 (patch)
tree7187c34206be9d91f2f165af3086e62428e6a64f /src/cgame
parent0ca5d9e96290ce89e3f07cc65252ef60d90d68fb (diff)
* Small enhancements to tutorial text, including telling players to sell their old weapon first at the armoury
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_draw.c6
-rw-r--r--src/cgame/cg_tutorial.c36
2 files changed, 30 insertions, 12 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index d4d7d55a..da92e8ab 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -716,17 +716,17 @@ static void CG_DrawUsableBuildable( rectDef_t *rect, qhandle_t shader, vec4_t co
( !BG_Weapon( cg.snap->ps.weapon )->usesEnergy ||
BG_Weapon( cg.snap->ps.weapon )->infiniteAmmo ) )
{
- cg.nearUsableBuildable = qfalse;
+ cg.nearUsableBuildable = BA_NONE;
return;
}
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
trap_R_SetColor( NULL );
- cg.nearUsableBuildable = qtrue;
+ cg.nearUsableBuildable = es->modelindex;
}
else
- cg.nearUsableBuildable = qfalse;
+ cg.nearUsableBuildable = BA_NONE;
}
diff --git a/src/cgame/cg_tutorial.c b/src/cgame/cg_tutorial.c
index 21db7774..8c3da0ca 100644
--- a/src/cgame/cg_tutorial.c
+++ b/src/cgame/cg_tutorial.c
@@ -204,13 +204,13 @@ static void CG_AlienBuilderText( char *text, playerState_t *ps )
if( es->eFlags & EF_B_MARKED )
{
Q_strcat( text, MAX_TUTORIAL_TEXT,
- va( "Press %s to unmark this structure\n",
+ va( "Press %s to unmark this structure for replacement\n",
CG_KeyNameForCommand( "deconstruct" ) ) );
}
else
{
Q_strcat( text, MAX_TUTORIAL_TEXT,
- va( "Press %s to mark this structure\n",
+ va( "Press %s to mark this structure for replacement\n",
CG_KeyNameForCommand( "deconstruct" ) ) );
}
}
@@ -436,7 +436,7 @@ static void CG_HumanText( char *text, playerState_t *ps )
case WP_MASS_DRIVER:
case WP_LUCIFER_CANNON:
Q_strcat( text, MAX_TUTORIAL_TEXT,
- va( "Find a Reactor or Repeater and press %s for more ammo\n",
+ va( "Find an Armoury, Reactor, or Repeater and press %s for more ammo\n",
CG_KeyNameForCommand( "buy ammo" ) ) );
break;
@@ -527,19 +527,37 @@ static void CG_HumanText( char *text, playerState_t *ps )
if( ps->stats[ STAT_STAMINA ] <= STAMINA_BLACKOUT_LEVEL )
{
Q_strcat( text, MAX_TUTORIAL_TEXT,
- "You are blacking out. Stop sprinting to recover stamina.\n" );
+ "You are blacking out. Stop sprinting to recover stamina\n" );
}
else if( ps->stats[ STAT_STAMINA ] <= STAMINA_SLOW_LEVEL )
{
Q_strcat( text, MAX_TUTORIAL_TEXT,
- "Your stamina is low. Stop sprinting to recover.\n" );
+ "Your stamina is low. Stop sprinting to recover\n" );
}
- if( cg.nearUsableBuildable )
+ switch( cg.nearUsableBuildable )
{
- Q_strcat( text, MAX_TUTORIAL_TEXT,
- va( "Press %s to use this structure\n",
- CG_KeyNameForCommand( "+button7" ) ) );
+ case BA_H_ARMOURY:
+ Q_strcat( text, MAX_TUTORIAL_TEXT,
+ va( "Press %s to buy equipment upgrades at the %s. Sell your old weapon first!\n",
+ CG_KeyNameForCommand( "+button7" ),
+ BG_Buildable( cg.nearUsableBuildable )->humanName ) );
+ break;
+ case BA_H_REPEATER:
+ case BA_H_REACTOR:
+ Q_strcat( text, MAX_TUTORIAL_TEXT,
+ va( "Press %s to refill your energy weapon's ammo at the %s\n",
+ CG_KeyNameForCommand( "+button7" ),
+ BG_Buildable( cg.nearUsableBuildable )->humanName ) );
+ break;
+ case BA_NONE:
+ break;
+ default:
+ Q_strcat( text, MAX_TUTORIAL_TEXT,
+ va( "Press %s to use the %s\n",
+ CG_KeyNameForCommand( "+button7" ),
+ BG_Buildable( cg.nearUsableBuildable )->humanName ) );
+ break;
}
Q_strcat( text, MAX_TUTORIAL_TEXT,