fix for #1
//derek remove respawn check to fix the skull never leaving
if( /*score->respawnsLeft == -2 ||*/ (cgs.clientinfo[cg.clientNum].team != TEAM_SPECTATOR && ci->team == cgs.clientinfo[cg.clientNum].team && cgs.clientinfo[score->client].health <= GIB_HEALTH ) ) {
CG_DrawPic( tempx, y, 18, 18, cgs.media.scoreEliminatedShader );
offset += 18;
tempx += 18;
maxchars -= 2;
} else if( cgs.clientinfo[cg.clientNum].team != TEAM_SPECTATOR && ci->team == cgs.clientinfo[cg.clientNum].team && cgs.clientinfo[score->client].health <= 0 ) {
CG_DrawPic( tempx + 1, y + 1, 16, 16, cgs.media.medicIcon );
offset += 18;
tempx += 18;
maxchars -= 2;
}
}
fix for #2
for( i = 0; i < SK_NUM_SKILLS; i++ ) {
if( newInfo.skill[i] > cgs.clientinfo[ cg.clientNum ].skill[i] ) {
// Gordon: slick hack so that funcs we call use teh new value now
cgs.clientinfo[ cg.clientNum ].skill[ i ] = newInfo.skill[ i ];
//Derek removed the CG_LimboPanel_SendSetupMsg function calls to fix the forced into spec bug
if( newInfo.skill[i] == 4 && i == SK_HEAVY_WEAPONS ) {
if( cgs.clientinfo[ cg.clientNum ].skill[SK_LIGHT_WEAPONS] == 4 ) {
CG_LimboPanel_SetSelectedWeaponNumForSlot( 1, 2 );
// CG_LimboPanel_SendSetupMsg( qfalse );
} else {
CG_LimboPanel_SetSelectedWeaponNumForSlot( 1, 1 );
// CG_LimboPanel_SendSetupMsg( qfalse );
}
}
if( newInfo.skill[i] == 4 && i == SK_LIGHT_WEAPONS ) {
if( cgs.clientinfo[ cg.clientNum ].skill[SK_HEAVY_WEAPONS] == 4 ) {
if( cgs.ccSelectedWeapon2 == 2 ) {
CG_LimboPanel_SetSelectedWeaponNumForSlot( 1, 3 );
// CG_LimboPanel_SendSetupMsg( qfalse );
}
} else {
CG_LimboPanel_SetSelectedWeaponNumForSlot( 1, 1 );
// CG_LimboPanel_SendSetupMsg( qfalse );
}
}
CG_AddPMItemBig( PM_SKILL, va("Increased %s skill to level %i!", skillNames[i], newInfo.skill[i] ), cgs.media.skillPics[ i ] );
CG_PriorityCenterPrint( va( "You have been rewarded with %s", cg_skillRewards[ i ][ newInfo.skill[i]-1 ]), SCREEN_HEIGHT - (SCREEN_HEIGHT * 0.20), SMALLCHAR_WIDTH, 99999 );
}
}