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12. Values for cgame ``ownerdraw''

These are the values for the menu `ownerdraw' or item `ownerdraw' field. This set of values is used in the cgame menu, aka Heads-Up Display (HUD).

12.1 0 CG_OWNERDRAW_BASE

ALL YOUR BASE ARE BELONG TO US.

12.2 1 CG_PLAYER_ARMOR_ICON

Armor icon for the player (red or yellow), as image.

12.3 2 CG_PLAYER_ARMOR_VALUE

Armor value, as numeric text.

12.4 3 CG_PLAYER_HEAD

The player's head model, as 3D model.

12.5 4 CG_PLAYER_HEALTH

The player's health, as numeric text.

12.6 5 CG_PLAYER_AMMO_ICON

Icon of the ammo currently being used (matched up to the weaon in hand), as image.

12.7 6 CG_PLAYER_AMMO_VALUE

Ammo count, as numeric text.

12.8 7 CG_SELECTEDPLAYER_HEAD

Head model of the currently selected player, as 3D model.

12.9 8 CG_SELECTEDPLAYER_NAME

Name as the currently selected player, as text.

12.10 9 CG_SELECTEDPLAYER_LOCATION

Location of the currently selected player, as text.

12.11 10 CG_SELECTEDPLAYER_STATUS

Status (Attack, Defend, Escort, etc.) of currently selected player, as image.

12.12 11 CG_SELECTEDPLAYER_WEAPON

Not used.

Programmer's (mod) note: Weapon wielded by currently selected player, as image.

12.13 12 CG_SELECTEDPLAYER_POWERUP

Powerup held by currently selected player, as image.

12.14 40 CG_SELECTEDPLAYER_ARMOR

Armor value of currently selected player, as numeric text.

12.15 41 CG_SELECTEDPLAYER_HEALTH

Health value of currently selected player, as numeric text.

12.16 13 CG_FLAGCARRIER_HEAD

Not used.

Programmer's (mod) note: Not implemented yet. Head model of flag carrier, as 3D model. Note that flag carrier means "whoever on your own team that has stolen the/a flag", and not that of the other team's.

12.17 14 CG_FLAGCARRIER_NAME

Not used.

Programmer's (mod) note: Not implemented yet. Name of flag carrier, as text.

12.18 15 CG_FLAGCARRIER_LOCATION

Not used.

Programmer's (mod) note: Not implemented yet. Location of flag carrier, as text.

12.19 16 CG_FLAGCARRIER_STATUS

Not used.

Programmer's (mod) note: Not implemented yet. Status of flag carrier, as image.

12.20 17 CG_FLAGCARRIER_WEAPON

Not used.

Programmer's (mod) note: Not implemented yet. Weapon wielded by flag carrier, as image.

12.21 18 CG_FLAGCARRIER_POWERUP

Not used.

Programmer's (mod) note: Not implemented yet. Powerup held by the flag carrier, as image.

12.22 19 CG_PLAYER_ITEM

Item currently held by player, as image.

12.23 20 CG_PLAYER_SCORE

Player's score, as numeric text.

12.24 21 CG_BLUE_FLAGHEAD

Head model of red team member carrying the blue flag, as 3D model.

12.25 22 CG_BLUE_FLAGSTATUS

Status (Attack, Defend, Retrieve, etc.) of red team member carrying the blue flag, as image.

12.26 23 CG_BLUE_FLAGNAME

Name of red team member carrying the blue flag, as text.

12.27 24 CG_RED_FLAGHEAD

Head model of the blue team member carrying the red flag, as image.

12.28 25 CG_RED_FLAGSTATUS

2D icon of the red flag's status, as image. Status is "at stand", "dropped", or "stolen".

12.29 26 CG_RED_FLAGNAME

Name of the blue team member carrying the red flag, as text.

12.30 27 CG_BLUE_SCORE

Blue team's score, as numeric text.

12.31 28 CG_RED_SCORE

Red team's score, as numeric text.

12.32 29 CG_RED_NAME

Red team's name (clan name), as text.

12.33 30 CG_BLUE_NAME

Blue team's name (clan name), as text.

12.34 31 CG_HARVESTER_SKULLS

Number of skulls collected in Harvester mode, as numeric text.

12.35 32 CG_ONEFLAG_STATUS

Status of the flag in one-flag mode (at stand, stolen, dropped), as image(?).

12.36 33 CG_PLAYER_LOCATION

Location of player, as text.

12.37 34 CG_TEAM_COLOR

Player's team color (e.g. for filling in a rect background color), as color.

12.38 35 CG_CTF_POWERUP

Q3TA CTF persistent powerup held by player, as image.

12.39 36 CG_AREA_POWERUP

Player's powerup in hand in CTF mode, as image.

12.40 37 CG_AREA_LAGOMETER

Not used.

Programmer's (mod) note: Not implemented yet. Draw lagometer, as (animated) image. The current lagometer uses the old drawing functions, drawn at a fixed location.

12.41 38 CG_PLAYER_HASFLAG

Draws the flag if the player has it, as image. For the old-timers, this correlates to the flag icon appearing when you steal the flag With simpleItems, this draws the 2D flag icon. Otherwise it draws the rotating 3D model of the flag.

12.42 39 CG_GAME_TYPE

Game type ("CTF", "One Flag", "Harvester", etc.), as text.

12.43 42 CG_PLAYER_STATUS

Player status (Attack, Defend, Escort, etc.), as image.

12.44 43 CG_FRAGGED_MSG

Not used.

Programmer's (mod) note: Not implemented yet (empty function). Probably the "You fragged ..." message, as text.

12.45 44 CG_PROXMINED_MSG

Quake III: Team Arena proximity mine message, as text.

12.46 45 CG_AREA_FPSINFO

Not used.

Programmer's (mod) note: Not implemented yet. FPS info ("## fps"), as text. The current FPS info display uses the old draw functions, drawn at a fixed location.

12.47 46 CG_AREA_SYSTEMCHAT

Not used.

Programmer's (mod) note: Not completed yet. All system (non-chat) messages?

12.48 47 CG_AREA_CHAT

Not used.

Programmer's (mod) note: Not completed yet. Global (non-team?) chat texts.

12.49 48 CG_AREA_TEAMCHAT

Not used.

Programmer's (mod) note: Not completed yet. Team-only chat texts.

12.50 49 CG_GAME_STATUS

In single player mode, ranking information (e.g. "5th place with -4 frags"), as text. In team game, team rankings (e.g. "Red leads Blue, 42 to 17"), as text.

12.51 50 CG_KILLER

Name as text of the last player to kill you, as text.

12.52 51 CG_PLAYER_ARMOR_ICON2D

Draw armor icon, as image. 2D image only.

12.53 52 CG_PLAYER_AMMO_ICON2D

Draw ammo icon for current weapon, as image. 2D image only.

12.54 53 CG_ACCURACY

Accuracy score, icon + text (e.g. "34%")

12.55 54 CG_ASSISTS

Assists score, icon + text (e.g. "12")

12.56 55 CG_DEFEND

Defense score, icon + text (e.g. "8")

12.57 56 CG_EXCELLENT

Excellents score, icon + text (e.g. "3")

12.58 57 CG_IMPRESSIVE

Impressives score, icon + text (e.g. "2")

12.59 58 CG_PERFECT

Perfects score, icon + text (e.g. "0")

12.60 59 CG_GAUNTLET

Humiliations score, icon + text (e.g. "5")

12.61 60 CG_SPECTATORS

Marquee-effect (scrolling-to-left text) of players in spectator mode, as (scrolling) text.

12.62 61 CG_TEAMINFO

The Team Info Overlay display, as image + text combination.

12.63 62 CG_VOICE_HEAD

Head model of the last player that sent a voice message, as image.

12.64 63 CG_VOICE_NAME

Name of the last player that sent a voice message, as text.

12.65 64 CG_PLAYER_HASFLAG2D

Flag icon when the player has the flag, as image. With simpleItems, this draws the flat 2D icon of the flag. Otherwise, it draws the rotating 3D flag model. For the time being, this is does the exact same thing as CG_PLAYER_HASFLAG. Presumably the two will either merge or take separate meanings in the future.

12.66 65 CG_HARVESTER_SKULLS2D

The skulls icon, as image.

12.67 66 CG_CAPFRAGLIMIT

Either the frags limit or captures limit of the game, according to game type, as text.

12.68 67 CG_1STPLACE

For individuals-based gametypes (Free-For-All, Tournament), the highest score, as numeric text. For team games (TDM, CTF), score of red team, as numeric text. Nothing/blank in single-player mode.

12.69 68 CG_2NDPLACE

For individuals-based gametypes (Free-For-All, Tournament), the second-highest score, as text. For team games (TDM, CTF), score of blue team, as text. Nothing/blank in single-player mode.

12.70 69 CG_CAPTURES

Number of captures (icon + text) by player.

12.71 70 CG_EXTRA

Specific to Weapons Factory Arena. Shows the class-specific special equipments in use, such as lasers, sentries, depots, and alarms.

12.72 71 CG_POINTSTATUS

Specific to Weapons Factory Arena. Draws the status of the command points in Command Point gametype. Command Point involves at least three control points that must be conquered and held by a team. A team gains some a score point per second per command point in its control. Game ends when a team reaches the score limit.

12.73 72 CG_HEADSHOTS

Specific to Weapons Factory Arena. Number of headshots (icon + text) by player.


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