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).
ALL YOUR BASE ARE BELONG TO US.
Armor icon for the player (red or yellow).
Armor value as a text number.
The player's head model.
The player's health as a text number.
Icon of the ammo currently being used (matched up to the weaon in hand).
Ammo count as a text number.
Head model of the currently selected player.
Name as text of the currently selected player.
Location as text of the currently selected player.
Status as image (Attack, Defend, Escort, etc.) of currently selected player.
Not used.
Powerup as image possessed by currently selected player.
Armor value as text number of currently selected player.
Health value as text number of currently selected player.
Not used.
Not used.
Not used.
Not implemented yet. Status as image of flag carrier.
Not used.
Not used.
Graphic of item that player holds.
Player's score as text number.
Head model as image of red team member carrying the blue flag.
Status as image (Attack, Defend, Retrieve, etc.) of red team member carrying the blue flag.
Name as text of red team member carrying the blue flag.
Head model as image of the blue team member carrying the red flag.
2D icon of the red flag's status. Status is "at stand", "dropped", or "stolen".
Name as text of the blue team member carrying the red flag.
Blue team's score as text number.
Red team's score as text number.
Red team's name (clan name).
Blue team's name (clan name).
Number of skulls collected in Harvester mode.
Status of the flag in one-flag mode (at stand, stolen, dropped).
Location of player as text.
Player's team color (e.g. for filling in a rect background color)
Q3TA CTF persistent powerup held by player.
Player's powerup in hand in CTF mode.
Not used.
Draws the flag if the player has it. 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.
Game type as text ("CTF", "One Flag", "Harvester", etc.).
Player status as image (Attack, Defend, Escort, etc.).
Not used.
Quake III: Team Arena proximity mine message as text.
Notused.
Not used.
Not used.
Not used.
In single player mode, ranking information (e.g. "5th place with -4 frags"). In team game, team rankings (e.g. "Red leads Blue, 42 to 17").
Name as text of the last player to kill you.
Draw armor iconas a graphic and not a model.
Draw ammo icon for current weapon as a graphic and not a model.
Accuracy score, icon + text (e.g. "34%")
Assists score, icon + text (e.g. "12")
Defense score, icon + text (e.g. "8")
Excellents score, icon + text (e.g. "3")
Impressives score, icon + text (e.g. "2")
Perfects score, icon + text (e.g. "0")
Humiliations score, icon + text (e.g. "5")
Marquee-effect (scrolling-to-left text) of players in spectator mode.
The Team Info Overlay display.
Head model as image of the last player that sent a voice message.
Name as text of the last player that sent a voice message.
Flag icon when the player has the flag. 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.
unsure. The skulls icons?
Either the frags limit or captures limit of the game, according to game type.
For individuals-based gametypes (Free-For-All, Tournament), the highest score. For team games (TDM, CTF), score of red team. Nothing/blank in single-player mode.
For individuals-based gametypes (Free-For-All, Tournament), the second-highest score. For team games (TDM, CTF), score of blue team. Nothing/blank in single-player mode.
Number of captures (icon + text) by player.
Specific to Weapons Factory Arena. Shows the class-specific special equipments in use, such as lasers, sentries, depots, and alarms.
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.
Specific to Weapons Factory Arena. Number of headshots (icon + text) by player.