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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).

12.3 2 CG_PLAYER_ARMOR_VALUE

Armor value as a text number.

12.4 3 CG_PLAYER_HEAD

The player's head model.

12.5 4 CG_PLAYER_HEALTH

The player's health as a text number.

12.6 5 CG_PLAYER_AMMO_ICON

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

12.7 6 CG_PLAYER_AMMO_VALUE

Ammo count as a text number.

12.8 7 CG_SELECTEDPLAYER_HEAD

Head model of the currently selected player.

12.9 8 CG_SELECTEDPLAYER_NAME

Name as text of the currently selected player.

12.10 9 CG_SELECTEDPLAYER_LOCATION

Location as text of the currently selected player.

12.11 10 CG_SELECTEDPLAYER_STATUS

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

12.12 11 CG_SELECTEDPLAYER_WEAPON

Not used.

12.13 12 CG_SELECTEDPLAYER_POWERUP

Powerup as image possessed by currently selected player.

12.14 40 CG_SELECTEDPLAYER_ARMOR

Armor value as text number of currently selected player.

12.15 41 CG_SELECTEDPLAYER_HEALTH

Health value as text number of currently selected player.

12.16 13 CG_FLAGCARRIER_HEAD

Not used.

12.17 14 CG_FLAGCARRIER_NAME

Not used.

12.18 15 CG_FLAGCARRIER_LOCATION

Not used.

12.19 16 CG_FLAGCARRIER_STATUS

Not implemented yet. Status as image of flag carrier.

12.20 17 CG_FLAGCARRIER_WEAPON

Not used.

12.21 18 CG_FLAGCARRIER_POWERUP

Not used.

12.22 19 CG_PLAYER_ITEM

Graphic of item that player holds.

12.23 20 CG_PLAYER_SCORE

Player's score as text number.

12.24 21 CG_BLUE_FLAGHEAD

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

12.25 22 CG_BLUE_FLAGSTATUS

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

12.26 23 CG_BLUE_FLAGNAME

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

12.27 24 CG_RED_FLAGHEAD

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

12.28 25 CG_RED_FLAGSTATUS

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

12.29 26 CG_RED_FLAGNAME

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

12.30 27 CG_BLUE_SCORE

Blue team's score as text number.

12.31 28 CG_RED_SCORE

Red team's score as text number.

12.32 29 CG_RED_NAME

Red team's name (clan name).

12.33 30 CG_BLUE_NAME

Blue team's name (clan name).

12.34 31 CG_HARVESTER_SKULLS

Number of skulls collected in Harvester mode.

12.35 32 CG_ONEFLAG_STATUS

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

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)

12.38 35 CG_CTF_POWERUP

Q3TA CTF persistent powerup held by player.

12.39 36 CG_AREA_POWERUP

Player's powerup in hand in CTF mode.

12.40 37 CG_AREA_LAGOMETER

Not used.

12.41 38 CG_PLAYER_HASFLAG

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.

12.42 39 CG_GAME_TYPE

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

12.43 42 CG_PLAYER_STATUS

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

12.44 43 CG_FRAGGED_MSG

Not used.

12.45 44 CG_PROXMINED_MSG

Quake III: Team Arena proximity mine message as text.

12.46 45 CG_AREA_FPSINFO

Notused.

12.47 46 CG_AREA_SYSTEMCHAT

Not used.

12.48 47 CG_AREA_CHAT

Not used.

12.49 48 CG_AREA_TEAMCHAT

Not used.

12.50 49 CG_GAME_STATUS

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").

12.51 50 CG_KILLER

Name as text of the last player to kill you.

12.52 51 CG_PLAYER_ARMOR_ICON2D

Draw armor iconas a graphic and not a model.

12.53 52 CG_PLAYER_AMMO_ICON2D

Draw ammo icon for current weapon as a graphic and not a model.

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.

12.62 61 CG_TEAMINFO

The Team Info Overlay display.

12.63 62 CG_VOICE_HEAD

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

12.64 63 CG_VOICE_NAME

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

12.65 64 CG_PLAYER_HASFLAG2D

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.

12.66 65 CG_HARVESTER_SKULLS2D

unsure. The skulls icons?

12.67 66 CG_CAPFRAGLIMIT

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

12.68 67 CG_1STPLACE

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.

12.69 68 CG_2NDPLACE

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.

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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