I added this... i didnt come up on this on my own but i put my own twist on it
this is handy...
/*
===================
CG_DrawWeaponSelect
===================
*/
void
CG_DrawWeaponSelect(void)
{
int i;
int bits;
int count;
int x, y, w;
char *name;
float *color;
char ammo[4]; // ReQW
int yammo, yname; // ReQW
// don't display if dead
if (cg.predictedPlayerState.stats[STAT_HEALTH] <= 0)
{
return;
}
color = CG_FadeColor(cg.weaponSelectTime, WEAPON_SELECT_TIME);
if (!color)
{
return;
}
trap_R_SetColor(color);
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
// count the number of weapons owned
bits = cg.snap->ps.stats[STAT_WEAPONS];
count = 0;
for (i = 1; i < MAX_WEAPONS; i++)
{
if (bits & (1 << i))
{
count++;
}
}
x = 320 - count * 20;
// ReQW y = 380;
yname = 366;
// ReQW draw ammo count above/below weapon icon
if ( cg_hAmmo.integer == 1 ) // bottom
{
y = yname + 22;
yammo = y + 36;
}
else
if ( cg_hAmmo.integer == 2 ) // top
{
yammo = yname + 18;
y = yammo + 12;
}
else // no ammo count
{
y = yname + 22;
yammo = 0;
}
for (i = 1; i < MAX_WEAPONS; i++)
{
if (!(bits & (1 << i)))
{
continue;
}
CG_RegisterWeapon(i);
// draw weapon icon
CG_DrawPic(x, y, 32, 32, cg_weapons[i].weaponIcon);
// begin ReQw - draw ammo count above/below weapon icon
if ( cg_hAmmo.integer )
if ( i != WP_GAUNTLET ) // gauntlet has -1 ammo
{
Com_sprintf( ammo, 4, "%i", cg.snap->ps.ammo[i]);
w = CG_DrawStrlen( ammo );
CG_DrawStringExt( x + (16 - w * TINYCHAR_WIDTH / 2 ) , yammo,
ammo, colorWhite, qfalse, qfalse,
TINYCHAR_WIDTH, TINYCHAR_HEIGHT, 0 );
}
// end ReQW
// draw selection marker
if (i == cg.weaponSelect)
{
CG_DrawPic(x - 4, y - 4, 40, 40, cgs.media.selectShader);
}
// no ammo cross on top
if (!cg.snap->ps.ammo[i])
{
CG_DrawPic(x, y, 32, 32, cgs.media.noammoShader);
}
x += 40;
}
// draw the selected name
if (cg_weapons[cg.weaponSelect].item)
{
name = cg_weapons[cg.weaponSelect].item->pickup_name;
if (name)
{
w = CG_DrawStrlen(name) * BIGCHAR_WIDTH;
x = (SCREEN_WIDTH - w) / 2;
// ReQW CG_DrawBigStringColor(x, y - 22, name, color);
CG_DrawBigStringColor(x, yname, name, color); // ReQW
}
}
trap_R_SetColor(NULL);
}
then of course add your cvar for cg_hAmmo
i thought i would share