Show force level description that matches current player level (Used by Force Power Allocation screen)
| 5238 | |
| 5239 | // Show force level description that matches current player level (Used by Force Power Allocation screen) |
| 5240 | static void UI_ShowForceLevelDesc ( const char *forceName ) |
| 5241 | { |
| 5242 | short forcePowerI=0; |
| 5243 | menuDef_t *menu; |
| 5244 | itemDef_t *item; |
| 5245 | menu = Menu_GetFocused(); // Get current menu |
| 5246 | |
| 5247 | if (!menu) |
| 5248 | { |
| 5249 | return; |
| 5250 | } |
| 5251 | |
| 5252 | |
| 5253 | if (!UI_GetForcePowerIndex ( forceName, &forcePowerI )) |
| 5254 | { |
| 5255 | return; |
| 5256 | } |
| 5257 | |
| 5258 | // Get player state |
| 5259 | client_t* cl = &svs.clients[0]; // 0 because only ever us as a player |
| 5260 | |
| 5261 | if (!cl) // No client, get out |
| 5262 | { |
| 5263 | return; |
| 5264 | } |
| 5265 | playerState_t* pState = cl->gentity->client; |
| 5266 | |
| 5267 | char itemName[128]; |
| 5268 | |
| 5269 | // Update level description |
| 5270 | Com_sprintf ( |
| 5271 | itemName, |
| 5272 | sizeof(itemName), |
| 5273 | "%s_level%ddesc", |
| 5274 | powerEnums[forcePowerI].title, |
| 5275 | pState->forcePowerLevel[powerEnums[forcePowerI].powerEnum] |
| 5276 | ); |
| 5277 | |
| 5278 | item = (itemDef_s *) Menu_FindItemByName(menu, itemName); |
| 5279 | if (item) |
| 5280 | { |
| 5281 | item->window.flags |= WINDOW_VISIBLE; |
| 5282 | } |
| 5283 | |
| 5284 | } |
| 5285 | |
| 5286 | // Reset force level powers screen to what it was before player upgraded them (Used by Force Power Allocation screen) |
| 5287 | static void UI_ResetForceLevels ( void ) |
no test coverage detected