diff --git a/src/game/client/econ/base_loadout_panel.cpp b/src/game/client/econ/base_loadout_panel.cpp index 2813c03d753..5f606e672f2 100644 --- a/src/game/client/econ/base_loadout_panel.cpp +++ b/src/game/client/econ/base_loadout_panel.cpp @@ -137,7 +137,7 @@ void CBaseLoadoutPanel::SetBorderForItem( CItemModelPanel *pItemPanel, bool bMou { iRarity = pItemPanel->GetItem()->GetItemQuality() ; - uint8 nRarity = pItemPanel->GetItem()->GetItemDefinition()->GetRarity(); + uint8 nRarity = pItemPanel->GetItem()->GetRarity(); // FIX: This will ensure that border colors are drawn for War Painted weapons. Item rarities are not stored on base paintkit weapon schema entries if ( ( nRarity != k_unItemRarity_Any ) && ( iRarity != AE_SELFMADE ) && ( iRarity != AE_UNUSUAL ) ) { // translate this quality to rarity diff --git a/src/game/client/tf/tf_hud_playerstatus.cpp b/src/game/client/tf/tf_hud_playerstatus.cpp index 12bcf4376ae..ea8c01d4f88 100644 --- a/src/game/client/tf/tf_hud_playerstatus.cpp +++ b/src/game/client/tf/tf_hud_playerstatus.cpp @@ -320,11 +320,14 @@ void CTFHudPlayerClass::OnThink() locchar_t wszLocString [128]; // Construct and set the weapon's name - g_pVGuiLocalize->ConstructString_safe( wszLocString, L"%s1", 1, CEconItemLocalizedFullNameGenerator( GLocalizationProvider(), pItem->GetItemDefinition(), pItem->GetItemQuality() ).GetFullName() ); + g_pVGuiLocalize->ConstructString_safe( wszLocString, L"%s1", 1, pItem->GetItemName()); // FIX: Weapons will now display custom names & war paint weapons will display design name m_pCarryingWeaponPanel->SetDialogVariable( "carrying", wszLocString ); // Get and set the rarity color of the weapon - const char* pszColorName = GetItemSchema()->GetRarityColor( pItem->GetItemDefinition()->GetRarity() ); + const char* pszColorName = GetItemSchema()->GetRarityColor( pItem->GetRarity() ); // FIX: War Paint weapons will display color on ground + if (pItem->GetItemQuality() == AE_SELFMADE) + pszColorName = EconQuality_GetColorString(AE_SELFMADE); // Addition for consistency with other economy UI + pszColorName = pszColorName ? pszColorName : "TanLight"; if ( pszColorName ) { diff --git a/src/game/client/tf/tf_hud_target_id.cpp b/src/game/client/tf/tf_hud_target_id.cpp index 9f9a2db6b6d..b5b92a74158 100644 --- a/src/game/client/tf/tf_hud_target_id.cpp +++ b/src/game/client/tf/tf_hud_target_id.cpp @@ -950,11 +950,11 @@ void CTargetID::UpdateID( void ) _snwprintf( wszChargeLevel, ARRAYSIZE( wszChargeLevel ) - 1, L"%.0f", pDroppedWeapon->GetChargeLevel() * 100 ); wszChargeLevel[ARRAYSIZE( wszChargeLevel ) - 1] = '\0'; - g_pVGuiLocalize->ConstructString_safe( sIDString, L"%s1 (%s2%)", 2, CEconItemLocalizedFullNameGenerator( GLocalizationProvider(), pDroppedEconItem->GetItemDefinition(), pDroppedEconItem->GetItemQuality() ).GetFullName(), wszChargeLevel ); + g_pVGuiLocalize->ConstructString_safe(sIDString, L"%s1 (%s2%)", 2, pDroppedEconItem->GetItemName(), wszChargeLevel); //FIX; The previous version of code would only pull data from static schema, which doesn't work with War Paint weapons. Weapons will now display custom names & war paint weapons will display design name } else { - g_pVGuiLocalize->ConstructString_safe( sIDString, L"%s1", 1, CEconItemLocalizedFullNameGenerator( GLocalizationProvider(), pDroppedEconItem->GetItemDefinition(), pDroppedEconItem->GetItemQuality() ).GetFullName() ); + g_pVGuiLocalize->ConstructString_safe(sIDString, L"%s1", 1, pDroppedEconItem->GetItemName()); // FIX: Weapons will now display custom names & war paint weapons will display design name } locchar_t wszPlayerName [128]; @@ -969,7 +969,10 @@ void CTargetID::UpdateID( void ) vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() ); if ( pScheme ) { - const char* pszColorName = GetItemSchema()->GetRarityColor( pDroppedEconItem->GetItemDefinition()->GetRarity() ); + const char* pszColorName = GetItemSchema()->GetRarityColor( pDroppedEconItem->GetRarity() ); // FIX: War Paint weapons now display color on ground + if (pDroppedEconItem->GetItemQuality() == AE_SELFMADE) + pszColorName = EconQuality_GetColorString(AE_SELFMADE); // Addition for consistency with other economy UI + pszColorName = pszColorName ? pszColorName : "TanLight"; colorName = pScheme->GetColor( pszColorName, Color( 255, 255, 255, 255 ) ); }