forked from a1batross/Paranoia2_original
613 lines
15 KiB
C++
613 lines
15 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// hud_msg.cpp
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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#include "r_efx.h"
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#include "studio.h"
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#include "gl_local.h"
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#include "gl_studio.h"
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#include "stringlib.h"
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#include "gl_rpart.h"
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//LRC - the fogging fog
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float g_fFogColor[3];
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float g_fStartDist;
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float g_fEndDist;
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//int g_iFinalStartDist; //for fading
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int g_iFinalEndDist; //for fading
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float g_fFadeDuration; //negative = fading out
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extern engine_studio_api_t IEngineStudio;
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extern float v_idlescale;
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extern int g_iGunMode;
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#define MAX_CLIENTS 32
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void EV_HLDM_WaterSplash( float x, float y, float z, float ScaleSplash1, float ScaleSplash2 );
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int CHud :: MsgFunc_WaterSplash( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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float X, Y, Z, ScaleSplash1, ScaleSplash2;
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X = READ_COORD();
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Y = READ_COORD();
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Z = READ_COORD();
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ScaleSplash1 = READ_COORD();
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ScaleSplash2 = READ_COORD();
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EV_HLDM_WaterSplash( X, Y, Z, ScaleSplash1, ScaleSplash2 );
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return 1;
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}
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void EV_HLDM_NewExplode( float x, float y, float z, float ScaleExplode1 );
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int CHud :: MsgFunc_NewExplode( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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float X, Y, Z, ScaleExplode1;
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X = READ_COORD();
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Y = READ_COORD();
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Z = READ_COORD();
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ScaleExplode1 = READ_COORD();
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EV_HLDM_NewExplode( X, Y, Z, ScaleExplode1 );
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return 1;
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}
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/// USER-DEFINED SERVER MESSAGE HANDLERS
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int CHud :: MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf )
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{
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// clear all hud data
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HUDLIST *pList = m_pHudList;
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while ( pList )
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{
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if ( pList->p )
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pList->p->Reset();
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pList = pList->pNext;
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}
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// reset sensitivity
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m_flMouseSensitivity = 0;
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// reset concussion effect
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m_iConcussionEffect = 0;
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m_flLevelTime = -1.0f;
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//LRC - reset fog
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m_flBlurAmount = 0;
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g_fStartDist = 0;
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g_fEndDist = 0;
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g_iGunMode = 0;
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return 1;
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}
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void CAM_ToFirstPerson(void);
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void CHud :: MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf )
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{
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CAM_ToFirstPerson();
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}
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void CHud :: MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
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{
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m_flLevelTime = -1.0f;
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//LRC - clear the fog
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g_fStartDist = 0;
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g_fEndDist = 0;
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m_iSkyMode = SKY_OFF; //LRC
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// prepare all hud data
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HUDLIST *pList = m_pHudList;
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while (pList)
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{
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if ( pList->p )
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pList->p->InitHUDData();
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pList = pList->pNext;
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}
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g_iGunMode = 0;
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}
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//LRC
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void CHud :: MsgFunc_SetFog( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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for ( int i = 0; i < 3; i++ )
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g_fFogColor[ i ] = READ_BYTE();
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g_fFadeDuration = READ_SHORT();
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g_fStartDist = READ_SHORT();
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if (g_fFadeDuration > 0)
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{
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// // fading in
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// g_fStartDist = READ_SHORT();
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g_iFinalEndDist = READ_SHORT();
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// g_fStartDist = FOG_LIMIT;
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g_fEndDist = FOG_LIMIT;
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}
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else if (g_fFadeDuration < 0)
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{
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// // fading out
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// g_iFinalStartDist =
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g_iFinalEndDist = g_fEndDist = READ_SHORT();
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}
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else
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{
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// g_fStartDist = READ_SHORT();
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g_fEndDist = READ_SHORT();
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}
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}
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//LRC
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void CHud :: MsgFunc_KeyedDLight( const char *pszName, int iSize, void *pbuf )
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{
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// CONPRINT("MSG:KeyedDLight");
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BEGIN_READ( pbuf, iSize );
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// as-yet unused:
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// float decay; // drop this each second
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// float minlight; // don't add when contributing less
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// qboolean dark; // subtracts light instead of adding (doesn't seem to do anything?)
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int iKey = READ_BYTE();
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dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight( iKey );
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int bActive = READ_BYTE();
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if (!bActive)
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{
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// die instantly
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dl->die = gEngfuncs.GetClientTime();
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}
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else
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{
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// never die
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dl->die = gEngfuncs.GetClientTime() + 1E6;
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dl->origin[0] = READ_COORD();
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dl->origin[1] = READ_COORD();
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dl->origin[2] = READ_COORD();
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dl->radius = READ_BYTE();
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dl->color.r = READ_BYTE();
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dl->color.g = READ_BYTE();
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dl->color.b = READ_BYTE();
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}
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}
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//LRC
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void CHud :: MsgFunc_SetSky( const char *pszName, int iSize, void *pbuf )
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{
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// CONPRINT("MSG:SetSky");
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BEGIN_READ( pbuf, iSize );
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m_iSkyMode = READ_BYTE();
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m_vecSkyPos.x = READ_COORD();
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m_vecSkyPos.y = READ_COORD();
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m_vecSkyPos.z = READ_COORD();
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}
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int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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m_Teamplay = READ_BYTE();
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return 1;
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}
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int CHud :: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
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{
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int armor, blood;
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Vector from;
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int i;
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float count;
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BEGIN_READ( pbuf, iSize );
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armor = READ_BYTE();
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blood = READ_BYTE();
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for (i=0 ; i<3 ; i++)
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from[i] = READ_COORD();
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count = (blood * 0.5) + (armor * 0.5);
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if (count < 10)
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count = 10;
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// TODO: kick viewangles, show damage visually
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return 1;
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}
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int CHud :: MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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m_iConcussionEffect = READ_BYTE();
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if (m_iConcussionEffect)
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this->m_StatusIcons.EnableIcon("dmg_concuss",255,160,0);
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else
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this->m_StatusIcons.DisableIcon("dmg_concuss");
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return 1;
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}
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// buz: gasmask message
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int CHud :: MsgFunc_GasMask( const char *pszName, int iSize, void *pbuf )
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{
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studiohdr_t *pStudioHeader;
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mstudioseqdesc_t *pseq;
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BEGIN_READ( pbuf, iSize );
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gHUD.m_pHeadShieldEnt->model = IEngineStudio.Mod_ForName( "models/v_gasmask.mdl", true );
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if( g_fRenderInitialized && RENDER_GET_PARM( PARM_WIDESCREEN, 0 ))
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gHUD.m_pHeadShieldEnt->curstate.fuser2 = 4.2f; // offset
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else gHUD.m_pHeadShieldEnt->curstate.fuser2 = 4.8f; // offset
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// 0 is OFF; 1 is ON; 2 is fast switch to ON
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switch( READ_BYTE( ))
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{
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case 0:
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m_iHeadShieldState = SHIELD_TURNING_OFF;
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m_pHeadShieldEnt->curstate.animtime = gEngfuncs.GetClientTime();
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m_pHeadShieldEnt->curstate.sequence = SHIELDANIM_HOLSTER;
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// get animation length in seconds
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pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( gHUD.m_pHeadShieldEnt->model );
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pseq = (mstudioseqdesc_t *)((byte *)pStudioHeader + pStudioHeader->seqindex) + SHIELDANIM_HOLSTER;
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m_flHeadShieldSwitchTime = gEngfuncs.GetClientTime() + (pseq->numframes / pseq->fps);
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break;
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case 1:
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m_iHeadShieldState = SHIELD_TURNING_ON;
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m_pHeadShieldEnt->curstate.animtime = gEngfuncs.GetClientTime();
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m_pHeadShieldEnt->curstate.sequence = SHIELDANIM_DRAW;
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// get animation length in seconds
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pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( gHUD.m_pHeadShieldEnt->model );
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pseq = (mstudioseqdesc_t *)((byte *)pStudioHeader + pStudioHeader->seqindex) + SHIELDANIM_DRAW;
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m_flHeadShieldSwitchTime = gEngfuncs.GetClientTime() + (pseq->numframes / pseq->fps);
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break;
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case 2:
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m_iHeadShieldState = SHIELD_ON;
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m_pHeadShieldEnt->curstate.animtime = gEngfuncs.GetClientTime();
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m_pHeadShieldEnt->curstate.sequence = SHIELDANIM_IDLE;
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}
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return 1;
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}
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int CHud::MsgFunc_HeadShield( const char *pszName, int iSize, void *pbuf )
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{
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studiohdr_t *pStudioHeader;
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mstudioseqdesc_t *pseq;
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BEGIN_READ( pbuf, iSize );
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gHUD.m_pHeadShieldEnt->model = IEngineStudio.Mod_ForName( "models/v_headshield.mdl", true );
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if( g_fRenderInitialized && RENDER_GET_PARM( PARM_WIDESCREEN, 0 ))
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gHUD.m_pHeadShieldEnt->curstate.fuser2 = 5.0f; // offset
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else gHUD.m_pHeadShieldEnt->curstate.fuser2 = 16.0f; // offset
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// 0 is OFF; 1 is ON; 2 is fast switch to ON
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switch( READ_BYTE( ))
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{
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case 0:
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m_iHeadShieldState = SHIELD_TURNING_OFF;
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m_pHeadShieldEnt->curstate.animtime = gEngfuncs.GetClientTime();
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m_pHeadShieldEnt->curstate.sequence = SHIELDANIM_HOLSTER;
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// get animation length in seconds
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pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( gHUD.m_pHeadShieldEnt->model );
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pseq = (mstudioseqdesc_t *)((byte *)pStudioHeader + pStudioHeader->seqindex) + SHIELDANIM_HOLSTER;
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m_flHeadShieldSwitchTime = gEngfuncs.GetClientTime() + (pseq->numframes / pseq->fps);
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break;
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case 1:
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m_iHeadShieldState = SHIELD_TURNING_ON;
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m_pHeadShieldEnt->curstate.animtime = gEngfuncs.GetClientTime();
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m_pHeadShieldEnt->curstate.sequence = SHIELDANIM_DRAW;
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// get animation length in seconds
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pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata( gHUD.m_pHeadShieldEnt->model );
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pseq = (mstudioseqdesc_t *)((byte *)pStudioHeader + pStudioHeader->seqindex) + SHIELDANIM_DRAW;
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m_flHeadShieldSwitchTime = gEngfuncs.GetClientTime() + (pseq->numframes / pseq->fps);
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break;
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case 2:
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m_iHeadShieldState = SHIELD_ON;
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m_pHeadShieldEnt->curstate.animtime = gEngfuncs.GetClientTime();
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m_pHeadShieldEnt->curstate.sequence = SHIELDANIM_IDLE;
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}
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return 1;
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}
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// buz: special tank message
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int CHud :: MsgFunc_SpecTank( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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m_SpecTank_on = READ_BYTE();
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if (m_SpecTank_on == 0) // turn off
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return 1;
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else if (m_SpecTank_on == 2) // only ammo update
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{
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m_SpecTank_Ammo = READ_LONG();
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m_Ammo.m_fFade = 200.0f;
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}
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else // turn on
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{
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m_SpecTank_point.x = READ_COORD();
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m_SpecTank_point.y = READ_COORD();
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m_SpecTank_point.z = READ_COORD();
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m_SpecTank_defYaw = READ_COORD();
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m_SpecTank_coneHor = READ_COORD();
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m_SpecTank_coneVer = READ_COORD();
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m_SpecTank_distFwd = READ_COORD();
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m_SpecTank_distUp = READ_COORD();
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m_SpecTank_Ammo = READ_LONG();
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}
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return 1;
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}
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int CHud :: MsgFunc_MusicFade( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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MUSIC_FADE_VOLUME( (float)READ_SHORT() / 100.0f );
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return 1;
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}
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int CHud :: MsgFunc_Particle( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int entindex = READ_SHORT();
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char *sz = READ_STRING();
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int attachment = READ_BYTE();
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UTIL_CreateAurora( GET_ENTITY( entindex ), sz, attachment );
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return 1;
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}
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int CHud :: MsgFunc_DelParticle( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int entindex = READ_SHORT();
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UTIL_RemoveAurora( GET_ENTITY( entindex ));
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return 1;
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}
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int CHud :: MsgFunc_RainData( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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ParseRain();
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return 1;
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}
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int CHud :: MsgFunc_WeaponAnim( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int sequence = READ_BYTE();
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float framerate = READ_BYTE() * 0.125f;
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UTIL_WeaponAnimation( sequence, framerate );
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return 1;
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}
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int CHud :: MsgFunc_WeaponBody( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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GET_VIEWMODEL()->curstate.body = READ_BYTE();
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return 1;
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}
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int CHud :: MsgFunc_WeaponSkin( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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GET_VIEWMODEL()->curstate.skin = READ_BYTE();
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return 1;
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}
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// 3d skybox
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int CHud :: MsgFunc_SkyMarker( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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tr.sky_origin.x = READ_COORD();
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tr.sky_origin.y = READ_COORD();
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tr.sky_origin.z = READ_COORD();
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return 1;
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}
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// 3d skybox
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int CHud :: MsgFunc_WorldMarker( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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tr.sky_world_origin.x = READ_COORD();
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tr.sky_world_origin.y = READ_COORD();
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tr.sky_world_origin.z = READ_COORD();
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tr.sky_speed = READ_COORD();
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Msg( "sky_speed: %g\n", tr.sky_speed );
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return 1;
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}
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int CHud :: MsgFunc_CustomDecal( const char *pszName, int iSize, void *pbuf )
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{
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char name[80];
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BEGIN_READ( pbuf, iSize );
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Vector pos, normal;
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pos.x = READ_COORD();
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pos.y = READ_COORD();
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pos.z = READ_COORD();
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normal.x = READ_COORD() / 8192.0f;
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normal.y = READ_COORD() / 8192.0f;
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normal.z = READ_COORD() / 8192.0f;
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int entityIndex = READ_SHORT();
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int modelIndex = READ_SHORT();
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Q_strncpy( name, READ_STRING(), sizeof( name ));
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int flags = READ_BYTE();
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float angle = READ_ANGLE();
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CreateDecal( pos, normal, angle, name, flags, entityIndex, modelIndex );
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return 1;
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}
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int CHud :: MsgFunc_StudioDecal( const char *pszName, int iSize, void *pbuf )
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{
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Vector vecEnd, vecNormal, vecScale = g_vecZero;
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char name[80];
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BEGIN_READ( pbuf, iSize );
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vecEnd.x = READ_COORD();
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vecEnd.y = READ_COORD();
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vecEnd.z = READ_COORD();
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vecNormal.x = READ_COORD() * 0.001f;
|
|
vecNormal.y = READ_COORD() * 0.001f;
|
|
vecNormal.z = READ_COORD() * 0.001f;
|
|
int entityIndex = READ_SHORT();
|
|
int modelIndex = READ_SHORT();
|
|
Q_strncpy( name, READ_STRING(), sizeof( name ));
|
|
int flags = READ_BYTE();
|
|
|
|
modelstate_t state;
|
|
state.sequence = READ_SHORT();
|
|
state.frame = READ_SHORT();
|
|
state.blending[0] = READ_BYTE();
|
|
state.blending[1] = READ_BYTE();
|
|
state.controller[0] = READ_BYTE();
|
|
state.controller[1] = READ_BYTE();
|
|
state.controller[2] = READ_BYTE();
|
|
state.controller[3] = READ_BYTE();
|
|
state.body = READ_BYTE();
|
|
state.skin = READ_BYTE();
|
|
int cacheID = READ_SHORT();
|
|
|
|
if( REMAIN_BYTES( ))
|
|
{
|
|
vecScale.x = READ_COORD() * 0.001f;
|
|
vecScale.y = READ_COORD() * 0.001f;
|
|
vecScale.z = READ_COORD() * 0.001f;
|
|
}
|
|
|
|
cl_entity_t *ent = GET_ENTITY( entityIndex );
|
|
|
|
if( !ent )
|
|
{
|
|
// something very bad happens...
|
|
ALERT( at_error, "StudioDecal: ent == NULL\n" );
|
|
return 1;
|
|
}
|
|
|
|
g_StudioRenderer.PushEntityState( ent );
|
|
g_StudioRenderer.ModelStateToEntity( ent, &state );
|
|
|
|
// restore model in case decalmessage was delivered early than delta-update
|
|
if( !ent->model && modelIndex != 0 )
|
|
ent->model = IEngineStudio.GetModelByIndex( modelIndex );
|
|
|
|
if( cacheID )
|
|
{
|
|
// tell the code about vertex lighting
|
|
SetBits( ent->curstate.iuser1, CF_STATIC_ENTITY );
|
|
ent->curstate.colormap = cacheID;
|
|
}
|
|
|
|
if( !RENDER_GET_PARM( PARM_CLIENT_ACTIVE, 0 ) && FBitSet( ent->curstate.iuser1, CF_STATIC_ENTITY ))
|
|
ent->curstate.startpos = vecScale; // restore scale here
|
|
|
|
if( !ent->model || ent->model->type != mod_studio )
|
|
return 1;
|
|
|
|
g_StudioRenderer.StudioDecalShoot( vecNormal, vecEnd, name, ent, flags, &state );
|
|
g_StudioRenderer.PopEntityState( ent );
|
|
|
|
return 1;
|
|
}
|
|
|
|
int CHud :: MsgFunc_PartEffect( const char *pszName, int iSize, void *pbuf )
|
|
{
|
|
char name[80];
|
|
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
Vector pos, normal;
|
|
pos.x = READ_COORD();
|
|
pos.y = READ_COORD();
|
|
pos.z = READ_COORD();
|
|
normal.x = READ_COORD() / 8192.0f;
|
|
normal.y = READ_COORD() / 8192.0f;
|
|
normal.z = READ_COORD() / 8192.0f;
|
|
Q_strncpy( name, READ_STRING(), sizeof( name ));
|
|
|
|
g_pParticles.CreateEffect( name, pos, normal );
|
|
|
|
return 1;
|
|
}
|
|
|
|
int CHud :: MsgFunc_LevelTime( const char *pszName, int iSize, void *pbuf )
|
|
{
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
m_flLevelTime = READ_FLOAT();
|
|
|
|
return 1;
|
|
}
|
|
|
|
int CHud :: MsgFunc_BlurEffect( const char *pszName, int iSize, void *pbuf )
|
|
{
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
m_flBlurAmount = (float)READ_SHORT() / 10000.0f;
|
|
|
|
v_idlescale = m_flBlurAmount * 100.0f;
|
|
|
|
// reset blur on a next level
|
|
if( !RENDER_GET_PARM( PARM_CLIENT_ACTIVE, 0 ))
|
|
{
|
|
m_flBlurAmount = 0.0f;
|
|
v_idlescale = 0.0f;
|
|
}
|
|
|
|
return 1;
|
|
} |