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Xash3DArchive/client/global/dll_int.cpp

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//=======================================================================
// Copyright XashXT Group 2008 <20>
// dll_int.cpp - dll entry points
//=======================================================================
#include "extdll.h"
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#include "utils.h"
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#include "ref_params.h"
#include "studio_ref.h"
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#include "hud.h"
cl_enginefuncs_t g_engfuncs;
CHud gHUD;
// main DLL entry point
BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved )
{
return TRUE;
}
static HUD_FUNCTIONS gFunctionTable =
{
sizeof( HUD_FUNCTIONS ),
HUD_VidInit,
HUD_Init,
HUD_Redraw,
HUD_UpdateClientData,
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HUD_UpdateEntityVars,
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HUD_Reset,
HUD_Frame,
HUD_Shutdown,
HUD_DrawNormalTriangles,
HUD_DrawTransparentTriangles,
HUD_CreateEntities,
HUD_StudioEvent,
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HUD_StudioFxTransform,
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V_CalcRefdef,
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V_StartPitchDrift,
V_StopPitchDrift,
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};
//=======================================================================
// GetApi
//=======================================================================
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int CreateAPI( HUD_FUNCTIONS *pFunctionTable, cl_enginefuncs_t* pEngfuncsFromEngine )
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{
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if( !pFunctionTable || !pEngfuncsFromEngine )
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{
return FALSE;
}
// copy HUD_FUNCTIONS table to engine, copy engfuncs table from engine
memcpy( pFunctionTable, &gFunctionTable, sizeof( HUD_FUNCTIONS ));
memcpy( &g_engfuncs, pEngfuncsFromEngine, sizeof( cl_enginefuncs_t ));
return TRUE;
}
int HUD_VidInit( void )
{
gHUD.VidInit();
return 1;
}
void HUD_Init( void )
{
gHUD.Init();
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V_Init();
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}
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int HUD_Redraw( float flTime, int state )
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{
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switch( state )
{
case CL_DISCONNECTED:
break;
case CL_LOADING:
V_RenderPlaque();
break;
case CL_ACTIVE:
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case CL_PAUSED:
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gHUD.Redraw( flTime );
DrawCrosshair();
DrawPause();
break;
}
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return 1;
}
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int HUD_UpdateClientData( client_data_t *cdata, float flTime )
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{
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return gHUD.UpdateClientData( cdata, flTime );
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}
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void HUD_UpdateEntityVars( edict_t *ent, skyportal_t *sky, const entity_state_t *state, const entity_state_t *old )
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{
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int i;
float m_fLerp;
const entity_state_t *prev;
if( state->ed_flags & ESF_NODELTA )
prev = state;
else prev = old;
if( state->ed_type == ED_CLIENT && state->ed_flags & ESF_NO_PREDICTION )
m_fLerp = 1.0f; // FIXME: use 0.0f ?
else m_fLerp = GetLerpFrac();
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// copy state to progs
ent->v.modelindex = state->modelindex;
ent->v.weaponmodel = state->weaponmodel;
ent->v.frame = state->frame;
ent->v.sequence = state->sequence;
ent->v.gaitsequence = state->gaitsequence;
ent->v.body = state->body;
ent->v.skin = state->skin;
ent->v.effects = state->effects;
ent->v.velocity = state->velocity;
ent->v.oldorigin = ent->v.origin;
ent->v.mins = state->mins;
ent->v.maxs = state->maxs;
ent->v.framerate = state->framerate;
ent->v.colormap = state->colormap;
ent->v.rendermode = state->rendermode;
ent->v.renderfx = state->renderfx;
ent->v.fov = state->fov;
ent->v.scale = state->scale;
ent->v.weapons = state->weapons;
ent->v.gravity = state->gravity;
ent->v.health = state->health;
ent->v.solid = state->solid;
ent->v.movetype = state->movetype;
ent->v.flags = state->flags;
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ent->v.ideal_pitch = state->idealpitch;
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ent->v.oldangles = ent->v.angles; // just a delta between frames
if( state->aiment != 0 )
ent->v.aiment = GetEntityByIndex( state->aiment );
else ent->v.aiment = NULL;
// lerping some fields
for( i = 0; i < 3; i++ )
{
ent->v.angles[i] = LerpAngle( prev->angles[i], state->angles[i], m_fLerp );
ent->v.origin[i] = LerpPoint( prev->origin[i], state->origin[i], m_fLerp );
ent->v.rendercolor[i] = LerpPoint( prev->rendercolor[i], state->rendercolor[i], m_fLerp );
}
// interpolate scale, renderamount etc
ent->v.renderamt = LerpPoint( prev->renderamt, state->renderamt, m_fLerp );
ent->v.scale = LerpPoint( prev->scale, state->scale, m_fLerp );
if(!( ent->v.flags & EF_ANIMATE )) // auto-animation uses v.frame for hold ending frame
ent->v.frame = LerpPoint( prev->frame, state->frame, m_fLerp ); // FIXME: this is really need ?
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switch( state->ed_type )
{
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case ED_CLIENT:
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for( i = 0; i < 3; i++ )
{
ent->v.punchangle[i] = LerpAngle( prev->punch_angles[i], state->punch_angles[i], m_fLerp);
ent->v.viewangles[i] = LerpAngle( prev->viewangles[i], state->viewangles[i], m_fLerp);
ent->v.view_ofs[i] = LerpAngle( prev->viewoffset[i], state->viewoffset[i], m_fLerp);
}
if( prev->fov < 90 && state->fov == 90 ) ent->v.fov = state->fov; // fov is reset, so don't lerping
else ent->v.fov = LerpPoint( prev->fov, state->fov, m_fLerp );
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if( ent == GetLocalPlayer())
{
edict_t *viewent = GetViewModel();
// setup player viewmodel (only for local player!)
viewent->v.modelindex = state->viewmodel;
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gHUD.m_flFOV = ent->v.fov; // keep client fov an actual
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}
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break;
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case ED_PORTAL:
case ED_MOVER:
case ED_BSPBRUSH:
ent->v.movedir.BitsToDir( state->skin );
ent->v.oldorigin = state->oldorigin;
break;
case ED_SKYPORTAL:
// setup sky portal
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sky->vieworg = ent->v.origin;
sky->viewanglesOffset.x = sky->viewanglesOffset.z = 0.0f;
sky->viewanglesOffset.y = gHUD.m_flTime * ent->v.angles[1];
sky->fov = ent->v.fov;
sky->scale = (ent->v.scale ? 1.0f / ent->v.scale : 0); // critical stuff
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break;
default:
ent->v.movedir = Vector( 0, 0, 0 );
break;
}
for( i = 0; i < MAXSTUDIOBLENDS; i++ )
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ent->v.blending[i] = LerpPoint( prev->blending[i], state->blending[i], m_fLerp );
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for( i = 0; i < MAXSTUDIOCONTROLLERS; i++ )
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ent->v.controller[i] = LerpPoint( prev->controller[i], state->controller[i], m_fLerp );
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// g-cont. moved here because we may needs apply null scale to skyportal
if( ent->v.scale == 0.0f ) ent->v.scale = 1.0f;
ent->v.pContainingEntity = ent;
}
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void HUD_Reset( void )
{
gHUD.VidInit();
}
void HUD_Frame( double time )
{
// place to call vgui_frame
}
void HUD_Shutdown( void )
{
// no shutdown operations
}