476 lines
10 KiB
C++
476 lines
10 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 "extdll.h"
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#include "utils.h"
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#include "hud.h"
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// CHud message handlers
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DECLARE_HUDMESSAGE( HUDColor );
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DECLARE_HUDMESSAGE( SetFog );
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DECLARE_HUDMESSAGE( RoomType );
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DECLARE_HUDMESSAGE( SetSky );
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DECLARE_HUDMESSAGE( RainData );
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DECLARE_HUDMESSAGE( SetBody );
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DECLARE_HUDMESSAGE( SetSkin );
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DECLARE_HUDMESSAGE( ScreenFade );
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DECLARE_HUDMESSAGE( WeaponAnim );
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DECLARE_HUDMESSAGE( ResetHUD );
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DECLARE_HUDMESSAGE( InitHUD );
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DECLARE_HUDMESSAGE( ViewMode );
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DECLARE_HUDMESSAGE( Particle );
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DECLARE_HUDMESSAGE( Concuss );
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DECLARE_HUDMESSAGE( GameMode );
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DECLARE_HUDMESSAGE( CamData );
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DECLARE_HUDMESSAGE( AddMirror );
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DECLARE_HUDMESSAGE( AddScreen );
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DECLARE_HUDMESSAGE( AddPortal );
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DECLARE_HUDMESSAGE( TempEntity );
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DECLARE_HUDMESSAGE( ServerName );
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DECLARE_HUDMESSAGE( ScreenShake );
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DECLARE_HUDMESSAGE( Intermission );
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DECLARE_HUDCOMMAND( LoadingPlaque );
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int CHud :: InitMessages( void )
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{
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HOOK_MESSAGE( ResetHUD );
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HOOK_MESSAGE( GameMode );
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HOOK_MESSAGE( ServerName );
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HOOK_MESSAGE( Intermission );
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HOOK_MESSAGE( InitHUD );
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HOOK_MESSAGE( ViewMode );
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HOOK_MESSAGE( Concuss );
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HOOK_MESSAGE( RoomType );
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HOOK_MESSAGE( HUDColor );
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HOOK_MESSAGE( Particle );
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HOOK_MESSAGE( TempEntity );
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HOOK_MESSAGE( SetFog );
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HOOK_MESSAGE( SetSky );
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HOOK_MESSAGE( CamData );
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HOOK_MESSAGE( RainData );
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HOOK_MESSAGE( WeaponAnim );
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HOOK_MESSAGE( SetBody );
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HOOK_MESSAGE( SetSkin );
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HOOK_MESSAGE( AddMirror);
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HOOK_MESSAGE( AddScreen );
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HOOK_MESSAGE( AddPortal );
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HOOK_MESSAGE( ScreenFade );
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HOOK_MESSAGE( ScreenShake );
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HOOK_COMMAND( "plaque", LoadingPlaque );
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viewEntityIndex = 0; // trigger_viewset stuff
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viewFlags = 0;
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m_flFOV = 0;
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m_iHUDColor = RGB_YELLOWISH; // 255, 160, 0
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CVAR_REGISTER( "zoom_sensitivity_ratio", "1.2", 0, "mouse sensitivity when zooming" );
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CVAR_REGISTER( "default_fov", "90", 0, "default client fov" );
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CVAR_REGISTER( "hud_draw", "1", FCVAR_ARCHIVE, "hud drawing modes" );
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CVAR_REGISTER( "hud_takesshots", "0", 0, "take screenshots at 30 fps" );
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CVAR_REGISTER( "hud_scale", "0", FCVAR_ARCHIVE|FCVAR_LATCH, "scale hud at current resolution" );
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// clear any old HUD list
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if( m_pHudList )
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{
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HUDLIST *pList;
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while( m_pHudList )
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{
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pList = m_pHudList;
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m_pHudList = m_pHudList->pNext;
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FREE( pList );
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}
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m_pHudList = NULL;
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}
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m_flTime = 1.0;
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return 1;
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}
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void CHud :: UserCmd_LoadingPlaque( void )
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{
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ALERT( at_console, "SCR_DisablePlaque()\n" );
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m_iDrawPlaque = 0; // disable plaque rendering
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}
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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 ) 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_iIntermission = 0;
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// reset fog
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m_fStartDist = 0;
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m_fEndDist = 0;
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return 1;
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}
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int CHud :: MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf )
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{
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// CAM_ToFirstPerson();
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return 1;
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}
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int CHud :: MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
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{
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m_fStartDist = 0;
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m_fEndDist = 0;
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m_iSkyMode = SKY_OFF;
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m_iIntermission = 0;
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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 ) pList->p->InitHUDData();
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pList = pList->pNext;
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}
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return 1;
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}
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int CHud :: MsgFunc_Intermission( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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m_iIntermission = 1;
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END_READ();
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return 1;
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}
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int CHud::MsgFunc_HUDColor(const char *pszName, int iSize, void *pbuf)
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{
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BEGIN_READ( pszName, iSize, pbuf );
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m_iHUDColor = READ_LONG();
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END_READ();
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return 1;
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}
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int CHud :: MsgFunc_SetFog( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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m_FogColor.x = (float)(READ_BYTE() / 255.0f);
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m_FogColor.y = (float)(READ_BYTE() / 255.0f);
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m_FogColor.z = (float)(READ_BYTE() / 255.0f);
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m_fStartDist = READ_SHORT();
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m_fEndDist = READ_SHORT();
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END_READ();
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return 1;
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}
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int CHud :: MsgFunc_SetSky( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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m_iSkyMode = READ_BYTE();
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m_vecSkyPos[0] = READ_COORD();
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m_vecSkyPos[1] = READ_COORD();
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m_vecSkyPos[2] = READ_COORD();
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END_READ();
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return 1;
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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( pszName, iSize, pbuf );
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m_Teamplay = READ_BYTE();
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END_READ();
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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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int i;
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float count;
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BEGIN_READ( pszName, iSize, pbuf );
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armor = READ_BYTE();
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blood = READ_BYTE();
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float from[3];
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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 ) count = 10;
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END_READ();
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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( pszName, iSize, pbuf );
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m_iConcussionEffect = READ_BYTE();
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if( m_iConcussionEffect )
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m_StatusIcons.EnableIcon( "dmg_concuss", 255, 160, 0 );
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else m_StatusIcons.DisableIcon( "dmg_concuss" );
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END_READ();
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return 1;
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}
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int CHud :: MsgFunc_CamData( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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gHUD.viewEntityIndex = READ_SHORT();
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gHUD.viewFlags = READ_SHORT();
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if( gHUD.viewFlags )
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m_iCameraMode = 1;
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else m_iCameraMode = m_iLastCameraMode;
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END_READ();
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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( pszName, iSize, pbuf );
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Rain.dripsPerSecond = READ_SHORT();
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Rain.distFromPlayer = READ_COORD();
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Rain.windX = READ_COORD();
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Rain.windY = READ_COORD();
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Rain.randX = READ_COORD();
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Rain.randY = READ_COORD();
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Rain.weatherMode = READ_SHORT();
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Rain.globalHeight= READ_COORD(); // FIXME: calc on client side ?
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END_READ();
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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( pszName, iSize, pbuf );
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edict_t *viewmodel = GetViewModel();
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viewmodel->v.sequence = READ_BYTE();
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viewmodel->v.body = READ_BYTE();
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viewmodel->v.framerate = READ_BYTE() * 0.0625;
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viewmodel->v.effects |= EF_ANIMATE;
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viewmodel->v.frame = -1; // force to start new sequence
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viewmodel->v.scale = 1.0f;
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END_READ();
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return 1;
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}
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int CHud :: MsgFunc_SetBody( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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edict_t *viewmodel = GetViewModel();
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viewmodel->v.body = READ_BYTE();
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END_READ();
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return 1;
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}
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int CHud :: MsgFunc_SetSkin( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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edict_t *viewmodel = GetViewModel();
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viewmodel->v.skin = READ_BYTE();
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END_READ();
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return 1;
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}
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int CHud :: MsgFunc_AddScreen( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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// AddScreenBrushEntity( READ_BYTE() );
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END_READ();
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return 1;
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}
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int CHud :: MsgFunc_AddMirror( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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// AddMirrorBrushEntity( READ_BYTE() );
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END_READ();
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return 1;
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}
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int CHud :: MsgFunc_AddPortal( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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// AddPortalBrushEntity( READ_BYTE() );
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END_READ();
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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( pszName, iSize, pbuf );
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int idx = READ_BYTE();
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char *sz = READ_STRING();
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// CreateAurora( idx, sz );
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END_READ();
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return 1;
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}
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int CHud :: MsgFunc_TempEntity( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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HUD_ParseTempEntity();
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END_READ();
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return 1;
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}
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int CHud::MsgFunc_ServerName( const char *pszName, int iSize, void *pbuf )
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{
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char m_szServerName[32];
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BEGIN_READ( pszName, iSize, pbuf );
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strncpy( m_szServerName, READ_STRING(), 32 );
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END_READ();
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return 1;
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}
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int CHud :: MsgFunc_RoomType( const char *pszName, int iSize, void *pbuf )
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{
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// FIXME: needs callback to sound engine
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return 1;
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}
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int CHud :: MsgFunc_ScreenFade( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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float fadeTime = READ_SHORT() / (1<<12);
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float holdTime = READ_SHORT() / (1<<12);
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int fadeFlags = READ_SHORT();
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Vector m_FadeColor;
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m_FadeColor.x = READ_BYTE(); // fade red
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m_FadeColor.y = READ_BYTE(); // fade green
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m_FadeColor.z = READ_BYTE(); // fade blue
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float alpha = READ_BYTE(); // fade alpha
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SetScreenFade( m_FadeColor, alpha, fadeTime, holdTime, fadeFlags );
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END_READ();
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return 1;
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}
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int CHud::MsgFunc_ScreenShake( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pszName, iSize, pbuf );
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ShakeCommand_t eCommand = (ShakeCommand_t)READ_BYTE();
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float amplitude = READ_FLOAT();
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float frequency = READ_FLOAT();
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float duration = READ_FLOAT();
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if( eCommand == SHAKE_STOP )
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{
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m_Shake.amplitude = 0;
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m_Shake.frequency = 0;
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m_Shake.duration = 0;
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}
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else
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{
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if(( eCommand == SHAKE_START) || ( eCommand == SHAKE_FREQUENCY ))
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{
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m_Shake.frequency = frequency;
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}
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if(( eCommand == SHAKE_START) || ( eCommand == SHAKE_AMPLITUDE ))
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{
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// don't overwrite larger existing shake unless we are told to.
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if(( amplitude > m_Shake.amplitude ) || ( eCommand == SHAKE_AMPLITUDE ))
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{
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m_Shake.amplitude = amplitude;
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}
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}
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// only reset the timer for a new shake.
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if( eCommand == SHAKE_START )
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{
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m_Shake.duration = duration;
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m_Shake.nextShake = 0;
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m_Shake.time = m_flTime + duration;
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}
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}
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END_READ();
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return 1;
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} |