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https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-25 19:29:13 +01:00
Reformat some strings yet.
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parent
7c17f6e042
commit
156b0ae69a
@ -28,7 +28,7 @@
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DECLARE_MESSAGE( m_MOTD, MOTD )
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int CHudMOTD :: Init( void )
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int CHudMOTD::Init( void )
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{
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gHUD.AddHudElem( this );
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@ -42,13 +42,13 @@ int CHudMOTD :: Init( void )
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return 1;
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}
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int CHudMOTD :: VidInit( void )
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int CHudMOTD::VidInit( void )
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{
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// Load sprites here
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return 1;
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}
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void CHudMOTD :: Reset( void )
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void CHudMOTD::Reset( void )
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{
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m_iFlags &= ~HUD_ACTIVE; // start out inactive
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m_szMOTD[0] = 0;
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@ -60,7 +60,7 @@ void CHudMOTD :: Reset( void )
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#define ROW_GAP 13
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#define ROW_RANGE_MIN 30
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#define ROW_RANGE_MAX ( ScreenHeight - 100 )
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int CHudMOTD :: Draw( float fTime )
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int CHudMOTD::Draw( float fTime )
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{
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gHUD.m_iNoConsolePrint &= ~( 1 << 1 );
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if( !m_bShow )
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@ -68,60 +68,61 @@ int CHudMOTD :: Draw( float fTime )
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gHUD.m_iNoConsolePrint |= 1 << 1;
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bool bScroll;
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// find the top of where the MOTD should be drawn, so the whole thing is centered in the screen
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int ypos = (ScreenHeight - LINE_HEIGHT * m_iLines)/2; // shift it up slightly
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int ypos = ( ScreenHeight - LINE_HEIGHT * m_iLines ) / 2; // shift it up slightly
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char *ch = m_szMOTD;
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int xpos = (ScreenWidth - gHUD.m_scrinfo.charWidths[ 'M' ] * m_iMaxLength) / 2;
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if( xpos < 30 ) xpos = 30;
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int xmax = xpos + gHUD.m_scrinfo.charWidths[ 'M' ] * m_iMaxLength;
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int xpos = ( ScreenWidth - gHUD.m_scrinfo.charWidths['M'] * m_iMaxLength ) / 2;
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if( xpos < 30 )
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xpos = 30;
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int xmax = xpos + gHUD.m_scrinfo.charWidths['M'] * m_iMaxLength;
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int height = LINE_HEIGHT * m_iLines;
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int ypos_r=ypos;
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if( height > ROW_RANGE_MAX )
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{
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ypos = ROW_RANGE_MIN + 7 + scroll;
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if( ypos > ROW_RANGE_MIN + 4 )
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scroll-= (ypos - ( ROW_RANGE_MIN + 4))/3.0;
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scroll-= ( ypos - ( ROW_RANGE_MIN + 4 ) ) / 3.0;
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if( ypos + height < ROW_RANGE_MAX )
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scroll+= (ROW_RANGE_MAX - (ypos + height))/ 3.0;
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scroll+= ( ROW_RANGE_MAX - ( ypos + height ) ) / 3.0;
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ypos_r = ROW_RANGE_MIN;
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height = ROW_RANGE_MAX;
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}
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int ymax = ypos + height;
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if( xmax > ScreenWidth - 30 ) xmax = ScreenWidth - 30;
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gHUD.DrawDarkRectangle(xpos-5, ypos_r - 5, xmax - xpos+10, height + 10);
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while ( *ch )
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gHUD.DrawDarkRectangle( xpos - 5, ypos_r - 5, xmax - xpos + 10, height + 10 );
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while( *ch )
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{
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char *next_line;
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int line_length = 0; // count the length of the current line
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for ( next_line = ch; *next_line != '\n' && *next_line != 0; next_line++ )
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line_length += gHUD.m_scrinfo.charWidths[ *next_line ];
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for( next_line = ch; *next_line != '\n' && *next_line != 0; next_line++ )
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line_length += gHUD.m_scrinfo.charWidths[*next_line];
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char *top = next_line;
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if ( *top == '\n' )
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if( *top == '\n' )
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*top = 0;
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else
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top = NULL;
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// find where to start drawing the line
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if( (ypos > ROW_RANGE_MIN) && (ypos + LINE_HEIGHT <= ypos_r + height) )
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if( ( ypos > ROW_RANGE_MIN ) && ( ypos + LINE_HEIGHT <= ypos_r + height ) )
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gHUD.DrawHudString( xpos, ypos, xmax, ch, 255, 180, 0 );
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ypos += LINE_HEIGHT;
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if ( top ) // restore
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if( top ) // restore
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*top = '\n';
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ch = next_line;
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if ( *ch == '\n' )
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if( *ch == '\n' )
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ch++;
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if ( ypos > (ScreenHeight - 20) )
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if( ypos > ( ScreenHeight - 20 ) )
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break; // don't let it draw too low
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}
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return 1;
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}
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int CHudMOTD :: MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf )
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int CHudMOTD::MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf )
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{
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if ( m_iFlags & HUD_ACTIVE )
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if( m_iFlags & HUD_ACTIVE )
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{
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Reset(); // clear the current MOTD in prep for this one
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}
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@ -131,17 +132,16 @@ int CHudMOTD :: MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf )
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int is_finished = READ_BYTE();
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strncat( m_szMOTD, READ_STRING(), sizeof(m_szMOTD) );
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if ( is_finished )
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if( is_finished )
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{
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int length = 0;
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m_iMaxLength = 0;
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m_iFlags |= HUD_ACTIVE;
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for ( char *sz = m_szMOTD; *sz != 0; sz++ ) // count the number of lines in the MOTD
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for( char *sz = m_szMOTD; *sz != 0; sz++ ) // count the number of lines in the MOTD
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{
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if ( *sz == '\n' )
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if( *sz == '\n' )
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{
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m_iLines++;
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if( length > m_iMaxLength )
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@ -35,7 +35,7 @@ int CHudAmmoSecondary::Init( void )
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gHUD.AddHudElem(this);
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m_HUD_ammoicon = 0;
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for ( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
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for( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
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m_iAmmoAmounts[i] = -1; // -1 means don't draw this value
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Reset();
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@ -55,7 +55,7 @@ int CHudAmmoSecondary::VidInit( void )
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int CHudAmmoSecondary::Draw( float flTime )
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{
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if ( ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) )
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if( ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) )
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return 1;
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// draw secondary ammo icons above normal ammo readout
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@ -268,8 +268,26 @@ stub functions for such things as precaching. So we don't have to modify weapon
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is compiled into both game and client .dlls.
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======================
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*/
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int stub_PrecacheModel ( char* s ) { return 0; }
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int stub_PrecacheSound ( char* s ) { return 0; }
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unsigned short stub_PrecacheEvent ( int type, const char *s ) { return 0; }
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const char *stub_NameForFunction ( unsigned long function ) { return "func"; }
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void stub_SetModel ( edict_t *e, const char *m ) {}
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int stub_PrecacheModel( char* s )
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{
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return 0;
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}
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int stub_PrecacheSound( char* s )
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{
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return 0;
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}
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unsigned short stub_PrecacheEvent( int type, const char *s )
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{
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return 0;
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}
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const char *stub_NameForFunction( unsigned long function )
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{
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return "func";
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}
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void stub_SetModel( edict_t *e, const char *m )
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{
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}
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@ -42,19 +42,19 @@ ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
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void EMIT_SOUND_DYN( edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch ) { }
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// CBaseEntity Stubs
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int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) { return 1; }
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int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { return 1; }
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int CBaseEntity::TakeHealth( float flHealth, int bitsDamageType ) { return 1; }
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int CBaseEntity::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 1; }
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CBaseEntity *CBaseEntity::GetNextTarget( void ) { return NULL; }
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int CBaseEntity::Save( CSave &save ) { return 1; }
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int CBaseEntity::Restore( CRestore &restore ) { return 1; }
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void CBaseEntity::SetObjectCollisionBox( void ) { }
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int CBaseEntity :: Intersects( CBaseEntity *pOther ) { return 0; }
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void CBaseEntity :: MakeDormant( void ) { }
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int CBaseEntity :: IsDormant( void ) { return 0; }
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BOOL CBaseEntity :: IsInWorld( void ) { return TRUE; }
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int CBaseEntity::Intersects( CBaseEntity *pOther ) { return 0; }
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void CBaseEntity::MakeDormant( void ) { }
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int CBaseEntity::IsDormant( void ) { return 0; }
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BOOL CBaseEntity::IsInWorld( void ) { return TRUE; }
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int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { return 0; }
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int CBaseEntity :: DamageDecal( int bitsDamageType ) { return -1; }
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CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; }
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int CBaseEntity::DamageDecal( int bitsDamageType ) { return -1; }
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CBaseEntity *CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; }
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void CBaseEntity::SUB_Remove( void ) { }
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// CBaseDelay Stubs
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