/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // hud_msg.cpp // #include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include "r_efx.h" #define MAX_CLIENTS 32 extern BEAM *pBeam; extern BEAM *pBeam2; extern TEMPENTITY *pFlare; // Vit_amiN extern float g_lastFOV; // Vit_amiN /// USER-DEFINED SERVER MESSAGE HANDLERS int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf ) { ASSERT( iSize == 0 ); // clear all hud data HUDLIST *pList = m_pHudList; while( pList ) { if( pList->p ) pList->p->Reset(); pList = pList->pNext; } // reset sensitivity m_flMouseSensitivity = 0; // reset concussion effect m_iConcussionEffect = 0; // Vit_amiN: reset the FOV m_iFOV = 0; // default_fov g_lastFOV = 0.0f; return 1; } void CAM_ToFirstPerson( void ); void CHud::MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf ) { CAM_ToFirstPerson(); } void CHud::MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) { // prepare all hud data HUDLIST *pList = m_pHudList; while( pList ) { if( pList->p ) pList->p->InitHUDData(); pList = pList->pNext; } //Probably not a good place to put this. pBeam = pBeam2 = NULL; pFlare = NULL; // Vit_amiN: clear egon's beam flare } int CHud::MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf ) { BEGIN_READ( pbuf, iSize ); m_Teamplay = READ_BYTE(); return 1; } int CHud::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ) { int armor, blood; Vector from; int i; float count; BEGIN_READ( pbuf, iSize ); armor = READ_BYTE(); blood = READ_BYTE(); for( i = 0; i < 3; i++) from[i] = READ_COORD(); count = ( blood * 0.5 ) + ( armor * 0.5 ); if( count < 10 ) count = 10; // TODO: kick viewangles, show damage visually return 1; } int CHud::MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf ) { int r, g, b; BEGIN_READ( pbuf, iSize ); m_iConcussionEffect = READ_BYTE(); if( m_iConcussionEffect ) { UnpackRGB( r, g, b, RGB_YELLOWISH ); // Vit_amiN: fixed this->m_StatusIcons.EnableIcon( "dmg_concuss", r, g, b ); } else this->m_StatusIcons.DisableIcon( "dmg_concuss" ); return 1; }