mirror of
https://github.com/FWGS/hlsdk-xash3d
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83 lines
1.6 KiB
C++
83 lines
1.6 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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// Train.cpp
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//
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// implementation of CHudAmmo class
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//
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#include "hud.h"
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#include "cl_util.h"
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#include <string.h>
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#include <stdio.h>
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#include "parsemsg.h"
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DECLARE_MESSAGE( m_Train, Train )
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int CHudTrain::Init( void )
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{
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HOOK_MESSAGE( Train );
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m_iPos = 0;
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m_iFlags = 0;
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gHUD.AddHudElem( this );
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return 1;
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}
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int CHudTrain::VidInit( void )
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{
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m_hSprite = 0;
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return 1;
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}
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int CHudTrain::Draw( float fTime )
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{
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if( !m_hSprite )
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m_hSprite = LoadSprite( "sprites/%d_train.spr" );
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if( m_iPos )
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{
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int r, g, b, x, y;
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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SPR_Set( m_hSprite, r, g, b );
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// This should show up to the right and part way up the armor number
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y = ScreenHeight - SPR_Height( m_hSprite, 0 ) - gHUD.m_iFontHeight;
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x = ScreenWidth / 3 + SPR_Width( m_hSprite, 0 ) / 4;
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SPR_DrawAdditive( m_iPos - 1, x, y, NULL );
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}
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return 1;
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}
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int CHudTrain::MsgFunc_Train( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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// update Train data
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m_iPos = READ_BYTE();
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if( m_iPos )
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m_iFlags |= HUD_ACTIVE;
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else
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m_iFlags &= ~HUD_ACTIVE;
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return 1;
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}
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