/*** * * 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. * ****/ #include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include #include #include "vgui_TeamFortressViewport.h" #include "vgui_hud.h" DECLARE_MESSAGE( m_HudStamina, Stamina ) int CHudStamina :: Init(void) { m_iStam = 100; m_fFade = 0; m_iFlags = 0; HOOK_MESSAGE(Stamina); gHUD.AddHudElem(this); return 1; } int CHudStamina :: VidInit( void ) { int HUD_suit_empty = gHUD.GetSpriteIndex( "suit_empty" ); int HUD_suit_full = gHUD.GetSpriteIndex( "suit_full" ); m_hSprite1 = m_hSprite2 = 0; // delaying get sprite handles until we know the sprites are loaded m_prc1 = &gHUD.GetSpriteRect( HUD_suit_empty ); m_prc2 = &gHUD.GetSpriteRect( HUD_suit_full ); m_iHeight = m_prc2->bottom - m_prc1->top; m_fFade = 0; return 1; } int CHudStamina :: MsgFunc_Stamina( const char *pszName, int iSize, void *pbuf ) { m_iFlags |= HUD_ACTIVE; BEGIN_READ( pbuf, iSize ); int x = READ_SHORT(); if( x != m_iStam ) { m_fFade = FADE_TIME; m_iStam = x; } gViewPort->m_pHud2->UpdateStamina(x); return 1; } int CHudStamina :: Draw( float flTime ) { return 1; }