2023-09-06 02:25:25 +02:00
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/***
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*
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* Copyright (c) 1996-2001, 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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// Health.cpp
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//
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// implementation of CHudHealth class
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//
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#include "STDIO.H"
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#include "STDLIB.H"
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#include "MATH.H"
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#include "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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#include <string.h>
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DECLARE_MESSAGE(m_Health, Health )
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DECLARE_MESSAGE(m_Health, Damage )
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#define PAIN_NAME "sprites/%d_pain.spr"
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#define DAMAGE_NAME "sprites/%d_dmg.spr"
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int giDmgHeight, giDmgWidth;
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int giDmgFlags[NUM_DMG_TYPES] =
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{
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DMG_POISON,
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DMG_ACID,
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DMG_FREEZE|DMG_SLOWFREEZE,
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DMG_DROWN,
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DMG_BURN|DMG_SLOWBURN,
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DMG_NERVEGAS,
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DMG_RADIATION,
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DMG_SHOCK,
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DMG_TRANQ,
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DMG_CONCUSS,
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};
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int CHudHealth::Init(void)
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{
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HOOK_MESSAGE(Health);
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HOOK_MESSAGE(Damage);
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m_iFlags = HUD_ACTIVE;
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m_iHealth = m_iOldHealth = 100;
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m_bitsDamage = 0;
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
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giDmgHeight = 0;
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giDmgWidth = 0;
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memset(m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES);
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gHUD.AddHudElem(this);
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return 1;
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}
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void CHudHealth::Reset( void )
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{
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// make sure the pain compass is cleared when the player respawns
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
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// force all the flashing damage icons to expire
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m_bitsDamage = 0;
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for ( int i = 0; i < NUM_DMG_TYPES; i++ )
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{
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m_dmg[i].fExpire = 0;
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}
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}
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int CHudHealth::VidInit(void)
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{
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m_hDamageSprite = 0;
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m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
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m_HUD_healthbar = gHUD.GetSpriteIndex("healthbar");
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m_HUD_healthbg = gHUD.GetSpriteIndex("healthbg");
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giDmgHeight = gHUD.GetSpriteRect(m_HUD_dmg_bio).right - gHUD.GetSpriteRect(m_HUD_dmg_bio).left;
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giDmgWidth = gHUD.GetSpriteRect(m_HUD_dmg_bio).bottom - gHUD.GetSpriteRect(m_HUD_dmg_bio).top;
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return 1;
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}
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int CHudHealth:: MsgFunc_Health(const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int x = READ_BYTE();
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m_iHealth = x;
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return 1;
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}
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int CHudHealth:: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int armor = READ_BYTE(); // armor
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int damageTaken = READ_BYTE(); // health
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long bitsDamage = READ_LONG(); // damage bits
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vec3_t vecFrom;
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for ( int i = 0 ; i < 3 ; i++)
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vecFrom[i] = READ_COORD();
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UpdateTiles(gHUD.m_flTime, bitsDamage);
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// Actually took damage?
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if ( damageTaken > 0 || armor > 0 )
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{
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CalcDamageDirection(vecFrom);
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}
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return 1;
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}
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// Returns back a color from the
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// Green <-> Yellow <-> Red ramp
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void CHudHealth::GetPainColor( int &r, int &g, int &b )
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{
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int iHealth = m_iHealth;
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if (iHealth > 25)
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iHealth -= 25;
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else if ( iHealth < 0 )
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iHealth = 0;
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#if 0
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g = iHealth * 255 / 100;
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r = 255 - g;
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b = 0;
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#else
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if (m_iHealth > 25)
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{
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UnpackRGB(r,g,b, RGB_WHITE);
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}
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else
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{
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r = 250;
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g = 0;
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b = 0;
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}
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#endif
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}
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int CHudHealth::Draw(float flTime)
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{
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if(gHUD.m_iHideHUDDisplay & (HIDEHUD_ALL|HIDEHUD_HEALTH))
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return 1;
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int x,y,r,g,b,a;
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wrect_t *prc;
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// Draw background
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a = 255;
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UnpackRGB(r,g,b,RGB_WHITE);
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ScaleColors(r,g,b,a);
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prc = &gHUD.GetSpriteRect(m_HUD_healthbg);
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x = (ScreenWidth / 2) - (prc->right - prc->left) / 2;
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y = ScreenHeight - (prc->bottom - prc->top);
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SPR_Set(gHUD.GetSprite(m_HUD_healthbg),r,g,b);
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SPR_DrawHoles(0,x,y,prc);
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if(gHUD.m_PlayerState.ActiveState() == PS_BLEEDING && gHUD.m_Health.m_iHealth > 0 && gHUD.m_Health.m_iHealth < 100)
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UnpackRGB(r,g,b,RGB_REDISH);
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else
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UnpackRGB(r,g,b,RGB_GREENISH);
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ScaleColors(r,g,b,a);
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// Center of health bar
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x += (prc->right - prc->left) / 2;
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y += (prc->bottom - prc->top) / 2;
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prc = &gHUD.GetSpriteRect(m_HUD_healthbar);
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// Get new coordinates
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x -= (prc->right - prc->left) / 2;
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y -= (prc->bottom - prc->top) / 2;
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int iHealthWidth = (prc->right - prc->left) * m_iHealth / 100;
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// Draw old health
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if(m_iOldHealth > m_iHealth)
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{
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int or,og,ob,oa;
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int iScissorX,iScissorWidth;
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oa = 225;
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UnpackRGB(or,og,ob,RGB_YELLOWISH);
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ScaleColors(or,og,ob,oa);
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iScissorX = x + iHealthWidth;
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iScissorWidth = ((prc->right-prc->left) * m_iOldHealth / 100) - iHealthWidth;
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SPR_EnableScissor(iScissorX,0,iScissorWidth,ScreenHeight);
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SPR_Set(gHUD.GetSprite(m_HUD_healthbar),or,og,ob);
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SPR_DrawAdditive(0,x,y,prc);
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SPR_DisableScissor();
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// Reduce old health value
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m_iOldHealth -= gHUD.m_flTimeDelta * 1.5;
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}
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else
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m_iOldHealth = m_iHealth;
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// Draw current health
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SPR_EnableScissor(x,0,iHealthWidth,ScreenHeight);
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SPR_Set(gHUD.GetSprite(m_HUD_healthbar),r,g,b);
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SPR_DrawAdditive(0,x,y,prc);
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SPR_DisableScissor();
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DrawDamage(flTime);
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// return DrawPain(flTime);
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return 1;
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}
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void CHudHealth::CalcDamageDirection(vec3_t vecFrom)
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{
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vec3_t forward, right, up;
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float side, front;
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vec3_t vecOrigin, vecAngles;
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if (!vecFrom[0] && !vecFrom[1] && !vecFrom[2])
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{
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
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return;
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}
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memcpy(vecOrigin, gHUD.m_vecOrigin, sizeof(vec3_t));
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memcpy(vecAngles, gHUD.m_vecAngles, sizeof(vec3_t));
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VectorSubtract (vecFrom, vecOrigin, vecFrom);
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float flDistToTarget = vecFrom.Length();
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vecFrom = vecFrom.Normalize();
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AngleVectors (vecAngles, forward, right, up);
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front = DotProduct (vecFrom, right);
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side = DotProduct (vecFrom, forward);
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if (flDistToTarget <= 50)
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{
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 1;
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}
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else
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{
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if (side > 0)
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{
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if (side > 0.3)
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m_fAttackFront = max(m_fAttackFront, side);
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}
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else
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{
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float f = fabs(side);
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if (f > 0.3)
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m_fAttackRear = max(m_fAttackRear, f);
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}
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if (front > 0)
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{
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if (front > 0.3)
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m_fAttackRight = max(m_fAttackRight, front);
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}
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else
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{
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float f = fabs(front);
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if (f > 0.3)
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m_fAttackLeft = max(m_fAttackLeft, f);
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}
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}
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}
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int CHudHealth::DrawPain(float flTime)
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{
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if (!(m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight))
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return 1;
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int r, g, b;
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int x, y, a, shade;
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// TODO: get the shift value of the health
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a = 255; // max brightness until then
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float fFade = gHUD.m_flTimeDelta * 2;
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// SPR_Draw top
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if (m_fAttackFront > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackFront, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hDamageSprite, r, g, b );
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x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 0)/2;
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y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,0) * 3;
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SPR_DrawAdditive(0, x, y, NULL);
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m_fAttackFront = max( 0, m_fAttackFront - fFade );
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} else
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m_fAttackFront = 0;
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if (m_fAttackRight > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackRight, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hDamageSprite, r, g, b );
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x = ScreenWidth/2 + SPR_Width(m_hDamageSprite, 1) * 2;
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y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,1)/2;
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SPR_DrawAdditive(1, x, y, NULL);
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m_fAttackRight = max( 0, m_fAttackRight - fFade );
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} else
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m_fAttackRight = 0;
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if (m_fAttackRear > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackRear, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hDamageSprite, r, g, b );
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x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 2)/2;
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y = ScreenHeight/2 + SPR_Height(m_hDamageSprite,2) * 2;
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SPR_DrawAdditive(2, x, y, NULL);
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m_fAttackRear = max( 0, m_fAttackRear - fFade );
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} else
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m_fAttackRear = 0;
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if (m_fAttackLeft > 0.4)
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{
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GetPainColor(r,g,b);
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shade = a * max( m_fAttackLeft, 0.5 );
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ScaleColors(r, g, b, shade);
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SPR_Set(m_hDamageSprite, r, g, b );
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x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 3) * 3;
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y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,3)/2;
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SPR_DrawAdditive(3, x, y, NULL);
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m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
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} else
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m_fAttackLeft = 0;
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return 1;
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}
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int CHudHealth::DrawDamage(float flTime)
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{
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int r, g, b, a;
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DAMAGE_IMAGE *pdmg;
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|
|
|
|
|
|
|
if (!m_bitsDamage)
|
|
|
|
return 1;
|
|
|
|
|
|
|
|
UnpackRGB(r,g,b, RGB_WHITE);
|
|
|
|
|
|
|
|
a = (int)( fabs(sin(flTime*2)) * 256.0);
|
|
|
|
|
|
|
|
ScaleColors(r, g, b, a);
|
|
|
|
|
|
|
|
// Draw all the items
|
|
|
|
for (int i = 0; i < NUM_DMG_TYPES; i++)
|
|
|
|
{
|
|
|
|
if (m_bitsDamage & giDmgFlags[i])
|
|
|
|
{
|
|
|
|
pdmg = &m_dmg[i];
|
|
|
|
SPR_Set(gHUD.GetSprite(m_HUD_dmg_bio + i), r, g, b );
|
|
|
|
SPR_DrawAdditive(0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect(m_HUD_dmg_bio + i));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for bits that should be expired
|
|
|
|
for ( i = 0; i < NUM_DMG_TYPES; i++ )
|
|
|
|
{
|
|
|
|
DAMAGE_IMAGE *pdmg = &m_dmg[i];
|
|
|
|
|
|
|
|
if ( m_bitsDamage & giDmgFlags[i] )
|
|
|
|
{
|
|
|
|
pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire );
|
|
|
|
|
|
|
|
if ( pdmg->fExpire <= flTime // when the time has expired
|
|
|
|
&& a < 40 ) // and the flash is at the low point of the cycle
|
|
|
|
{
|
|
|
|
pdmg->fExpire = 0;
|
|
|
|
|
|
|
|
int y = pdmg->y;
|
|
|
|
pdmg->x = pdmg->y = 0;
|
|
|
|
|
|
|
|
// move everyone above down
|
|
|
|
for (int j = 0; j < NUM_DMG_TYPES; j++)
|
|
|
|
{
|
|
|
|
pdmg = &m_dmg[j];
|
|
|
|
if ((pdmg->y) && (pdmg->y < y))
|
|
|
|
pdmg->y += giDmgHeight;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
m_bitsDamage &= ~giDmgFlags[i]; // clear the bits
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHudHealth::UpdateTiles(float flTime, long bitsDamage)
|
|
|
|
{
|
|
|
|
DAMAGE_IMAGE *pdmg;
|
|
|
|
|
|
|
|
// Which types are new?
|
|
|
|
long bitsOn = ~m_bitsDamage & bitsDamage;
|
|
|
|
|
|
|
|
for (int i = 0; i < NUM_DMG_TYPES; i++)
|
|
|
|
{
|
|
|
|
pdmg = &m_dmg[i];
|
|
|
|
|
|
|
|
// Is this one already on?
|
|
|
|
if (m_bitsDamage & giDmgFlags[i])
|
|
|
|
{
|
|
|
|
pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration
|
|
|
|
if (!pdmg->fBaseline)
|
|
|
|
pdmg->fBaseline = flTime;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Are we just turning it on?
|
|
|
|
if (bitsOn & giDmgFlags[i])
|
|
|
|
{
|
|
|
|
// put this one at the bottom
|
|
|
|
pdmg->x = giDmgWidth/8 + ScreenWidth/4;
|
|
|
|
pdmg->y = ScreenHeight - giDmgHeight * 2;
|
|
|
|
pdmg->fExpire=flTime + DMG_IMAGE_LIFE;
|
|
|
|
|
|
|
|
// move everyone else up
|
|
|
|
for (int j = 0; j < NUM_DMG_TYPES; j++)
|
|
|
|
{
|
|
|
|
if (j == i)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
pdmg = &m_dmg[j];
|
|
|
|
if (pdmg->y)
|
|
|
|
pdmg->y -= giDmgHeight;
|
|
|
|
|
|
|
|
}
|
|
|
|
pdmg = &m_dmg[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// damage bits are only turned on here; they are turned off when the draw time has expired (in DrawDamage())
|
|
|
|
m_bitsDamage |= bitsDamage;
|
|
|
|
}
|