Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 <string.h>
#include <time.h>
#include <stdio.h>
#include "event_api.h"
#include "event_args.h"
#include "triangleapi.h"
#include "parsemsg.h"
DECLARE_MESSAGE(m_DeathVision, DeathVision)
int CHudDeathVision::Init(void)
{
HOOK_MESSAGE(DeathVision);
m_iFlags = 0;
m_hSprite = 0;
gHUD.AddHudElem(this);
return 1;
};
int CHudDeathVision::VidInit(void)
{
m_iFlags = 0;
m_hSprite = SPR_Load("sprites/death_vision.spr");
return 1;
};
int CHudDeathVision::MsgFunc_DeathVision(const char *pszName, int iSize, void *pbuf)
{
m_iFlags |= HUD_ACTIVE;
BEGIN_READ(pbuf, iSize);
READ_BYTE();
return 1;
}
int CHudDeathVision::Draw(float flTime)
{
return 1;
}
void CHudDeathVision::DrawDeathVision(void)
{
if (gHUD.m_iHideHUDDisplay & HIDEHUD_ALL)
return;
if (!(m_iFlags & HUD_ACTIVE))
return;
if (!m_hSprite)
m_hSprite = SPR_Load("sprites/death_vision.spr");
struct model_s * hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer(m_hSprite);
gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd);
gEngfuncs.pTriAPI->CullFace(TRI_NONE);
gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 0);
gEngfuncs.pTriAPI->Begin(TRI_QUADS);
//top left
gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f);
gEngfuncs.pTriAPI->Vertex3f(0, 0, 0);
//bottom left
gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f);
gEngfuncs.pTriAPI->Vertex3f(0, ScreenHeight, 0);
//bottom right
gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f);
gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, ScreenHeight, 0);
//top right
gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f);
gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, 0, 0);
gEngfuncs.pTriAPI->End(); //end our list of vertexes
gEngfuncs.pTriAPI->RenderMode(kRenderNormal); //return to normal
return;
}