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/***
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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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// 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 <cmath>
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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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#include "mobility_int.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_CALTROP,
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DMG_TRANQ,
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DMG_CONCUSS,
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DMG_HALLUC
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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_iHealth = 100;
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m_fFade = 0;
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m_iFlags = 0;
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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_hSprite = 0;
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m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
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m_HUD_cross = gHUD.GetSpriteIndex( "cross" );
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m_HUD_health1 = gHUD.GetSpriteIndex( "health1" );
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m_HUD_health2 = gHUD.GetSpriteIndex( "health2" );
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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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// TODO: update local health data
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BEGIN_READ( pbuf, iSize );
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int x = READ_BYTE();
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m_iFlags |= HUD_ACTIVE;
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// Only update the fade if we've changed health
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if( x != m_iHealth )
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{
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m_fFade = FADE_TIME;
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m_iHealth = x;
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}
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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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if( gMobileEngfuncs && damageTaken > 0 )
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{
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float time = damageTaken * 4.0f;
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if( time > 200.0f )
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time = 200.0f;
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gMobileEngfuncs->pfnVibrate( time, 0 );
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}
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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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#if 0
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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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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 <= 0 )
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DrawDeathVision();
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if( m_iHealth > 25 )
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{
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UnpackRGB( r, g, b, RGB_WHITEISH );
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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_HEALTH ) || gEngfuncs.IsSpectateOnly() )
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return 1;
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int r, g, b, x, y, a;
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// Has health changed? Flash the health #
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if( m_fFade )
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{
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m_fFade -= ( (float)gHUD.m_flTimeDelta * 20.0f );
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if( m_fFade <= 0 )
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{
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a = MIN_ALPHA;
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m_fFade = 0;
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}
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// Fade the health number back to dim
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a = MIN_ALPHA + ( m_fFade / FADE_TIME ) * 128;
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}
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else
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a = MIN_ALPHA;
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if( !m_hSprite )
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m_hSprite = LoadSprite( PAIN_NAME );
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// If health is getting low, make it bright red
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if( m_iHealth <= 15 )
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a = 255;
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GetPainColor( r, g, b );
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ScaleColors( r, g, b, a );
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// Only draw health if we have the suit.
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if( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) )
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{
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int HealthHeight = gHUD.GetSpriteRect( m_HUD_health1 ).bottom - gHUD.GetSpriteRect( m_HUD_health1 ).top;
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y = ScreenHeight - HealthHeight - HealthHeight / 6;
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x = 10;
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float delimeter = ( 100.0f - m_iHealth ) * 1.28f;
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SPR_EnableScissor( x, y - delimeter, 96, 128 );
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SPR_Set( gHUD.GetSprite( m_HUD_health2 ), 255, 255, 255 );
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SPR_DrawHoles( 0, x, y, 0 );
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SPR_DisableScissor();
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SPR_EnableScissor( x, ( y + 128 ) - delimeter, 96, 128 );
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SPR_Set( gHUD.GetSprite( m_HUD_health1 ), 255, 255, 255 );
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SPR_DrawHoles( 0, x, y, 0 );
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SPR_DisableScissor();
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}
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DrawDamage( flTime );
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return DrawPain( flTime );
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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 > 0.0f )
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{
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if( side > 0.3f )
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m_fAttackFront = Q_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 > 0.3f )
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m_fAttackRear = Q_max( m_fAttackRear, f );
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}
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if( front > 0.0f )
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{
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if( front > 0.3f )
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m_fAttackRight = Q_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 > 0.3f )
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m_fAttackLeft = Q_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 > 0.4f )
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{
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DrawPainFront();
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m_fAttackFront = Q_max( 0, m_fAttackFront - fFade );
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} else
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m_fAttackFront = 0;
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if( m_fAttackRight > 0.4f )
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{
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DrawPainRight();
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m_fAttackRight = Q_max( 0, m_fAttackRight - fFade );
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}
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else
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m_fAttackRight = 0;
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if( m_fAttackRear > 0.4f )
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{
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DrawPainRear();
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m_fAttackRear = Q_max( 0, m_fAttackRear - fFade );
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}
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else
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m_fAttackRear = 0;
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if( m_fAttackLeft > 0.4f )
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{
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DrawPainLeft();
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m_fAttackLeft = Q_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 i, r, g, b, a;
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DAMAGE_IMAGE *pdmg;
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if( !m_bitsDamage )
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return 1;
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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a = (int)( fabs( sin( flTime * 2.0f ) ) * 256.0f );
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ScaleColors( r, g, b, a );
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// check for bits that should be expired
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for( i = 0; i < NUM_DMG_TYPES; i++ )
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{
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if( m_bitsDamage & giDmgFlags[i] )
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{
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pdmg = &m_dmg[i];
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// Draw all the items
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SPR_Set( gHUD.GetSprite( m_HUD_dmg_bio + i ), r, g, b );
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SPR_DrawAdditive( 0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect( m_HUD_dmg_bio + i ) );
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pdmg->fExpire = Q_min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire );
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if( pdmg->fExpire <= flTime // when the time has expired
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&& a < 40 ) // and the flash is at the low point of the cycle
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{
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pdmg->fExpire = 0;
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int y = pdmg->y;
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pdmg->x = pdmg->y = 0;
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// move everyone above down
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for( int j = 0; j < NUM_DMG_TYPES; j++ )
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{
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pdmg = &m_dmg[j];
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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;
|
|
|
|
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;
|
|
|
|
}
|