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.
*
****/
//
// Health.cpp
//
// implementation of CHudHealth class
//
#include "stdio.h"
#include "stdlib.h"
#include "math.h"
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include "mobility_int.h"
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DECLARE_MESSAGE( m_Health, Health )
DECLARE_MESSAGE( m_Health, Damage )
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#define PAIN_NAME "sprites/%d_pain.spr"
#define DAMAGE_NAME "sprites/%d_dmg.spr"
int giDmgHeight, giDmgWidth;
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int giDmgFlags[NUM_DMG_TYPES] =
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{
DMG_POISON,
DMG_ACID,
DMG_FREEZE|DMG_SLOWFREEZE,
DMG_DROWN,
DMG_BURN|DMG_SLOWBURN,
DMG_NERVEGAS,
DMG_RADIATION,
DMG_SHOCK,
DMG_CALTROP,
DMG_TRANQ,
DMG_CONCUSS,
DMG_HALLUC
};
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int CHudHealth::Init( void )
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{
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HOOK_MESSAGE( Health );
HOOK_MESSAGE( Damage );
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m_iHealth = 100;
m_fFade = 0;
m_iFlags = 0;
m_bitsDamage = 0;
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
giDmgHeight = 0;
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;
}
void CHudHealth::Reset( void )
{
// make sure the pain compass is cleared when the player respawns
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
// force all the flashing damage icons to expire
m_bitsDamage = 0;
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for( int i = 0; i < NUM_DMG_TYPES; i++ )
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{
m_dmg[i].fExpire = 0;
}
}
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int CHudHealth::VidInit( void )
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{
m_hSprite = 0;
m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
m_HUD_cross = gHUD.GetSpriteIndex( "cross" );
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giDmgHeight = gHUD.GetSpriteRect( m_HUD_dmg_bio ).right - gHUD.GetSpriteRect( m_HUD_dmg_bio ).left;
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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int CHudHealth::MsgFunc_Health( const char *pszName, int iSize, void *pbuf )
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{
// TODO: update local health data
BEGIN_READ( pbuf, iSize );
int x = READ_BYTE();
m_iFlags |= HUD_ACTIVE;
// Only update the fade if we've changed health
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if( x != m_iHealth )
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{
m_fFade = FADE_TIME;
m_iHealth = x;
}
return 1;
}
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int CHudHealth::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf )
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{
BEGIN_READ( pbuf, iSize );
int armor = READ_BYTE(); // armor
int damageTaken = READ_BYTE(); // health
long bitsDamage = READ_LONG(); // damage bits
vec3_t vecFrom;
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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float time = damageTaken * 4.0f;
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if( time > 200.0f )
time = 200.0f;
gMobileEngfuncs->pfnVibrate( time, 0 );
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}
}
return 1;
}
// Returns back a color from the
// Green <-> Yellow <-> Red ramp
void CHudHealth::GetPainColor( int &r, int &g, int &b )
{
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;
#if 0
g = iHealth * 255 / 100;
r = 255 - g;
b = 0;
#else
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if( m_iHealth > 25 )
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{
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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}
else
{
r = 250;
g = 0;
b = 0;
}
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#endif
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}
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int CHudHealth::Draw( float flTime )
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{
int r, g, b;
int a = 0, x, y;
int HealthWidth;
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if( ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) || gEngfuncs.IsSpectateOnly() )
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return 1;
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if( !m_hSprite )
m_hSprite = LoadSprite( PAIN_NAME );
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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 -= ( gHUD.m_flTimeDelta * 20 );
if( m_fFade <= 0 )
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{
a = MIN_ALPHA;
m_fFade = 0;
}
// Fade the health number back to dim
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a = MIN_ALPHA + ( m_fFade / FADE_TIME ) * 128;
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}
else
a = MIN_ALPHA;
// 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.
// if( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) )
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{
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HealthWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left;
int CrossWidth = gHUD.GetSpriteRect( m_HUD_cross ).right - gHUD.GetSpriteRect( m_HUD_cross ).left;
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y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
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x = CrossWidth / 2;
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SPR_Set( gHUD.GetSprite( m_HUD_cross ), r, g, b );
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_cross ) );
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x = CrossWidth + HealthWidth / 2;
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x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b );
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x += HealthWidth / 2;
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int iHeight = gHUD.m_iFontHeight;
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int iWidth = HealthWidth / 10;
FillRGBA( x, y, iWidth, iHeight, r, g, b, a );
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}
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DrawDamage( flTime );
return DrawPain( flTime );
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}
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void CHudHealth::CalcDamageDirection( vec3_t vecFrom )
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{
vec3_t forward, right, up;
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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{
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
return;
}
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memcpy( vecOrigin, gHUD.m_vecOrigin, sizeof(vec3_t) );
memcpy( vecAngles, gHUD.m_vecAngles, sizeof(vec3_t) );
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VectorSubtract( vecFrom, vecOrigin, vecFrom );
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float flDistToTarget = vecFrom.Length();
vecFrom = vecFrom.Normalize();
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AngleVectors( vecAngles, forward, right, up );
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front = DotProduct( vecFrom, right );
side = DotProduct( vecFrom, forward );
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if( flDistToTarget <= 50 )
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{
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 1;
}
else
{
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if( side > 0 )
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{
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if( side > 0.3 )
m_fAttackFront = max( m_fAttackFront, side );
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}
else
{
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float f = fabs( side );
if( f > 0.3 )
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 )
m_fAttackRight = max( m_fAttackRight, front );
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}
else
{
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float f = fabs( front );
if( f > 0.3 )
m_fAttackLeft = max( m_fAttackLeft, f );
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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;
int r, g, b;
int x, y, a, shade;
// TODO: get the shift value of the health
a = 255; // max brightness until then
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 );
SPR_Set( m_hSprite, r, g, b );
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x = ScreenWidth / 2 - SPR_Width( m_hSprite, 0 ) / 2;
y = ScreenHeight / 2 - SPR_Height( m_hSprite, 0 ) * 3;
SPR_DrawAdditive( 0, x, y, NULL );
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m_fAttackFront = max( 0, m_fAttackFront - fFade );
} else
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 );
SPR_Set( m_hSprite, r, g, b );
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x = ScreenWidth / 2 + SPR_Width( m_hSprite, 1 ) * 2;
y = ScreenHeight / 2 - SPR_Height( m_hSprite,1 ) / 2;
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 );
SPR_Set( m_hSprite, r, g, b );
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x = ScreenWidth / 2 - SPR_Width( m_hSprite, 2 ) / 2;
y = ScreenHeight / 2 + SPR_Height( m_hSprite, 2 ) * 2;
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 );
SPR_Set( m_hSprite, r, g, b );
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x = ScreenWidth / 2 - SPR_Width( m_hSprite, 3 ) * 3;
y = ScreenHeight / 2 - SPR_Height( m_hSprite,3 ) / 2;
SPR_DrawAdditive( 3, x, y, NULL );
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m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
} else
m_fAttackLeft = 0;
return 1;
}
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int CHudHealth::DrawDamage( float flTime )
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{
int i, r, g, b, a;
DAMAGE_IMAGE *pdmg;
if( !m_bitsDamage )
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return 1;
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UnpackRGB( r, g, b, RGB_YELLOWISH );
a = (int)( fabs( sin( flTime * 2 ) ) * 256.0 );
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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];
// Draw all the items
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 ) );
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pdmg->fExpire = 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
{
pdmg->fExpire = 0;
int y = pdmg->y;
pdmg->x = pdmg->y = 0;
// move everyone above down
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for( int j = 0; j < NUM_DMG_TYPES; j++ )
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{
pdmg = &m_dmg[j];
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if( ( pdmg->y ) && ( pdmg->y < y ) )
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pdmg->y += giDmgHeight;
}
m_bitsDamage &= ~giDmgFlags[i]; // clear the bits
}
}
}
return 1;
}
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void CHudHealth::UpdateTiles( float flTime, long bitsDamage )
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{
DAMAGE_IMAGE *pdmg;
// Which types are new?
long bitsOn = ~m_bitsDamage & bitsDamage;
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for( int i = 0; i < NUM_DMG_TYPES; i++ )
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{
pdmg = &m_dmg[i];
// Is this one already on?
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if( m_bitsDamage & giDmgFlags[i] )
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{
pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration
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if( !pdmg->fBaseline )
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pdmg->fBaseline = flTime;
}
// Are we just turning it on?
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if( bitsOn & giDmgFlags[i] )
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{
// put this one at the bottom
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pdmg->x = giDmgWidth / 8;
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pdmg->y = ScreenHeight - giDmgHeight * 2;
pdmg->fExpire=flTime + DMG_IMAGE_LIFE;
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// move everyone else up
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for( int j = 0; j < NUM_DMG_TYPES; j++ )
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{
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if( j == i )
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continue;
pdmg = &m_dmg[j];
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if( pdmg->y )
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pdmg->y -= giDmgHeight;
}
pdmg = &m_dmg[i];
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}
}
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// damage bits are only turned on here; they are turned off when the draw time has expired (in DrawDamage())
m_bitsDamage |= bitsDamage;
}