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//========= Copyright <EFBFBD> 2011, Half-Screwed Team, Released under the "Do whatever you want" license. ============//
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// //
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// Purpose: //
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// //
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// $NoKeywords: $ //
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//====================================================================================================//
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//THIS IS CURRENTLY BROKEN IN THE DLL SIDE. IT CAUSED LOTS OF LAG.
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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 <stdio.h>
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//#include "mp3.h"
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int g_iRoundtime;
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int smbSoundCounter = 0; //This will count up, where when it hits 5 it'll play a sound.
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DECLARE_MESSAGE(m_Timer, Timer)
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int CHudTimer::Init(void)
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{
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HOOK_MESSAGE( Timer );
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gHUD.AddHudElem(this);
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return 1;
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};
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int CHudTimer::VidInit(void)
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{
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gHUD.m_iRoundtime = -1;
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g_hud_timerbg = gHUD.GetSpriteIndex( "nestimerbg" );
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g_hud_timercolon = gHUD.GetSpriteIndex( "nestime" );
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return 1;
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};
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int CHudTimer::MsgFunc_Timer( 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_LONG();
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g_iRoundtime = x;
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gHUD.m_iRoundtime = x;
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m_iFlags |= HUD_ACTIVE;
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return 1;
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}
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int CHudTimer::Draw( float flTime )
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{
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if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH )
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return 1;
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if (!(gHUD.m_iWeaponBits & (1 <<(WEAPON_SUIT)) ))
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return 1;
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if(g_iRoundtime > 0) //no negative numbers allowed
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{
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if (g_iRoundtime == 120)
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{
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smbSoundCounter += 1; //Start the countup to the super mario sound effect
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}
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if (smbSoundCounter == 5) //Note: the counter will still continue until 120 seconds turns into 119.
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{
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char * songchoice = "media/hurryup.mp3";
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gEngfuncs.pfnPrimeMusicStream( songchoice, 0 );
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//gMP3.PlayMP3NL( songchoice );
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}
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//Draw BG
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SPR_Set(gHUD.GetSprite(g_hud_timerbg), 255, 255, 255 );
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SPR_Draw(0, (ScreenWidth/2-69), 0, &gHUD.GetSpriteRect(g_hud_timerbg));
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gHUD.DrawHudNumberNES((ScreenWidth/2)-44, 20, DHN_2DIGITS | DHN_PREZERO, g_iRoundtime/60, 255, 255, 255);
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//Draw the numbers
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SPR_Set(gHUD.GetSprite(g_hud_timercolon), 255, 255, 255 );
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SPR_Draw(0, (ScreenWidth/2)-4, 20, &gHUD.GetSpriteRect(g_hud_timercolon));
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//Draw a String in this case ':'
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gHUD.DrawHudNumberNES((ScreenWidth/2)+6, 20, DHN_2DIGITS | DHN_PREZERO, g_iRoundtime%60, 255, 255, 255);
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}
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else //If the round is over write it, add something -- GOAHEAD
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{
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}
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if (smbSoundCounter >= 0 && g_iRoundtime > 120) //If server manually changed the round time or new round, Reset the sound timer.
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{
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smbSoundCounter = 0;
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}
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return 1;
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}
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