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.
*
****/
//
// Geiger.cpp
//
// implementation of CHudAmmo class
//
#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_Cinematic, Cinematic)
int CHudCinematic::Init(void)
{
HOOK_MESSAGE(Cinematic);
m_iFlags = 0;
m_hSprite = 0;
m_flCineTime = 0;
gHUD.AddHudElem(this);
return 1;
};
int CHudCinematic::VidInit(void)
{
m_flCineTime = 0;
m_iFlags = 0;
m_hSprite = SPR_Load( "sprites/wide_bar.spr" );
return 1;
};
int CHudCinematic::MsgFunc_Cinematic(const char *pszName, int iSize, void *pbuf)
{
m_iFlags |= HUD_ACTIVE;
BEGIN_READ(pbuf, iSize);
m_flCineTime = READ_BYTE();
m_flCineTime = m_flCineTime + gEngfuncs.GetClientTime();
return 1;
}
int CHudCinematic::Draw(float flTime)
{
if (gHUD.m_iHideHUDDisplay & HIDEHUD_ALL)
return 1;
if (!(m_iFlags & HUD_ACTIVE))
return 1;
#if 0
// Height for a single bar.
int barHeight = ScreenHeight / 6;
// Draw upper dark bar.
gEngfuncs.pfnFillRGBA(0, 0, ScreenWidth, barHeight, 40, 40, 40, 255);
// Draw lower dark bar.
gEngfuncs.pfnFillRGBABlend(0, ScreenHeight - barHeight, ScreenWidth, barHeight, 0, 0, 0, 225);
#endif
return 1;
}
void CHudCinematic::DrawCinematic(void)
{
if (gHUD.m_iHideHUDDisplay & HIDEHUD_ALL)
return;
if (!(m_iFlags & HUD_ACTIVE))
return;
if (m_flCineTime <= gEngfuncs.GetClientTime())
{
m_iFlags &= ~HUD_ACTIVE;
m_flCineTime = 0;
return;
}
if (!m_hSprite)
m_hSprite = SPR_Load("sprites/wide_bar.spr");
struct model_s * hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer(m_hSprite);
gEngfuncs.pTriAPI->RenderMode(kRenderTransAlpha);
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;
}