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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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// status_icons.cpp
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include <string.h>
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#include <stdio.h>
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#include "parsemsg.h"
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#include "event_api.h"
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DECLARE_MESSAGE( m_StatusIcons, StatusIcon );
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int CHudStatusIcons::Init( void )
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{
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HOOK_MESSAGE( StatusIcon );
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gHUD.AddHudElem( this );
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Reset();
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return 1;
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}
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int CHudStatusIcons::VidInit( void )
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{
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return 1;
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}
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void CHudStatusIcons::Reset( void )
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{
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memset( m_IconList, 0, sizeof m_IconList );
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m_iFlags &= ~HUD_ACTIVE;
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}
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// Draw status icons along the left-hand side of the screen
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int CHudStatusIcons::Draw( float flTime )
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{
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if (gEngfuncs.IsSpectateOnly())
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return 1;
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// find starting position to draw from, along right-hand side of screen
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int x = 5;
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int y = ScreenHeight / 2;
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// loop through icon list, and draw any valid icons drawing up from the middle of screen
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for ( int i = 0; i < MAX_ICONSPRITES; i++ )
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{
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if ( m_IconList[i].spr )
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{
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y -= ( m_IconList[i].rc.bottom - m_IconList[i].rc.top ) + 5;
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SPR_Set( m_IconList[i].spr, m_IconList[i].r, m_IconList[i].g, m_IconList[i].b );
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SPR_DrawAdditive( 0, x, y, &m_IconList[i].rc );
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}
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}
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return 1;
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}
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// Message handler for StatusIcon message
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// accepts five values:
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// byte : TRUE = ENABLE icon, FALSE = DISABLE icon
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// string : the sprite name to display
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// byte : red
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// byte : green
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// byte : blue
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int CHudStatusIcons::MsgFunc_StatusIcon( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int ShouldEnable = READ_BYTE();
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char *pszIconName = READ_STRING();
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if ( ShouldEnable )
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{
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int r = READ_BYTE();
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int g = READ_BYTE();
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int b = READ_BYTE();
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EnableIcon( pszIconName, r, g, b );
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m_iFlags |= HUD_ACTIVE;
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}
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else
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{
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DisableIcon( pszIconName );
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}
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return 1;
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}
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// add the icon to the icon list, and set it's drawing color
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void CHudStatusIcons::EnableIcon( char *pszIconName, unsigned char red, unsigned char green, unsigned char blue )
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{
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int i;
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// check to see if the sprite is in the current list
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for ( i = 0; i < MAX_ICONSPRITES; i++ )
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{
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if ( !stricmp( m_IconList[i].szSpriteName, pszIconName ) )
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break;
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}
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if ( i == MAX_ICONSPRITES )
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{
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// icon not in list, so find an empty slot to add to
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for ( i = 0; i < MAX_ICONSPRITES; i++ )
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{
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if ( !m_IconList[i].spr )
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break;
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}
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}
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// if we've run out of space in the list, overwrite the first icon
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if ( i == MAX_ICONSPRITES )
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{
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i = 0;
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}
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// Load the sprite and add it to the list
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// the sprite must be listed in hud.txt
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int spr_index = gHUD.GetSpriteIndex( pszIconName );
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m_IconList[i].spr = gHUD.GetSprite( spr_index );
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m_IconList[i].rc = gHUD.GetSpriteRect( spr_index );
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m_IconList[i].r = red;
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m_IconList[i].g = green;
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m_IconList[i].b = blue;
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strcpy( m_IconList[i].szSpriteName, pszIconName );
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// Hack: Play Timer sound when a grenade icon is played (in 0.8 seconds)
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if ( strstr(m_IconList[i].szSpriteName, "grenade") )
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{
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cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer();
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gEngfuncs.pEventAPI->EV_PlaySound( pthisplayer->index, pthisplayer->origin, CHAN_STATIC, "weapons/timer.wav", 1.0, ATTN_NORM, 0, PITCH_NORM );
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}
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}
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void CHudStatusIcons::DisableIcon( char *pszIconName )
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{
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// find the sprite is in the current list
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for ( int i = 0; i < MAX_ICONSPRITES; i++ )
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{
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if ( !stricmp( m_IconList[i].szSpriteName, pszIconName ) )
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{
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// clear the item from the list
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memset( &m_IconList[i], 0, sizeof( icon_sprite_t ) );
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return;
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}
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}
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}
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