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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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// battery.cpp
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//
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// implementation of CHudBattery class
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//
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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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DECLARE_MESSAGE( m_Battery, Battery )
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int CHudBattery::Init( void )
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{
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m_iBat = 0;
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m_fFade = 0;
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m_iFlags = 0;
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HOOK_MESSAGE( Battery );
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gHUD.AddHudElem( this );
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return 1;
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}
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int CHudBattery::VidInit( void )
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{
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int HUD_suit_empty = gHUD.GetSpriteIndex( "suit_empty" );
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int HUD_suit_full = gHUD.GetSpriteIndex( "suit_full" );
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m_HUD_mgs3suitbar = gHUD.GetSpriteIndex( "mgs3suitbar" );
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m_HUD_mgs3suitdiv = gHUD.GetSpriteIndex( "mgs3suitdiv" );
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m_prc3 = &gHUD.GetSpriteRect( m_HUD_mgs3suitbar ); //Full
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m_iWidth = m_prc3->right - m_prc3->left; //32 - 160 = -128
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m_hSprite1 = m_hSprite2 = 0; // delaying get sprite handles until we know the sprites are loaded
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m_prc1 = &gHUD.GetSpriteRect( HUD_suit_empty );
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m_prc2 = &gHUD.GetSpriteRect( HUD_suit_full );
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m_iHeight = m_prc2->bottom - m_prc1->top;
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m_fFade = 0;
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return 1;
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}
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int CHudBattery::MsgFunc_Battery( const char *pszName, int iSize, void *pbuf )
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{
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m_iFlags |= HUD_ACTIVE;
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BEGIN_READ( pbuf, iSize );
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int x = READ_SHORT();
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if( x != m_iBat )
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{
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m_fFade = FADE_TIME;
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m_iBat = x;
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m_flBat = ( (float) x ) / 100.0; // 100.0 divided by 100.0 = 1
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}
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return 1;
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}
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int CHudBattery::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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wrect_t rc;
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rc = *m_prc2;
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rc.top += m_iHeight * ( (float)( 100 - ( min( 100,m_iBat ) ) ) * 0.01 ); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1
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if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
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return 1;
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int iOffset = ( m_prc1->bottom - m_prc1->top ) / 6;
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int MGSX = ( gHUD.GetSpriteRect( m_HUD_mgs3suitbar ).right - gHUD.GetSpriteRect( m_HUD_mgs3suitbar ).left ) / 10; //Needs 20. It's 104
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int MGSY = ScreenHeight - 45;
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int iOffset2 = m_iWidth * ( 1.0 - m_flBat ); //32 * ( 1 - 1 ) = 0
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if( iOffset2 < m_iWidth )
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{
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rc = *m_prc3;
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rc.left += iOffset2;
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SPR_Set( gHUD.GetSprite( m_HUD_mgs3suitbar ), 255, 255, 255 );
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SPR_Draw( 0, MGSX + 5, MGSY + 28, &rc );
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SPR_Set( gHUD.GetSprite( m_HUD_mgs3suitdiv ), 255, 255, 255 );
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SPR_DrawHoles( 0, MGSX + 5, MGSY + 28, &gHUD.GetSpriteRect( m_HUD_mgs3suitdiv ) );
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}
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//x += ( m_prc1->right - m_prc1->left );
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//x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b );
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return 1;
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}
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