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// ---------------------------------------------------------------
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// BubbleMod
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//
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// AUTHOR
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// Tyler Lund <halflife@bubblemod.org>
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//
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// LICENSE
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//
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// Permission is granted to anyone to use this software for
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// any purpose on any computer system, and to redistribute it
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// in any way, subject to the following restrictions:
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//
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// 1. The author is not responsible for the consequences of
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// use of this software, no matter how awful, even if they
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// arise from defects in it.
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// 2. The origin of this software must not be misrepresented,
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// either by explicit claim or by omission.
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// 3. Altered versions must be plainly marked as such, and
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// must not be misrepresented (by explicit claim or
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// omission) as being the original software.
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// 3a. It would be nice if I got a copy of your improved
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// version sent to halflife@bubblemod.org.
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// 4. This notice must not be removed or altered.
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//
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// ---------------------------------------------------------------
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#include "BMOD_messaging.h"
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#include "game.h"
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#include "BMOD_constants.h"
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extern cvar_t timeleft;
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extern cvar_t fragsleft;
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// extern cvar_t timelimit;
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extern cvar_t fraglimit;
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// pEnt is the player the message needs to go to
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// iChannel is the message channel defind in BMOD_messaging.h
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// vecColor is r, g, b color values for the message
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// vecTime is fadein, hold, and fadeout times in seconds.
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// msg is the message to display.
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//
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// Special msg values:
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// "SPEC" - spectator message.
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//
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void PrintMessage( CBaseEntity *pEnt, int iChannel, Vector vecColor, Vector vecTime, char *msg)
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{
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char szText[256];
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hudtextparms_t hText = {0};
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if (!strcmp("SPEC", msg))
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{
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char szTime[51] = "No Limit";
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if (timeleft.value)
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{
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float time = timeleft.value;
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sprintf(szTime, "%im, %is", (int)time/60, (int)time%60 );
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}
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// BMOD_PreChangeLevel();
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sprintf(szText, "BUBBLE MOD - http://www.bubblemod.org\n%s Version %s - %s\n\nCurrent Map: %s\nNext Map: %s\nTime Left: %s\nFrags Left: %i/%i",
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BMOD_BRANCH_NAME,
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BMOD_BRANCH_VERSION,
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BMOD_PLATFORM,
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CVAR_GET_STRING("bm_map"),
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CVAR_GET_STRING("bm_nextmap"),
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szTime,
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(int)fragsleft.value,
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(int)fraglimit.value
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);
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}
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else
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{
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sprintf(szText, "%s",msg);
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}
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switch (iChannel)
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{
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case BMOD_CHAN_INFO:
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hText.x = 0.01;
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hText.y = 0.1;
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break;
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case BMOD_CHAN_RUNE:
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hText.x = -1;
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hText.y = 1;
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break;
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case BMOD_CHAN_COUNTDOWN:
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hText.x = -1;
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hText.y = -1;
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break;
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case BMOD_CHAN_WEAPON:
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hText.x = -1;
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hText.y = 0.875;
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break;
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}
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hText.a1 = 240; // Brightness
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hText.a2 = 240;
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hText.r1 = vecColor.x; // Color
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hText.r2 = vecColor.x;
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hText.g1 = vecColor.y;
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hText.g2 = vecColor.y;
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hText.b1 = vecColor.z;
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hText.b2 = vecColor.z;
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hText.channel = iChannel; // Channel
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hText.effect = 0; //Just fade in fade out
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hText.fadeinTime = vecTime.x;
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hText.fadeoutTime = vecTime.z;
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hText.holdTime = vecTime.y;
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hText.fxTime = 0.5; //Does nothing in this case
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UTIL_HudMessage(pEnt, hText, szText);
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}
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