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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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#define ARMOR_BAR_LEFT 40
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#define ARMOR_BAR_BOTTOM 96
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#define ARMOR_BAR_WIDTH 20
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#define ARMOR_BAR_HEIGHT 150
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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_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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}
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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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if( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) )
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return 1;
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int r, g, b, x, y, a;
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int iWidth, iHeight;
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iWidth = ARMOR_BAR_WIDTH;
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iHeight = ARMOR_BAR_HEIGHT;
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x = ScreenWidth - ARMOR_BAR_LEFT;
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y = ScreenHeight - ARMOR_BAR_BOTTOM - iHeight;
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// Draw empty transparent bar.
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r = g = b = 255;
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a = 16;
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FillRGBA( x, y, iWidth, iHeight, r, g, b, a );
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// Draw armor level bar.
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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// Has health changed? Flash the health #
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/*if( m_fFade )
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{
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if( m_fFade > FADE_TIME )
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m_fFade = FADE_TIME;
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m_fFade -= ( gHUD.m_flTimeDelta * 20 );
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if( m_fFade <= 0 )
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{
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a = 128;
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m_fFade = 0;
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}
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// Fade the health number back to dim
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a = MIN_ALPHA + ( m_fFade / FADE_TIME ) * 128;
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}
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else*/
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a = MIN_ALPHA;
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iHeight = ( m_iBat * ARMOR_BAR_HEIGHT ) / 100;
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gEngfuncs.pfnFillRGBABlend( x, y + ( ARMOR_BAR_HEIGHT - iHeight ), ARMOR_BAR_WIDTH, iHeight, r, g, b, a );
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return 1;
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}
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