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.
*
****/
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
DECLARE_MESSAGE(m_Nightvision, Nightvision)
int CHudNightvision::Init(void)
{
m_iFlags = 0;
HOOK_MESSAGE(Nightvision);
gHUD.AddHudElem(this);
return 1;
};
int CHudNightvision::VidInit(void)
{
return 1;
};
int CHudNightvision::MsgFunc_Nightvision(const char *pszName, int iSize, void *pbuf)
{
BEGIN_READ(pbuf, iSize);
int fActive = READ_BYTE();
if (fActive)
m_iFlags |= HUD_ACTIVE;
else
m_iFlags &= ~HUD_ACTIVE;
return 1;
}
int CHudNightvision::Draw(float flTime)
{
if (!(gHUD.m_iWeaponBits & (1 << (WEAPON_SUIT))))
return 1;
int r, g, b, a;
int x, y, w, h;
a = 128;
UnpackRGB(r, g, b, RGB_YELLOWISH);
ScaleColors(r, g, b, a);
x = y = 0;
w = ScreenWidth;
h = ScreenHeight;
FillRGBA( x, y, w, h, r, g, b, a );
return 1;
}