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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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// hud.cpp
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//
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// implementation of CHud 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 <string.h>
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#include <stdio.h>
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#include "parsemsg.h"
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#include "hud_servers.h"
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#include "demo.h"
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#include "demo_api.h"
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cvar_t *hud_textmode;
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float g_hud_text_color[3];
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extern client_sprite_t *GetSpriteList( client_sprite_t *pList, const char *psz, int iRes, int iCount );
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extern cvar_t *sensitivity;
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cvar_t *cl_lw = NULL;
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void ShutdownInput( void );
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//DECLARE_MESSAGE( m_Logo, Logo )
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int __MsgFunc_Logo( const char *pszName, int iSize, void *pbuf )
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{
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return gHUD.MsgFunc_Logo( pszName, iSize, pbuf );
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}
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//DECLARE_MESSAGE( m_Logo, Logo )
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int __MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf )
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{
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return gHUD.MsgFunc_ResetHUD( pszName, iSize, pbuf );
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}
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int __MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
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{
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gHUD.MsgFunc_InitHUD( pszName, iSize, pbuf );
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return 1;
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}
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int __MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf )
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{
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gHUD.MsgFunc_ViewMode( pszName, iSize, pbuf );
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return 1;
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}
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int __MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf )
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{
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return gHUD.MsgFunc_SetFOV( pszName, iSize, pbuf );
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}
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int __MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf )
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{
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return gHUD.MsgFunc_Concuss( pszName, iSize, pbuf );
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}
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int __MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf )
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{
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return gHUD.MsgFunc_GameMode( pszName, iSize, pbuf );
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}
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// TFFree Command Menu
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void __CmdFunc_OpenCommandMenu( void )
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{
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}
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// TFC "special" command
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void __CmdFunc_InputPlayerSpecial( void )
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{
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}
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void __CmdFunc_CloseCommandMenu( void )
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{
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}
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void __CmdFunc_ForceCloseCommandMenu( void )
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{
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}
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void __CmdFunc_ToggleServerBrowser( void )
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{
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}
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// TFFree Command Menu Message Handlers
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int __MsgFunc_ValClass( const char *pszName, int iSize, void *pbuf )
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{
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return 0;
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}
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int __MsgFunc_TeamNames( const char *pszName, int iSize, void *pbuf )
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{
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return 0;
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}
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int __MsgFunc_Feign( const char *pszName, int iSize, void *pbuf )
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{
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return 0;
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}
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int __MsgFunc_Detpack( const char *pszName, int iSize, void *pbuf )
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{
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return 0;
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}
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int __MsgFunc_VGUIMenu( const char *pszName, int iSize, void *pbuf )
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{
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return 0;
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}
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int __MsgFunc_BuildSt( const char *pszName, int iSize, void *pbuf )
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{
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return 0;
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}
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int __MsgFunc_RandomPC( const char *pszName, int iSize, void *pbuf )
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{
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return 0;
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}
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int __MsgFunc_ServerName( const char *pszName, int iSize, void *pbuf )
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{
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return 0;
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}
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int __MsgFunc_Spectator( const char *pszName, int iSize, void *pbuf )
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{
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return 0;
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}
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int __MsgFunc_AllowSpec( const char *pszName, int iSize, void *pbuf )
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{
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return 0;
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}
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// This is called every time the DLL is loaded
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void CHud::Init( void )
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{
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HOOK_MESSAGE( Logo );
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HOOK_MESSAGE( ResetHUD );
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HOOK_MESSAGE( GameMode );
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HOOK_MESSAGE( InitHUD );
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HOOK_MESSAGE( ViewMode );
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HOOK_MESSAGE( SetFOV );
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HOOK_MESSAGE( Concuss );
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// TFFree CommandMenu
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HOOK_COMMAND( "+commandmenu", OpenCommandMenu );
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HOOK_COMMAND( "-commandmenu", CloseCommandMenu );
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HOOK_COMMAND( "ForceCloseCommandMenu", ForceCloseCommandMenu );
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HOOK_COMMAND( "special", InputPlayerSpecial );
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HOOK_COMMAND( "togglebrowser", ToggleServerBrowser );
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HOOK_MESSAGE( ValClass );
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HOOK_MESSAGE( TeamNames );
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HOOK_MESSAGE( Feign );
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HOOK_MESSAGE( Detpack );
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HOOK_MESSAGE( BuildSt );
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HOOK_MESSAGE( RandomPC );
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HOOK_MESSAGE( ServerName );
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HOOK_MESSAGE( Spectator );
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HOOK_MESSAGE( AllowSpec );
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// VGUI Menus
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HOOK_MESSAGE( VGUIMenu );
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CVAR_CREATE( "hud_classautokill", "1", FCVAR_ARCHIVE | FCVAR_USERINFO ); // controls whether or not to suicide immediately on TF class switch
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CVAR_CREATE( "hud_takesshots", "0", FCVAR_ARCHIVE ); // controls whether or not to automatically take screenshots at the end of a round
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hud_textmode = CVAR_CREATE ( "hud_textmode", "0", FCVAR_ARCHIVE );
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m_iLogo = 0;
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m_iFOV = 0;
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CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 );
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default_fov = CVAR_CREATE( "default_fov", "90", 0 );
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m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE );
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m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE );
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cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
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m_pSpriteList = NULL;
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// Clear any old HUD list
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if( m_pHudList )
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{
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HUDLIST *pList;
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while ( m_pHudList )
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{
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pList = m_pHudList;
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m_pHudList = m_pHudList->pNext;
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free( pList );
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}
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m_pHudList = NULL;
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}
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// In case we get messages before the first update -- time will be valid
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m_flTime = 1.0;
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m_Ammo.Init();
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m_Health.Init();
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m_SayText.Init();
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m_Spectator.Init();
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m_Geiger.Init();
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m_Train.Init();
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m_Battery.Init();
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m_Flash.Init();
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m_Message.Init();
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m_StatusBar.Init();
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m_DeathNotice.Init();
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m_AmmoSecondary.Init();
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m_TextMessage.Init();
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m_StatusIcons.Init();
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m_Zoom.Init();
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m_MOTD.Init();
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m_Scoreboard.Init();
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m_Menu.Init();
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MsgFunc_ResetHUD( 0, 0, NULL );
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}
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// CHud destructor
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// cleans up memory allocated for m_rg* arrays
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CHud::~CHud()
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{
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delete[] m_rghSprites;
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delete[] m_rgrcRects;
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delete[] m_rgszSpriteNames;
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if( m_pHudList )
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{
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HUDLIST *pList;
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while( m_pHudList )
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{
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pList = m_pHudList;
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m_pHudList = m_pHudList->pNext;
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free( pList );
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}
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m_pHudList = NULL;
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}
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}
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// GetSpriteIndex()
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// searches through the sprite list loaded from hud.txt for a name matching SpriteName
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// returns an index into the gHUD.m_rghSprites[] array
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// returns 0 if sprite not found
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int CHud::GetSpriteIndex( const char *SpriteName )
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{
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// look through the loaded sprite name list for SpriteName
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for( int i = 0; i < m_iSpriteCount; i++ )
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{
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if( strncmp( SpriteName, m_rgszSpriteNames + ( i * MAX_SPRITE_NAME_LENGTH), MAX_SPRITE_NAME_LENGTH ) == 0 )
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return i;
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}
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return -1; // invalid sprite
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}
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void CHud::VidInit( void )
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{
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int j;
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m_scrinfo.iSize = sizeof(m_scrinfo);
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GetScreenInfo( &m_scrinfo );
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// ----------
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// Load Sprites
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// ---------
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//m_hsprFont = LoadSprite("sprites/%d_font.spr");
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m_hsprLogo = 0;
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m_hsprCursor = 0;
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if( ScreenWidth < 640 )
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m_iRes = 320;
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else
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m_iRes = 640;
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// Only load this once
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if( !m_pSpriteList )
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{
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// we need to load the hud.txt, and all sprites within
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m_pSpriteList = SPR_GetList( "sprites/hud.txt", &m_iSpriteCountAllRes );
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if( m_pSpriteList )
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{
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// count the number of sprites of the appropriate res
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m_iSpriteCount = 0;
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client_sprite_t *p = m_pSpriteList;
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for( j = 0; j < m_iSpriteCountAllRes; j++ )
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{
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if( p->iRes == m_iRes )
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m_iSpriteCount++;
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p++;
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}
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// allocated memory for sprite handle arrays
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m_rghSprites = new HSPRITE[m_iSpriteCount];
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m_rgrcRects = new wrect_t[m_iSpriteCount];
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m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];
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p = m_pSpriteList;
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int index = 0;
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for( j = 0; j < m_iSpriteCountAllRes; j++ )
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{
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if( p->iRes == m_iRes )
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{
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char sz[256];
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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m_rghSprites[index] = SPR_Load( sz );
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m_rgrcRects[index] = p->rc;
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strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH );
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index++;
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}
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p++;
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}
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}
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}
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else
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{
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// we have already have loaded the sprite reference from hud.txt, but
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// we need to make sure all the sprites have been loaded (we've gone through a transition, or loaded a save game)
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client_sprite_t *p = m_pSpriteList;
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// count the number of sprites of the appropriate res
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m_iSpriteCount = 0;
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for( j = 0; j < m_iSpriteCountAllRes; j++ )
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{
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if( p->iRes == m_iRes )
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m_iSpriteCount++;
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p++;
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}
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delete[] m_rghSprites;
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delete[] m_rgrcRects;
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delete[] m_rgszSpriteNames;
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// allocated memory for sprite handle arrays
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m_rghSprites = new HSPRITE[m_iSpriteCount];
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m_rgrcRects = new wrect_t[m_iSpriteCount];
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m_rgszSpriteNames = new char[m_iSpriteCount * MAX_SPRITE_NAME_LENGTH];
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p = m_pSpriteList;
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int index = 0;
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for( j = 0; j < m_iSpriteCountAllRes; j++ )
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{
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if( p->iRes == m_iRes )
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{
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char sz[256];
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sprintf( sz, "sprites/%s.spr", p->szSprite );
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m_rghSprites[index] = SPR_Load( sz );
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m_rgrcRects[index] = p->rc;
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strncpy( &m_rgszSpriteNames[index * MAX_SPRITE_NAME_LENGTH], p->szName, MAX_SPRITE_NAME_LENGTH );
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index++;
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}
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p++;
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}
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}
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// assumption: number_1, number_2, etc, are all listed and loaded sequentially
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m_HUD_number_0 = GetSpriteIndex( "number_0" );
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m_iFontHeight = m_rgrcRects[m_HUD_number_0].bottom - m_rgrcRects[m_HUD_number_0].top;
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|
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|
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m_Ammo.VidInit();
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|
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m_Health.VidInit();
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m_Spectator.VidInit();
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|
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m_Geiger.VidInit();
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|
|
m_Train.VidInit();
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|
|
m_Battery.VidInit();
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|
|
m_Flash.VidInit();
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|
|
m_Message.VidInit();
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|
|
m_StatusBar.VidInit();
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|
|
m_DeathNotice.VidInit();
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|
|
m_SayText.VidInit();
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|
|
m_Menu.VidInit();
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|
|
m_AmmoSecondary.VidInit();
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|
|
|
m_TextMessage.VidInit();
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|
|
m_StatusIcons.VidInit();
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|
|
m_Zoom.VidInit();
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|
|
m_Scoreboard.VidInit();
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|
|
m_MOTD.VidInit();
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|
|
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}
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|
|
|
|
|
|
|
int CHud::MsgFunc_Logo( const char *pszName, int iSize, void *pbuf )
|
|
|
|
{
|
|
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
|
|
|
|
// update Train data
|
|
|
|
m_iLogo = READ_BYTE();
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|
|
|
|
|
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|
return 1;
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|
|
|
}
|
|
|
|
|
|
|
|
float g_lastFOV = 0.0;
|
|
|
|
|
|
|
|
/*
|
|
|
|
============
|
|
|
|
COM_FileBase
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
// Extracts the base name of a file (no path, no extension, assumes '/' as path separator)
|
|
|
|
void COM_FileBase ( const char *in, char *out )
|
|
|
|
{
|
|
|
|
int len, start, end;
|
|
|
|
|
|
|
|
len = strlen( in );
|
|
|
|
|
|
|
|
// scan backward for '.'
|
|
|
|
end = len - 1;
|
|
|
|
while( end && in[end] != '.' && in[end] != '/' && in[end] != '\\' )
|
|
|
|
end--;
|
|
|
|
|
|
|
|
if( in[end] != '.' ) // no '.', copy to end
|
|
|
|
end = len - 1;
|
|
|
|
else
|
|
|
|
end--; // Found ',', copy to left of '.'
|
|
|
|
|
|
|
|
// Scan backward for '/'
|
|
|
|
start = len - 1;
|
|
|
|
while( start >= 0 && in[start] != '/' && in[start] != '\\' )
|
|
|
|
start--;
|
|
|
|
|
|
|
|
if( in[start] != '/' && in[start] != '\\' )
|
|
|
|
start = 0;
|
|
|
|
else
|
|
|
|
start++;
|
|
|
|
|
|
|
|
// Length of new sting
|
|
|
|
len = end - start + 1;
|
|
|
|
|
|
|
|
// Copy partial string
|
|
|
|
strncpy( out, &in[start], len );
|
|
|
|
|
|
|
|
// Terminate it
|
|
|
|
out[len] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
HUD_IsGame
|
|
|
|
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
int HUD_IsGame( const char *game )
|
|
|
|
{
|
|
|
|
const char *gamedir;
|
|
|
|
char gd[1024];
|
|
|
|
|
|
|
|
gamedir = gEngfuncs.pfnGetGameDirectory();
|
|
|
|
if( gamedir && gamedir[0] )
|
|
|
|
{
|
|
|
|
COM_FileBase( gamedir, gd );
|
|
|
|
if( !stricmp( gd, game ) )
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=====================
|
|
|
|
HUD_GetFOV
|
|
|
|
|
|
|
|
Returns last FOV
|
|
|
|
=====================
|
|
|
|
*/
|
|
|
|
float HUD_GetFOV( void )
|
|
|
|
{
|
|
|
|
if( gEngfuncs.pDemoAPI->IsRecording() )
|
|
|
|
{
|
|
|
|
// Write it
|
|
|
|
int i = 0;
|
|
|
|
unsigned char buf[100];
|
|
|
|
|
|
|
|
// Active
|
|
|
|
*(float *)&buf[i] = g_lastFOV;
|
|
|
|
i += sizeof(float);
|
|
|
|
|
|
|
|
Demo_WriteBuffer( TYPE_ZOOM, i, buf );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( gEngfuncs.pDemoAPI->IsPlayingback() )
|
|
|
|
{
|
|
|
|
g_lastFOV = g_demozoom;
|
|
|
|
}
|
|
|
|
return g_lastFOV;
|
|
|
|
}
|
|
|
|
|
|
|
|
int CHud::MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf )
|
|
|
|
{
|
|
|
|
BEGIN_READ( pbuf, iSize );
|
|
|
|
|
|
|
|
int newfov = READ_BYTE();
|
|
|
|
int def_fov = CVAR_GET_FLOAT( "default_fov" );
|
|
|
|
|
|
|
|
//Weapon prediction already takes care of changing the fog. ( g_lastFOV ).
|
|
|
|
if( cl_lw && cl_lw->value )
|
|
|
|
return 1;
|
|
|
|
|
|
|
|
g_lastFOV = newfov;
|
|
|
|
|
|
|
|
if( newfov == 0 )
|
|
|
|
{
|
|
|
|
m_iFOV = def_fov;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_iFOV = newfov;
|
|
|
|
}
|
|
|
|
|
|
|
|
// the clients fov is actually set in the client data update section of the hud
|
|
|
|
|
|
|
|
// Set a new sensitivity
|
|
|
|
if( m_iFOV == def_fov )
|
|
|
|
{
|
|
|
|
// reset to saved sensitivity
|
|
|
|
m_flMouseSensitivity = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// set a new sensitivity that is proportional to the change from the FOV default
|
|
|
|
m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)def_fov) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CHud::AddHudElem( CHudBase *phudelem )
|
|
|
|
{
|
|
|
|
HUDLIST *pdl, *ptemp;
|
|
|
|
|
|
|
|
//phudelem->Think();
|
|
|
|
|
|
|
|
if( !phudelem )
|
|
|
|
return;
|
|
|
|
|
|
|
|
pdl = (HUDLIST *)malloc( sizeof(HUDLIST) );
|
|
|
|
if( !pdl )
|
|
|
|
return;
|
|
|
|
|
|
|
|
memset( pdl, 0, sizeof(HUDLIST) );
|
|
|
|
pdl->p = phudelem;
|
|
|
|
|
|
|
|
if( !m_pHudList )
|
|
|
|
{
|
|
|
|
m_pHudList = pdl;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
ptemp = m_pHudList;
|
|
|
|
|
|
|
|
while( ptemp->pNext )
|
|
|
|
ptemp = ptemp->pNext;
|
|
|
|
|
|
|
|
ptemp->pNext = pdl;
|
|
|
|
}
|
|
|
|
|
|
|
|
float CHud::GetSensitivity( void )
|
|
|
|
{
|
|
|
|
return m_flMouseSensitivity;
|
|
|
|
}
|