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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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// statusbar.cpp
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//
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// generic text status bar, set by game dll
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// runs across bottom of screen
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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_StatusBar, StatusText )
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DECLARE_MESSAGE( m_StatusBar, StatusValue )
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#define STATUSBAR_ID_LINE 1
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float *GetClientColor( int clientIndex );
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extern float g_ColorYellow[3];
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int CHudStatusBar::Init( void )
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{
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gHUD.AddHudElem( this );
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HOOK_MESSAGE( StatusText );
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HOOK_MESSAGE( StatusValue );
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Reset();
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CVAR_CREATE( "hud_centerid", "0", FCVAR_ARCHIVE );
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return 1;
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}
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int CHudStatusBar::VidInit( void )
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{
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// Load sprites here
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return 1;
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}
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void CHudStatusBar::Reset( void )
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{
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int i = 0;
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m_iFlags &= ~HUD_ACTIVE; // start out inactive
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for( i = 0; i < MAX_STATUSBAR_LINES; i++ )
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m_szStatusText[i][0] = 0;
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memset( m_iStatusValues, 0, sizeof m_iStatusValues );
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m_iStatusValues[0] = 1; // 0 is the special index, which always returns true
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// reset our colors for the status bar lines (yellow is default)
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for ( i = 0; i < MAX_STATUSBAR_LINES; i++ )
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m_pflNameColors[i] = g_ColorYellow;
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}
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void CHudStatusBar::ParseStatusString( int line_num )
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{
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// localise string first
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char szBuffer[MAX_STATUSTEXT_LENGTH] = {0};
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gHUD.m_TextMessage.LocaliseTextString( m_szStatusText[line_num], szBuffer, MAX_STATUSTEXT_LENGTH );
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// parse m_szStatusText & m_iStatusValues into m_szStatusBar
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memset( m_szStatusBar[line_num], 0, MAX_STATUSTEXT_LENGTH );
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char *src = szBuffer;
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char *dst = m_szStatusBar[line_num];
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char *src_start = src, *dst_start = dst;
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while( *src != 0 )
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{
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while( *src == '\n' )
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src++; // skip over any newlines
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if( ( ( src - src_start ) >= MAX_STATUSTEXT_LENGTH ) || ( ( dst - dst_start ) >= MAX_STATUSTEXT_LENGTH ) )
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break;
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int index = atoi( src );
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// should we draw this line?
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if( ( index >= 0 && index < MAX_STATUSBAR_VALUES ) && ( m_iStatusValues[index] != 0 ) )
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{
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// parse this line and append result to the status bar
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while ( *src >= '0' && *src <= '9' )
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src++;
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if( *src == '\n' || *src == 0 )
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continue; // no more left in this text line
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// copy the text, char by char, until we hit a % or a \n
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while( *src != '\n' && *src != 0 )
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{
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if( *src != '%' )
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{
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// just copy the character
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*dst = *src;
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dst++, src++;
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}
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else
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{
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// get the descriptor
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char valtype = *(++src); // move over %
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// if it's a %, draw a % sign
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if ( valtype == '%' )
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{
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*dst = valtype;
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dst++, src++;
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continue;
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}
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// move over descriptor, then get and move over the index
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index = atoi( ++src );
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while( *src >= '0' && *src <= '9' )
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src++;
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if( index >= 0 && index < MAX_STATUSBAR_VALUES )
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{
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int indexval = m_iStatusValues[index];
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// get the string to substitute in place of the %XX
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char szRepString[MAX_PLAYER_NAME_LENGTH];
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switch( valtype )
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{
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case 'p': // player name
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GetPlayerInfo( indexval, &g_PlayerInfoList[indexval] );
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if( g_PlayerInfoList[indexval].name != NULL )
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{
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strncpy( szRepString, g_PlayerInfoList[indexval].name, MAX_PLAYER_NAME_LENGTH );
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m_pflNameColors[line_num] = GetClientColor( indexval );
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}
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else
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{
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strcpy( szRepString, "******" );
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}
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break;
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case 'i': // number
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sprintf( szRepString, "%d", indexval );
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break;
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default:
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szRepString[0] = 0;
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}
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for( char *cp = szRepString; *cp != 0 && ( ( dst - dst_start ) < MAX_STATUSTEXT_LENGTH ); cp++, dst++ )
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*dst = *cp;
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}
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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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// skip to next line of text
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while( *src != 0 && *src != '\n' )
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src++;
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}
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}
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}
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int CHudStatusBar::Draw( float fTime )
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{
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if( m_bReparseString )
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{
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for( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
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{
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m_pflNameColors[i] = g_ColorYellow;
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ParseStatusString( i );
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}
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m_bReparseString = FALSE;
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}
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int Y_START = ScreenHeight - YRES( 32 + 4 );
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// Draw the status bar lines
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for( int i = 0; i < MAX_STATUSBAR_LINES; i++ )
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{
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int TextHeight, TextWidth;
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GetConsoleStringSize( m_szStatusBar[i], &TextWidth, &TextHeight );
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int x = 4;
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int y = Y_START - ( 4 + TextHeight * i ); // draw along bottom of screen
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// let user set status ID bar centering
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if( ( i == STATUSBAR_ID_LINE ) && CVAR_GET_FLOAT( "hud_centerid" ) )
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{
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x = max( 0, max( 2, ( ScreenWidth - TextWidth ) ) / 2 );
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y = ( ScreenHeight / 2 ) + ( TextHeight * CVAR_GET_FLOAT( "hud_centerid" ) );
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}
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if( m_pflNameColors[i] )
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//++ BulliT
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//gEngfuncs.pfnDrawSetTextColor( m_pflNameColors[i][0], m_pflNameColors[i][1], m_pflNameColors[i][2] );
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DrawConsoleString( x, y, m_szStatusBar[i], m_pflNameColors[i][0], m_pflNameColors[i][1], m_pflNameColors[i][2] );
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else
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//-- Martin Webrant
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DrawConsoleString( x, y, m_szStatusBar[i] );
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}
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return 1;
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}
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// Message handler for StatusText message
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// accepts two values:
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// byte: line number of status bar text
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// string: status bar text
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// this string describes how the status bar should be drawn
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// a semi-regular expression:
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// ( slotnum ([a..z] [%pX] [%iX])*)*
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// where slotnum is an index into the Value table (see below)
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// if slotnum is 0, the string is always drawn
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// if StatusValue[slotnum] != 0, the following string is drawn, upto the next newline - otherwise the text is skipped upto next newline
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// %pX, where X is an integer, will substitute a player name here, getting the player index from StatusValue[X]
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// %iX, where X is an integer, will substitute a number here, getting the number from StatusValue[X]
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int CHudStatusBar::MsgFunc_StatusText( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int line = READ_BYTE();
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if( line < 0 || line >= MAX_STATUSBAR_LINES )
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return 1;
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strncpy( m_szStatusText[line], READ_STRING(), MAX_STATUSTEXT_LENGTH );
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m_szStatusText[line][MAX_STATUSTEXT_LENGTH - 1] = 0; // ensure it's null terminated ( strncpy() won't null terminate if read string too long)
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if( m_szStatusText[0] == 0 )
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m_iFlags &= ~HUD_ACTIVE;
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else
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m_iFlags |= HUD_ACTIVE; // we have status text, so turn on the status bar
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m_bReparseString = TRUE;
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return 1;
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}
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// Message handler for StatusText message
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// accepts two values:
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// byte: index into the status value array
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// short: value to store
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int CHudStatusBar::MsgFunc_StatusValue( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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int index = READ_BYTE();
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if( index < 1 || index >= MAX_STATUSBAR_VALUES )
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return 1; // index out of range
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m_iStatusValues[index] = READ_SHORT();
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m_bReparseString = TRUE;
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return 1;
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}
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