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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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// cdll_int.c
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//
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// this implementation handles the linking of the engine to the DLL
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "netadr.h"
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#include "parsemsg.h"
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#if GOLDSOURCE_SUPPORT && (_WIN32 || __linux__ || __APPLE__) && (__i386 || _M_IX86)
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#define USE_VGUI_FOR_GOLDSOURCE_SUPPORT 1
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#include "VGUI_Panel.h"
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#include "VGUI_App.h"
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#endif
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extern "C"
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{
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#include "pm_shared.h"
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}
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#include <string.h>
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cl_enginefunc_t gEngfuncs;
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CHud gHUD;
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/*hud_player_info_t g_PlayerInfoList[MAX_PLAYERS+1]; // player info from the engine
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extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS+1]; // additional player info sent directly to the client dll
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team_info_t g_TeamInfo[MAX_TEAMS+1];
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int g_iUser1;
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int g_iUser2;
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int g_iUser3;
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int g_iTeamNumber;
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int g_iPlayerClass;*/
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mobile_engfuncs_t *gMobileEngfuncs = NULL;
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extern "C" int g_bhopcap;
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void InitInput( void );
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void EV_HookEvents( void );
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void IN_Commands( void );
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int __MsgFunc_Bhopcap( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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g_bhopcap = READ_BYTE();
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return 1;
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}
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/*
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==========================
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Initialize
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Called when the DLL is first loaded.
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==========================
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*/
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extern "C"
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{
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int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion );
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int DLLEXPORT HUD_VidInit( void );
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void DLLEXPORT HUD_Init( void );
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int DLLEXPORT HUD_Redraw( float flTime, int intermission );
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int DLLEXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime );
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void DLLEXPORT HUD_Reset ( void );
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void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server );
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void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove );
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char DLLEXPORT HUD_PlayerMoveTexture( char *name );
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int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
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int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs );
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void DLLEXPORT HUD_Frame( double time );
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void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
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void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf );
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void DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs );
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}
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/*
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================================
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HUD_GetHullBounds
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Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
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================================
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*/
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int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs )
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{
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int iret = 0;
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switch( hullnumber )
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{
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case 0: // Normal player
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Vector( -16, -16, -36 ).CopyToArray(mins);
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Vector( 16, 16, 36 ).CopyToArray(maxs);
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iret = 1;
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break;
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case 1: // Crouched player
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Vector( -16, -16, -18 ).CopyToArray(mins);
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Vector( 16, 16, 18 ).CopyToArray(maxs);
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iret = 1;
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break;
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case 2: // Point based hull
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Vector( 0, 0, 0 ).CopyToArray(mins);
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Vector( 0, 0, 0 ).CopyToArray(maxs);
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iret = 1;
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break;
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}
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return iret;
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}
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/*
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================================
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HUD_ConnectionlessPacket
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Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max
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size of the response_buffer, so you must zero it out if you choose not to respond.
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================================
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*/
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int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size )
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{
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// Parse stuff from args
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// int max_buffer_size = *response_buffer_size;
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// Zero it out since we aren't going to respond.
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// If we wanted to response, we'd write data into response_buffer
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*response_buffer_size = 0;
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// Since we don't listen for anything here, just respond that it's a bogus message
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// If we didn't reject the message, we'd return 1 for success instead.
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return 0;
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}
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void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove )
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{
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PM_Init( ppmove );
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}
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char DLLEXPORT HUD_PlayerMoveTexture( char *name )
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{
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return PM_FindTextureType( name );
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}
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void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server )
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{
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PM_Move( ppmove, server );
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}
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int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
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{
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gEngfuncs = *pEnginefuncs;
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if( iVersion != CLDLL_INTERFACE_VERSION )
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return 0;
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memcpy( &gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t) );
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EV_HookEvents();
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return 1;
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}
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/*
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=================
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HUD_GetRect
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VGui stub
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=================
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*/
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int *HUD_GetRect( void )
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{
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static int extent[4];
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extent[0] = gEngfuncs.GetWindowCenterX() - ScreenWidth / 2;
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extent[1] = gEngfuncs.GetWindowCenterY() - ScreenHeight / 2;
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extent[2] = gEngfuncs.GetWindowCenterX() + ScreenWidth / 2;
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extent[3] = gEngfuncs.GetWindowCenterY() + ScreenHeight / 2;
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return extent;
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}
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#if USE_VGUI_FOR_GOLDSOURCE_SUPPORT
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class TeamFortressViewport : public vgui::Panel
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{
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public:
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TeamFortressViewport(int x,int y,int wide,int tall);
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void Initialize( void );
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virtual void paintBackground();
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void *operator new( size_t stAllocateBlock );
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};
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static TeamFortressViewport* gViewPort = NULL;
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TeamFortressViewport::TeamFortressViewport(int x, int y, int wide, int tall) : Panel(x, y, wide, tall)
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{
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gViewPort = this;
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Initialize();
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}
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void TeamFortressViewport::Initialize()
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{
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//vgui::App::getInstance()->setCursorOveride( vgui::App::getInstance()->getScheme()->getCursor(vgui::Scheme::scu_none) );
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}
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void TeamFortressViewport::paintBackground()
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{
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// int wide, tall;
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// getParent()->getSize( wide, tall );
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// setSize( wide, tall );
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int extents[4];
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getParent()->getAbsExtents(extents[0],extents[1],extents[2],extents[3]);
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gEngfuncs.VGui_ViewportPaintBackground(extents);
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}
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void *TeamFortressViewport::operator new( size_t stAllocateBlock )
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{
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void *mem = ::operator new( stAllocateBlock );
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memset( mem, 0, stAllocateBlock );
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return mem;
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}
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#endif
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/*
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==========================
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HUD_VidInit
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Called when the game initializes
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and whenever the vid_mode is changed
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so the HUD can reinitialize itself.
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==========================
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*/
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int DLLEXPORT HUD_VidInit( void )
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{
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gHUD.VidInit();
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#if USE_VGUI_FOR_GOLDSOURCE_SUPPORT
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vgui::Panel* root=(vgui::Panel*)gEngfuncs.VGui_GetPanel();
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if (root) {
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gEngfuncs.Con_Printf( "Root VGUI panel exists\n" );
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root->setBgColor(128,128,0,0);
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if (gViewPort != NULL)
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{
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gViewPort->Initialize();
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}
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else
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{
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gViewPort = new TeamFortressViewport(0,0,root->getWide(),root->getTall());
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gViewPort->setParent(root);
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}
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} else {
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gEngfuncs.Con_Printf( "Root VGUI panel does not exist\n" );
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}
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#endif
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return 1;
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}
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/*
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==========================
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HUD_Init
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Called whenever the client connects
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to a server. Reinitializes all
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the hud variables.
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==========================
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*/
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void DLLEXPORT HUD_Init( void )
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{
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InitInput();
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gHUD.Init();
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gEngfuncs.pfnHookUserMsg( "Bhopcap", __MsgFunc_Bhopcap );
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}
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/*
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==========================
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HUD_Redraw
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called every screen frame to
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redraw the HUD.
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===========================
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*/
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int DLLEXPORT HUD_Redraw( float time, int intermission )
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{
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gHUD.Redraw( time, intermission );
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return 1;
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}
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/*
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==========================
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HUD_UpdateClientData
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called every time shared client
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dll/engine data gets changed,
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and gives the cdll a chance
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to modify the data.
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returns 1 if anything has been changed, 0 otherwise.
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==========================
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*/
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int DLLEXPORT HUD_UpdateClientData( client_data_t *pcldata, float flTime )
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{
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IN_Commands();
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return gHUD.UpdateClientData( pcldata, flTime );
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}
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/*
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==========================
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HUD_Reset
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Called at start and end of demos to restore to "non"HUD state.
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==========================
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*/
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void DLLEXPORT HUD_Reset( void )
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{
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gHUD.VidInit();
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}
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/*
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==========================
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HUD_Frame
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Called by engine every frame that client .dll is loaded
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==========================
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*/
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void DLLEXPORT HUD_Frame( double time )
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{
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#if USE_VGUI_FOR_GOLDSOURCE_SUPPORT
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if (!gViewPort)
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gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect());
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#else
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gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect());
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#endif
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}
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/*
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==========================
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HUD_VoiceStatus
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Called when a player starts or stops talking.
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==========================
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*/
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void DLLEXPORT HUD_VoiceStatus( int entindex, qboolean bTalking )
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{
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}
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/*
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==========================
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HUD_DirectorEvent
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Called when a director event message was received
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==========================
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*/
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void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf )
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{
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gHUD.m_Spectator.DirectorMessage( iSize, pbuf );
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}
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void DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs )
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{
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if( gpMobileEngfuncs->version != MOBILITY_API_VERSION )
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return;
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gMobileEngfuncs = gpMobileEngfuncs;
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}
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bool HUD_MessageBox( const char *msg )
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{
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gEngfuncs.Con_Printf( msg ); // just in case
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if( IsXashFWGS() )
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{
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gMobileEngfuncs->pfnSys_Warn( msg );
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return true;
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}
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// TODO: Load SDL2 and call ShowSimpleMessageBox
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return false;
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}
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bool IsXashFWGS()
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|
{
|
|
|
|
return gMobileEngfuncs != NULL;
|
|
|
|
}
|