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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_msg.cpp
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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 "r_efx.h"
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//LRC - the fogging fog
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float g_fFogColor[3];
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float g_fStartDist;
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float g_fEndDist;
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//int g_iFinalStartDist; //for fading
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int g_iFinalEndDist; //for fading
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float g_fFadeDuration; //negative = fading out
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#define MAX_CLIENTS 32
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extern BEAM *pBeam;
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extern BEAM *pBeam2;
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extern TEMPENTITY *pFlare; // Vit_amiN
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extern float g_lastFOV; // Vit_amiN
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/// USER-DEFINED SERVER MESSAGE HANDLERS
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int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf )
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{
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ASSERT( iSize == 0 );
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// clear all hud data
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HUDLIST *pList = m_pHudList;
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while( pList )
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{
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if( pList->p )
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pList->p->Reset();
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pList = pList->pNext;
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}
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// reset sensitivity
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m_flMouseSensitivity = 0;
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// reset concussion effect
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m_iConcussionEffect = 0;
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//LRC - reset fog
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g_fStartDist = 0;
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g_fEndDist = 0;
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// Vit_amiN: reset the FOV
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m_iFOV = 0; // default_fov
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g_lastFOV = 0.0f;
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return 1;
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}
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void CAM_ToFirstPerson( void );
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void CHud::MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf )
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{
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CAM_ToFirstPerson();
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}
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void CHud::MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
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{
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// CONPRINT("MSG:InitHUD");
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//LRC - clear the fog
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g_fStartDist = 0;
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g_fEndDist = 0;
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//LRC - clear all shiny surfaces
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if (m_pShinySurface)
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{
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delete m_pShinySurface;
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m_pShinySurface = NULL;
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}
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m_iSkyMode = SKY_OFF; //LRC
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// prepare all hud data
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HUDLIST *pList = m_pHudList;
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while( pList )
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{
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if( pList->p )
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pList->p->InitHUDData();
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pList = pList->pNext;
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}
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//Probably not a good place to put this.
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pBeam = pBeam2 = NULL;
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pFlare = NULL; // Vit_amiN: clear egon's beam flare
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}
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//LRC
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void CHud :: MsgFunc_SetFog( const char *pszName, int iSize, void *pbuf )
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{
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// CONPRINT("MSG:SetFog");
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BEGIN_READ( pbuf, iSize );
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for ( int i = 0; i < 3; i++ )
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g_fFogColor[ i ] = READ_BYTE();
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g_fFadeDuration = READ_SHORT();
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g_fStartDist = READ_SHORT();
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if (g_fFadeDuration > 0)
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{
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// // fading in
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// g_fStartDist = READ_SHORT();
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g_iFinalEndDist = READ_SHORT();
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// g_fStartDist = FOG_LIMIT;
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g_fEndDist = FOG_LIMIT;
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}
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else if (g_fFadeDuration < 0)
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{
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// // fading out
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// g_iFinalStartDist =
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g_iFinalEndDist = g_fEndDist = READ_SHORT();
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}
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else
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{
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// g_fStartDist = READ_SHORT();
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g_fEndDist = READ_SHORT();
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}
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}
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//LRC
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void CHud :: MsgFunc_KeyedDLight( const char *pszName, int iSize, void *pbuf )
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{
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// CONPRINT("MSG:KeyedDLight");
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BEGIN_READ( pbuf, iSize );
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// as-yet unused:
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// float decay; // drop this each second
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// float minlight; // don't add when contributing less
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// qboolean dark; // subtracts light instead of adding (doesn't seem to do anything?)
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int iKey = READ_BYTE();
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dlight_t *dl = gEngfuncs.pEfxAPI->CL_AllocDlight( iKey );
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int bActive = READ_BYTE();
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if (!bActive)
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{
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// die instantly
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dl->die = gEngfuncs.GetClientTime();
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}
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else
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{
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// never die
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dl->die = gEngfuncs.GetClientTime() + (float)1E6;
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dl->origin[0] = READ_COORD();
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dl->origin[1] = READ_COORD();
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dl->origin[2] = READ_COORD();
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dl->radius = READ_BYTE();
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dl->color.r = READ_BYTE();
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dl->color.g = READ_BYTE();
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dl->color.b = READ_BYTE();
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}
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}
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//LRC
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void CHud :: MsgFunc_AddShine( const char *pszName, int iSize, void *pbuf )
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{
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// CONPRINT("MSG:AddShine");
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BEGIN_READ( pbuf, iSize );
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float fScale = READ_BYTE();
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float fAlpha = READ_BYTE()/255.0;
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float fMinX = READ_COORD();
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float fMaxX = READ_COORD();
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float fMinY = READ_COORD();
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float fMaxY = READ_COORD();
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float fZ = READ_COORD();
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char *szSprite = READ_STRING();
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// gEngfuncs.Con_Printf("minx %f, maxx %f, miny %f, maxy %f\n", fMinX, fMaxX, fMinY, fMaxY);
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CShinySurface *pSurface = new CShinySurface(fScale, fAlpha, fMinX, fMaxX, fMinY, fMaxY, fZ, szSprite);
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pSurface->m_pNext = m_pShinySurface;
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m_pShinySurface = pSurface;
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}
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//LRC
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void CHud :: MsgFunc_SetSky( const char *pszName, int iSize, void *pbuf )
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{
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// CONPRINT("MSG:SetSky");
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BEGIN_READ( pbuf, iSize );
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m_iSkyMode = READ_BYTE();
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m_vecSkyPos.x = READ_COORD();
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m_vecSkyPos.y = READ_COORD();
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m_vecSkyPos.z = READ_COORD();
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}
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int CHud::MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf )
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{
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BEGIN_READ( pbuf, iSize );
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m_Teamplay = READ_BYTE();
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return 1;
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}
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int CHud::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf )
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{
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int armor, blood;
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Vector from;
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int i;
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float count;
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BEGIN_READ( pbuf, iSize );
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armor = READ_BYTE();
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blood = READ_BYTE();
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for( i = 0; i < 3; i++)
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from[i] = READ_COORD();
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count = ( blood * 0.5 ) + ( armor * 0.5 );
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if( count < 10 )
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count = 10;
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// TODO: kick viewangles, show damage visually
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return 1;
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}
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int CHud::MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf )
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{
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int r, g, b;
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BEGIN_READ( pbuf, iSize );
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m_iConcussionEffect = READ_BYTE();
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if( m_iConcussionEffect )
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{
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UnpackRGB( r, g, b, RGB_YELLOWISH ); // Vit_amiN: fixed
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this->m_StatusIcons.EnableIcon( "dmg_concuss", r, g, b );
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}
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else
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this->m_StatusIcons.DisableIcon( "dmg_concuss" );
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return 1;
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}
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