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Oops. Fix macros.

wantedhl
Night Owl 8 years ago
parent
commit
2f0174474f
  1. 36
      cl_dll/cl_util.h
  2. 2
      cl_dll/scoreboard.cpp

36
cl_dll/cl_util.h

@ -43,29 +43,29 @@ inline float CVAR_GET_FLOAT( const char *x ) { return gEngfuncs.pfnGetCvarFloat(
inline char* CVAR_GET_STRING( const char *x ) { return gEngfuncs.pfnGetCvarString( (char*)x ); } inline char* CVAR_GET_STRING( const char *x ) { return gEngfuncs.pfnGetCvarString( (char*)x ); }
inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int flags ) { return gEngfuncs.pfnRegisterVariable( (char*)cv, (char*)val, flags ); } inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int flags ) { return gEngfuncs.pfnRegisterVariable( (char*)cv, (char*)val, flags ); }
#define SPR_Load( *gEngfuncs.pfnSPR_Load ) #define SPR_Load ( *gEngfuncs.pfnSPR_Load )
#define SPR_Set( *gEngfuncs.pfnSPR_Set ) #define SPR_Set ( *gEngfuncs.pfnSPR_Set )
#define SPR_Frames( *gEngfuncs.pfnSPR_Frames ) #define SPR_Frames ( *gEngfuncs.pfnSPR_Frames )
#define SPR_GetList( *gEngfuncs.pfnSPR_GetList ) #define SPR_GetList ( *gEngfuncs.pfnSPR_GetList )
// SPR_Draw draws a the current sprite as solid // SPR_Draw draws a the current sprite as solid
#define SPR_Draw( *gEngfuncs.pfnSPR_Draw ) #define SPR_Draw ( *gEngfuncs.pfnSPR_Draw )
// SPR_DrawHoles draws the current sprites, with color index255 not drawn (transparent) // SPR_DrawHoles draws the current sprites, with color index255 not drawn (transparent)
#define SPR_DrawHoles( *gEngfuncs.pfnSPR_DrawHoles ) #define SPR_DrawHoles ( *gEngfuncs.pfnSPR_DrawHoles )
// SPR_DrawAdditive adds the sprites RGB values to the background (additive transulency) // SPR_DrawAdditive adds the sprites RGB values to the background (additive transulency)
#define SPR_DrawAdditive( *gEngfuncs.pfnSPR_DrawAdditive ) #define SPR_DrawAdditive ( *gEngfuncs.pfnSPR_DrawAdditive )
// SPR_EnableScissor sets a clipping rect for HUD sprites. (0,0) is the top-left hand corner of the screen. // SPR_EnableScissor sets a clipping rect for HUD sprites. (0,0) is the top-left hand corner of the screen.
#define SPR_EnableScissor( *gEngfuncs.pfnSPR_EnableScissor ) #define SPR_EnableScissor ( *gEngfuncs.pfnSPR_EnableScissor )
// SPR_DisableScissor disables the clipping rect // SPR_DisableScissor disables the clipping rect
#define SPR_DisableScissor( *gEngfuncs.pfnSPR_DisableScissor ) #define SPR_DisableScissor ( *gEngfuncs.pfnSPR_DisableScissor )
// //
#define FillRGBA( *gEngfuncs.pfnFillRGBA ) #define FillRGBA ( *gEngfuncs.pfnFillRGBA )
// ScreenHeight returns the height of the screen, in pixels // ScreenHeight returns the height of the screen, in pixels
#define ScreenHeight( gHUD.m_scrinfo.iHeight ) #define ScreenHeight ( gHUD.m_scrinfo.iHeight )
// ScreenWidth returns the width of the screen, in pixels // ScreenWidth returns the width of the screen, in pixels
#define ScreenWidth( gHUD.m_scrinfo.iWidth ) #define ScreenWidth ( gHUD.m_scrinfo.iWidth )
// Use this to set any co-ords in 640x480 space // Use this to set any co-ords in 640x480 space
#define XRES(x) ( (int)( float(x) * ( (float)ScreenWidth / 640.0f ) + 0.5f ) ) #define XRES(x) ( (int)( float(x) * ( (float)ScreenWidth / 640.0f ) + 0.5f ) )
@ -75,11 +75,11 @@ inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int fl
#define XPROJECT(x) ( ( 1.0f + (x) ) * ScreenWidth * 0.5f ) #define XPROJECT(x) ( ( 1.0f + (x) ) * ScreenWidth * 0.5f )
#define YPROJECT(y) ( ( 1.0f - (y) ) * ScreenHeight * 0.5f ) #define YPROJECT(y) ( ( 1.0f - (y) ) * ScreenHeight * 0.5f )
#define GetScreenInfo( *gEngfuncs.pfnGetScreenInfo ) #define GetScreenInfo ( *gEngfuncs.pfnGetScreenInfo )
#define ServerCmd( *gEngfuncs.pfnServerCmd ) #define ServerCmd ( *gEngfuncs.pfnServerCmd )
#define ClientCmd( *gEngfuncs.pfnClientCmd ) #define ClientCmd ( *gEngfuncs.pfnClientCmd )
#define SetCrosshair( *gEngfuncs.pfnSetCrosshair ) #define SetCrosshair ( *gEngfuncs.pfnSetCrosshair )
#define AngleVectors( *gEngfuncs.pfnAngleVectors ) #define AngleVectors ( *gEngfuncs.pfnAngleVectors )
extern cvar_t *hud_textmode; extern cvar_t *hud_textmode;
extern float g_hud_text_color[3]; extern float g_hud_text_color[3];
inline void DrawSetTextColor( float r, float g, float b ) inline void DrawSetTextColor( float r, float g, float b )
@ -135,7 +135,7 @@ inline void CenterPrint( const char *string )
} }
// returns the players name of entity no. // returns the players name of entity no.
#define GetPlayerInfo( *gEngfuncs.pfnGetPlayerInfo ) #define GetPlayerInfo ( *gEngfuncs.pfnGetPlayerInfo )
// sound functions // sound functions
inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); } inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); }

2
cl_dll/scoreboard.cpp

@ -107,7 +107,7 @@ int SCOREBOARD_WIDTH = 320;
// Y positions // Y positions
#define ROW_GAP 13 #define ROW_GAP 13
#define ROW_RANGE_MIN 15 #define ROW_RANGE_MIN 15
#define ROW_RANGE_MAX( ScreenHeight - 50 ) #define ROW_RANGE_MAX ( ScreenHeight - 50 )
int CHudScoreboard::Draw( float fTime ) int CHudScoreboard::Draw( float fTime )
{ {

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