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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-01-12 07:58:05 +00:00
Do not show hud on vis_credits map.
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@ -71,13 +71,7 @@ int CHudBattery::MsgFunc_Battery( const char *pszName, int iSize, void *pbuf )
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int CHudBattery::Draw( float flTime )
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{
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if( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH )
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return 1;
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//
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// HL: Visitors - Only draw (kevlar vest) value if non-zero.
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//
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if( m_iBat <= 0 )
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if( gHUD.m_iHideHUDDisplay & HIDEHUD_SUIT )
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return 1;
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int r, g, b, x, y, a;
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@ -212,7 +212,7 @@ int CHudHealth::Draw( float flTime )
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ScaleColors( r, g, b, a );
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// Only draw health if we have the suit.
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if( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) )
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// if( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) )
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{
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HealthWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left;
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int CrossWidth = gHUD.GetSpriteRect( m_HUD_cross ).right - gHUD.GetSpriteRect( m_HUD_cross ).left;
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@ -31,6 +31,7 @@
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#define HIDEHUD_FLASHLIGHT ( 1<<1 )
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#define HIDEHUD_ALL ( 1<<2 )
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#define HIDEHUD_HEALTH ( 1<<3 )
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#define HIDEHUD_SUIT ( 1<<4 )
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#define MAX_AMMO_TYPES 32 // ???
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#define MAX_AMMO_SLOTS 32 // not really slots
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@ -40,7 +41,7 @@
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#define HUD_PRINTTALK 3
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#define HUD_PRINTCENTER 4
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#define WEAPON_FLASHLIGHT 30
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#define WEAPON_FLASHLIGHT 18
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#define WEAPON_SUIT 31
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#endif
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@ -1,4 +1,4 @@
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/***
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Y/***
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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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@ -3901,12 +3901,24 @@ void CBasePlayer::UpdateClientData( void )
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InitStatusBar();
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}
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//
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// HL: Visitors - Give suit to toggle hud on map vis07 (Security system failed)
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//
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if( !( pev->weapons & ( 1 << WEAPON_SUIT ) ) && FStrEq( STRING( gpGlobals->mapname ), "vis07" ) )
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if( FStrEq( STRING( gpGlobals->mapname ), "vis01" )
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|| FStrEq( STRING( gpGlobals->mapname ), "vis02" )
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|| FStrEq( STRING( gpGlobals->mapname ), "vis03" )
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|| FStrEq( STRING( gpGlobals->mapname ), "vis04" )
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|| FStrEq( STRING( gpGlobals->mapname ), "vis05" )
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|| FStrEq( STRING( gpGlobals->mapname ), "vis05a" )
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|| FStrEq( STRING( gpGlobals->mapname ), "vis06" )
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|| FStrEq( STRING( gpGlobals->mapname ), "vis_credits" ) )
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{
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pev->weapons |= ( 1 << WEAPON_SUIT );
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SetBits( m_iHideHUD, HIDEHUD_WEAPONS | HIDEHUD_HEALTH | HIDEHUD_FLASHLIGHT | HIDEHUD_SUIT )
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}
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else
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{
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ClearBits( m_iHideHUD, HIDEHUD_WEAPONS | HIDEHUD_HEALTH | HIDEHUD_FLASHLIGHT | HIDEHUD_SUIT )
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if( !( pev->weapons & ( 1 << WEAPON_SUIT ) ) || pev->armorvalue == 0 )
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{
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SetBits( m_iHideHUD, HIDEHUD_SUIT )
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}
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}
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if( m_iHideHUD != m_iClientHideHUD )
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@ -40,25 +40,20 @@ class CItemKevlar : public CItem
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BOOL MyTouch(CBasePlayer *pPlayer)
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{
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if (pPlayer->pev->deadflag != DEAD_NO)
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{
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return FALSE;
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}
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if ((pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY) &&
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(pPlayer->pev->weapons & (1 << WEAPON_SUIT)))
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{
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pPlayer->pev->armorvalue += MAX_NORMAL_BATTERY;
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pPlayer->pev->armorvalue = Q_min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
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if( !( pPlayer->pev->weapons & ( 1 << WEAPON_SUIT ) ) )
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pPlayer->pev->weapons |= ( 1 << WEAPON_SUIT )
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EMIT_SOUND(pPlayer->edict(), CHAN_ITEM, "player/kevlar_zipper.wav", 1, ATTN_NORM);
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pPlayer->pev->armorvalue = MAX_NORMAL_BATTERY;
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MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev);
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WRITE_STRING(STRING(pev->classname));
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MESSAGE_END();
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EMIT_SOUND_DYN( ENT( m_pPlayer->pev ), CHAN_ITEM, "player/kevlar_zipper.wav", 1, ATTN_NORM, 0, RANDOM_LONG( 100, 150 ) );
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return TRUE;
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}
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return FALSE;
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MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
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WRITE_STRING( STRING( pev->classname ) );
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MESSAGE_END();
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return TRUE;
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}
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};
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@ -80,7 +80,7 @@ public:
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#define WEAPON_SNARK 15
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#define WEAPON_SNIPER 16
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#define WEAPON_PIPE 17
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#define WEAPON_FLASHLIGHT 30
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#define WEAPON_FLASHLIGHT 18
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#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
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