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https://github.com/YGGverse/hlsdk-portable.git
synced 2025-02-09 21:44:15 +00:00
Merge branch 'bugfixes' into theyhunger
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commit
3c403c0a7b
@ -240,7 +240,8 @@ int CHudHealth::Draw( float flTime )
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int iHeight = gHUD.m_iFontHeight;
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int iWidth = HealthWidth / 10;
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FillRGBA( x, y, iWidth, iHeight, 255, 160, 0, a );
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UnpackRGB( r, g, b, RGB_YELLOWISH );
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FillRGBA( x, y, iWidth, iHeight, r, g, b, a );
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}
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}
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@ -34,6 +34,7 @@
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extern globalvars_t *gpGlobals;
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extern int g_iUser1;
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extern bool g_hasPredictedFOV; // Vit_amiN: from HUD
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// Pool of client side entities/entvars_t
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static entvars_t ev[32];
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@ -820,6 +821,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
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to->client.fuser2 = player.m_flNextAmmoBurn;
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to->client.fuser3 = player.m_flAmmoStartCharge;
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to->client.maxspeed = player.pev->maxspeed;
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g_hasPredictedFOV = true; // Vit_amiN: ready
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// Make sure that weapon animation matches what the game .dll is telling us
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// over the wire ( fixes some animation glitches )
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@ -413,6 +413,7 @@ int CHud::MsgFunc_Logo( const char *pszName, int iSize, void *pbuf )
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}
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float g_lastFOV = 0.0;
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bool g_hasPredictedFOV = false; // Vit_amiN: it'll became true after the first prediction
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/*
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============
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@ -515,7 +516,7 @@ int CHud::MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf )
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#ifdef CLIENT_WEAPONS
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//Weapon prediction already takes care of changing the fog. ( g_lastFOV ).
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if( cl_lw && cl_lw->value )
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if( g_hasPredictedFOV )
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return 1;
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#endif
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g_lastFOV = newfov;
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@ -230,7 +230,7 @@ public:
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void InitHUDData( void );
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int VidInit( void );
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int Draw( float flTime );
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int DrawPlayers( int xoffset, float listslot, int nameoffset = 0, char *team = NULL ); // returns the ypos where it finishes drawing
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int DrawPlayers( int xoffset, float listslot, int nameoffset = 0, const char *team = NULL ); // returns the ypos where it finishes drawing
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void UserCmd_ShowScores( void );
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void UserCmd_HideScores( void );
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int MsgFunc_ScoreInfo( const char *pszName, int iSize, void *pbuf );
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@ -23,6 +23,9 @@
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#define MAX_CLIENTS 32
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extern float g_lastFOV; // Vit_amiN
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extern bool g_hasPredictedFOV; // 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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@ -45,6 +48,11 @@ int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf )
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// reset concussion effect
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m_iConcussionEffect = 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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g_hasPredictedFOV = false;
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return 1;
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}
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@ -66,7 +74,6 @@ void CHud::MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
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pList->p->InitHUDData();
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pList = pList->pNext;
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}
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}
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int CHud::MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf )
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@ -102,10 +109,14 @@ int CHud::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf )
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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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this->m_StatusIcons.EnableIcon( "dmg_concuss", 255, 160, 0 );
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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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@ -1368,7 +1368,7 @@ void IN_JoyMove ( float frametime, usercmd_t *cmd )
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// y=ax^b; where a = 300 and b = 1.3
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// also x values are in increments of 800 (so this is factored out)
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// then bounds check result to level out excessively high spin rates
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fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3);
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fTemp = 300.0 * pow(fabs(fAxisValue) / 800.0, 1.3);
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if (fTemp > 14000.0)
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fTemp = 14000.0;
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// restore direction information
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@ -337,7 +337,7 @@ int CHudScoreboard::Draw( float fTime )
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extern float *GetClientColor( int client );
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// returns the ypos where it finishes drawing
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int CHudScoreboard::DrawPlayers( int xpos_rel, float list_slot, int nameoffset, char *team )
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int CHudScoreboard::DrawPlayers( int xpos_rel, float list_slot, int nameoffset, const char *team )
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{
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int can_show_packetloss = 0;
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int FAR_RIGHT;
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@ -2118,7 +2118,8 @@ void CBaseMonster::StartMonster( void )
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SetThink( &CBaseMonster::CallMonsterThink );
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pev->nextthink += RANDOM_FLOAT( 0.1, 0.4 ); // spread think times.
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if( !FStringNull( pev->targetname ) )// wait until triggered
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// Vit_amiN: fixed -- now it doesn't touch any scripted_sequence target
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if( !FStringNull( pev->targetname ) && !m_pCine )// wait until triggered
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{
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SetState( MONSTERSTATE_IDLE );
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// UNDONE: Some scripted sequence monsters don't have an idle?
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@ -1872,6 +1872,7 @@ void CBasePlayer::PreThink( void )
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{
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CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity );
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float vel;
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int iGearId; // Vit_amiN: keeps the train control HUD in sync
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if( !pTrain )
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{
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@ -1912,10 +1913,12 @@ void CBasePlayer::PreThink( void )
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pTrain->Use( this, this, USE_SET, (float)vel );
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}
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if( vel )
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iGearId = TrainSpeed( pTrain->pev->speed, pTrain->pev->impulse );
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if( iGearId != ( m_iTrain & 0x0F ) ) // Vit_amiN: speed changed
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{
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m_iTrain = TrainSpeed( (int)pTrain->pev->speed, pTrain->pev->impulse );
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m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW;
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m_iTrain = iGearId;
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m_iTrain |= TRAIN_ACTIVE | TRAIN_NEW;
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}
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}
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else if( m_iTrain & TRAIN_ACTIVE )
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@ -2938,6 +2941,8 @@ void CBasePlayer::Precache( void )
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if( gInitHUD )
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m_fInitHUD = TRUE;
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pev->fov = m_iFOV; // Vit_amiN: restore the FOV on level change or map/saved game load
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}
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int CBasePlayer::Save( CSave &save )
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@ -3359,6 +3364,8 @@ void CBasePlayer::ForceClientDllUpdate( void )
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{
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m_iClientHealth = -1;
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m_iClientBattery = -1;
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m_iClientHideHUD = -1; // Vit_amiN: forcing to update
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m_iClientFOV = -1; // Vit_amiN: force client weapons to be sent
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m_iTrain |= TRAIN_NEW; // Force new train message.
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m_fWeapon = FALSE; // Force weapon send
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m_fKnownItem = FALSE; // Force weaponinit messages.
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@ -3932,6 +3939,11 @@ void CBasePlayer::UpdateClientData( void )
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WRITE_BYTE( m_iFlashBattery );
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MESSAGE_END();
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// Vit_amiN: the geiger state could run out of sync, too
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MESSAGE_BEGIN( MSG_ONE, gmsgGeigerRange, NULL, pev );
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WRITE_BYTE( 0 );
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MESSAGE_END();
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InitStatusBar();
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}
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