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@ -136,32 +136,6 @@ const char *sTFClassSelection[] = |
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"civilian", |
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"civilian", |
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}; |
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}; |
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#ifdef _TFC |
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int iBuildingCosts[] = |
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{ |
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BUILD_COST_DISPENSER, |
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BUILD_COST_SENTRYGUN, |
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BUILD_COST_TELEPORTER |
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}; |
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// This maps class numbers to the Invalid Class bit.
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// This is needed for backwards compatability in maps that were finished before
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// all the classes were in TF. Hence the wacky sequence.
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int sTFValidClassInts[] = |
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{ |
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0, |
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TF_ILL_SCOUT, |
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TF_ILL_SNIPER, |
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TF_ILL_SOLDIER, |
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TF_ILL_DEMOMAN, |
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TF_ILL_MEDIC, |
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TF_ILL_HVYWEP, |
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TF_ILL_PYRO, |
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TF_ILL_SPY, |
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TF_ILL_ENGINEER, |
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TF_ILL_RANDOMPC, |
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}; |
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#endif |
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// Get the name of TGA file, based on GameDir
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// Get the name of TGA file, based on GameDir
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char *GetVGUITGAName( const char *pszName ) |
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char *GetVGUITGAName( const char *pszName ) |
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@ -760,7 +734,7 @@ int TeamFortressViewport::CreateCommandMenu( const char *menuFile, int direction |
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{ |
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{ |
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// Get the mapname
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// Get the mapname
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pfile = gEngfuncs.COM_ParseFile( pfile, token ); |
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pfile = gEngfuncs.COM_ParseFile( pfile, token ); |
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strncpy( szMap, token, MAX_MAPNAME ); |
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strncpy( szMap, token, MAX_MAPNAME - 1 ); |
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szMap[MAX_MAPNAME - 1] = '\0'; |
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szMap[MAX_MAPNAME - 1] = '\0'; |
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// Get the next token
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// Get the next token
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@ -784,20 +758,6 @@ int TeamFortressViewport::CreateCommandMenu( const char *menuFile, int direction |
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else |
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else |
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{ |
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{ |
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// See if it's a Class
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// See if it's a Class
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#ifdef _TFC |
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for( int i = 1; i <= PC_ENGINEER; i++ ) |
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{ |
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if( !strcmp( token, sTFClasses[i] ) ) |
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{ |
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// Save it off
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iPlayerClass = i; |
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// Get the button text
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pfile = gEngfuncs.COM_ParseFile( pfile, token ); |
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break; |
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} |
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} |
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#endif |
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} |
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} |
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// Get the button bound key
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// Get the button bound key
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@ -947,21 +907,6 @@ CCommandMenu *TeamFortressViewport::CreateDisguiseSubmenu( CommandButton *pButto |
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m_pCommandMenus[m_iNumMenus] = pMenu; |
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m_pCommandMenus[m_iNumMenus] = pMenu; |
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m_iNumMenus++; |
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m_iNumMenus++; |
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// create the class choice buttons
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#ifdef _TFC |
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for( int i = PC_SCOUT; i <= PC_ENGINEER; i++ ) |
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{ |
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CommandButton *pDisguiseButton = new CommandButton( CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[i] ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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char sz[256]; |
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sprintf( sz, "%s %d", commandText, i ); |
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pDisguiseButton->addActionSignal( new CMenuHandler_StringCommand( sz ) ); |
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pMenu->AddButton( pDisguiseButton ); |
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} |
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#endif |
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return pMenu; |
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return pMenu; |
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} |
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} |
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@ -1018,268 +963,7 @@ CommandButton *TeamFortressViewport::CreateCustomButton( char *pButtonText, char |
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pMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset ); |
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pMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset ); |
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m_pCommandMenus[m_iNumMenus] = pMenu; |
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m_pCommandMenus[m_iNumMenus] = pMenu; |
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m_iNumMenus++; |
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m_iNumMenus++; |
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#ifdef _TFC |
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for( int i = PC_SCOUT; i <= PC_RANDOM; i++ ) |
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{ |
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char sz[256]; |
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// ChangeClass buttons
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CHudTextMessage::LocaliseTextString( sLocalisedClasses[i], sz, 256 ); |
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ClassButton *pClassButton = new ClassButton( i, sz, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false ); |
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sprintf( sz, "%s", sTFClassSelection[i] ); |
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pClassButton->addActionSignal( new CMenuHandler_StringCommandClassSelect( sz ) ); |
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pMenu->AddButton( pClassButton ); |
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} |
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#endif |
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} |
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#ifdef _TFC |
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// Map Briefing
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else if( !strcmp( pButtonName, "!MAPBRIEFING" ) ) |
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{ |
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pButton = new CommandButton( pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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pButton->addActionSignal( new CMenuHandler_TextWindow( MENU_MAPBRIEFING ) ); |
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// Create an input signal that'll popup the current menu
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pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
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} |
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// Class Descriptions
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else if( !strcmp( pButtonName, "!CLASSDESC" ) ) |
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{ |
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pButton = new ClassButton( 0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false ); |
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pButton->addActionSignal( new CMenuHandler_TextWindow( MENU_CLASSHELP ) ); |
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// Create an input signal that'll popup the current menu
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pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
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} |
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else if( !strcmp( pButtonName, "!SERVERINFO" ) ) |
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{ |
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pButton = new ClassButton( 0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false ); |
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pButton->addActionSignal( new CMenuHandler_TextWindow( MENU_INTRO ) ); |
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// Create an input signal that'll popup the current menu
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pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
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} |
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// Spy abilities
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else if( !strcmp( pButtonName, "!SPY" ) ) |
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{ |
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pButton = new DisguiseButton( 0, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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} |
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// Feign
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else if( !strcmp( pButtonName, "!FEIGN" ) ) |
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{ |
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pButton = new FeignButton( FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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pButton->addActionSignal( new CMenuHandler_StringCommand( "feign" ) ); |
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// Create an input signal that'll popup the current menu
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pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
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} |
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// Feign Silently
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else if( !strcmp( pButtonName, "!FEIGNSILENT" ) ) |
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{ |
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pButton = new FeignButton( FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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pButton->addActionSignal( new CMenuHandler_StringCommand( "sfeign" ) ); |
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// Create an input signal that'll popup the current menu
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pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
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} |
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// Stop Feigning
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else if( !strcmp( pButtonName, "!FEIGNSTOP" ) ) |
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{ |
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pButton = new FeignButton( TRUE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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pButton->addActionSignal( new CMenuHandler_StringCommand( "feign" ) ); |
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// Create an input signal that'll popup the current menu
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pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
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} |
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// Disguise
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else if( !strcmp( pButtonName, "!DISGUISEENEMY" ) ) |
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{ |
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// Create the disguise enemy button, which active only if there are 2 teams
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pButton = new DisguiseButton(DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); |
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CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_enemy", iYOffset); |
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} |
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} |
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else if( !strcmp( pButtonName, "!DISGUISEFRIENDLY" ) ) |
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{ |
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// Create the disguise friendly button, which active only if there are 1 or 2 teams
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pButton = new DisguiseButton( DISGUISE_TEAM1 | DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_friendly", iYOffset ); |
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} |
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else if( !strcmp( pButtonName, "!DISGUISE" ) ) |
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{ |
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// Create the Disguise button
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pButton = new DisguiseButton( DISGUISE_TEAM3 | DISGUISE_TEAM4, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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CCommandMenu *pDisguiseMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset ); |
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m_pCommandMenus[m_iNumMenus] = pDisguiseMenu; |
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m_iNumMenus++; |
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// Disguise Enemy submenu buttons
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for( int i = 1; i <= 4; i++ ) |
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{ |
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// only show the 4th disguise button if we have 4 teams
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m_pDisguiseButtons[i] = new DisguiseButton( ( ( i < 4 ) ? DISGUISE_TEAM3 : 0) | DISGUISE_TEAM4, "Disguise", 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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pDisguiseMenu->AddButton( m_pDisguiseButtons[i] ); |
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m_pDisguiseButtons[i]->setParentMenu( pDisguiseMenu ); |
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char sz[256]; |
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sprintf( sz, "disguise %d", i ); |
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CreateDisguiseSubmenu( m_pDisguiseButtons[i], pDisguiseMenu, sz, iYOffset, CMENU_SIZE_X - 1 ); |
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} |
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} |
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// Start setting a Detpack
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else if( !strcmp( pButtonName, "!DETPACKSTART" ) ) |
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{ |
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// Detpack Submenu
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pButton = new DetpackButton( 2, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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// Create the submenu
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pMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset ); |
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m_pCommandMenus[m_iNumMenus] = pMenu; |
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m_iNumMenus++; |
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// Set detpack buttons
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CommandButton *pDetButton; |
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pDetButton = new CommandButton( m_sDetpackStrings[0], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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pDetButton->addActionSignal( new CMenuHandler_StringCommand( "detstart 5" ) ); |
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pMenu->AddButton( pDetButton ); |
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pDetButton = new CommandButton( m_sDetpackStrings[1], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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pDetButton->addActionSignal( new CMenuHandler_StringCommand( "detstart 20" ) ); |
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pMenu->AddButton( pDetButton ); |
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pDetButton = new CommandButton( m_sDetpackStrings[2], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
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pDetButton->addActionSignal( new CMenuHandler_StringCommand( "detstart 50" ) ); |
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pMenu->AddButton( pDetButton ); |
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} |
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// Stop setting a Detpack
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|
|
else if( !strcmp( pButtonName, "!DETPACKSTOP" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new DetpackButton( 1, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
|
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|
|
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|
pButton->addActionSignal( new CMenuHandler_StringCommand( "detstop" ) ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
// Engineer building
|
|
|
|
|
|
|
|
else if( !strcmp( pButtonName, "!BUILD" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
// only appears if the player is an engineer, and either they have built something or have enough metal to build
|
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_BASE, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
|
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|
} |
|
|
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|
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|
|
else if( !strcmp( pButtonName, "!BUILDSENTRY" ) ) |
|
|
|
|
|
|
|
{ |
|
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|
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|
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
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|
pButton->addActionSignal( new CMenuHandler_StringCommand( "build 2" ) ); |
|
|
|
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|
|
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
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|
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|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
|
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|
} |
|
|
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|
|
else if( !strcmp( pButtonName, "!BUILDDISPENSER" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
|
|
|
|
|
|
pButton->addActionSignal( new CMenuHandler_StringCommand( "build 1" ) ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if( !strcmp( pButtonName, "!ROTATESENTRY180" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
|
|
|
|
|
|
pButton->addActionSignal( new CMenuHandler_StringCommand( "rotatesentry180" ) ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if( !strcmp( pButtonName, "!ROTATESENTRY" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
|
|
|
|
|
|
pButton->addActionSignal( new CMenuHandler_StringCommand( "rotatesentry" ) ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if( !strcmp( pButtonName, "!DISMANTLEDISPENSER" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
|
|
|
|
|
|
pButton->addActionSignal( new CMenuHandler_StringCommand( "dismantle 1" ) ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if( !strcmp( pButtonName, "!DISMANTLESENTRY" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
|
|
|
|
|
|
pButton->addActionSignal( new CMenuHandler_StringCommand( "dismantle 2" ) ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if( !strcmp( pButtonName, "!DETONATEDISPENSER" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
|
|
|
|
|
|
pButton->addActionSignal( new CMenuHandler_StringCommand( "detdispenser" ) ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if( !strcmp( pButtonName, "!DETONATESENTRY" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
|
|
|
|
|
|
pButton->addActionSignal( new CMenuHandler_StringCommand( "detsentry" ) ); |
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if ( !strcmp( pButtonName, "!BUILDENTRYTELEPORTER" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::ENTRY_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); |
|
|
|
|
|
|
|
pButton->addActionSignal(new CMenuHandler_StringCommand("build 4")); |
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if ( !strcmp( pButtonName, "!DISMANTLEENTRYTELEPORTER" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::ENTRY_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); |
|
|
|
|
|
|
|
pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 4")); |
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if ( !strcmp( pButtonName, "!DETONATEENTRYTELEPORTER" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::ENTRY_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); |
|
|
|
|
|
|
|
pButton->addActionSignal(new CMenuHandler_StringCommand("detentryteleporter")); |
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if ( !strcmp( pButtonName, "!BUILDEXITTELEPORTER" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::EXIT_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); |
|
|
|
|
|
|
|
pButton->addActionSignal(new CMenuHandler_StringCommand("build 5")); |
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if ( !strcmp( pButtonName, "!DISMANTLEEXITTELEPORTER" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::EXIT_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); |
|
|
|
|
|
|
|
pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 5")); |
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else if ( !strcmp( pButtonName, "!DETONATEEXITTELEPORTER" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::EXIT_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); |
|
|
|
|
|
|
|
pButton->addActionSignal(new CMenuHandler_StringCommand("detexitteleporter")); |
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
// Stop building
|
|
|
|
|
|
|
|
else if( !strcmp( pButtonName, "!BUILDSTOP" ) ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
pButton = new BuildButton( BUILDSTATE_BUILDING, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); |
|
|
|
|
|
|
|
pButton->addActionSignal( new CMenuHandler_StringCommand( "build" ) ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Create an input signal that'll popup the current menu
|
|
|
|
|
|
|
|
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return pButton; |
|
|
|
return pButton; |
|
|
|
} |
|
|
|
} |
|
|
@ -1433,22 +1117,8 @@ void TeamFortressViewport::InputPlayerSpecial( void ) |
|
|
|
if( !m_iInitialized ) |
|
|
|
if( !m_iInitialized ) |
|
|
|
return; |
|
|
|
return; |
|
|
|
|
|
|
|
|
|
|
|
#ifdef _TFC |
|
|
|
// if it's any other class, just send the command down to the server
|
|
|
|
if( g_iPlayerClass == PC_ENGINEER || g_iPlayerClass == PC_SPY ) |
|
|
|
ClientCmd( "_special" ); |
|
|
|
{ |
|
|
|
|
|
|
|
ShowCommandMenu( gViewPort->m_StandardMenu ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if( m_pCurrentCommandMenu ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
m_pCurrentCommandMenu->KeyInput( '7' ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else |
|
|
|
|
|
|
|
#endif |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
// if it's any other class, just send the command down to the server
|
|
|
|
|
|
|
|
ClientCmd( "_special" ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Set the submenu of the Command Menu
|
|
|
|
// Set the submenu of the Command Menu
|
|
|
@ -1573,7 +1243,7 @@ void TeamFortressViewport::UpdateSpectatorPanel() |
|
|
|
// create player & health string
|
|
|
|
// create player & health string
|
|
|
|
if( player && name ) |
|
|
|
if( player && name ) |
|
|
|
{ |
|
|
|
{ |
|
|
|
strncpy( bottomText, name, sizeof(bottomText) ); |
|
|
|
strncpy( bottomText, name, sizeof(bottomText) - 1 ); |
|
|
|
bottomText[ sizeof(bottomText) - 1 ] = 0; |
|
|
|
bottomText[ sizeof(bottomText) - 1 ] = 0; |
|
|
|
pBottomText = bottomText; |
|
|
|
pBottomText = bottomText; |
|
|
|
} |
|
|
|
} |
|
|
@ -1639,9 +1309,9 @@ void TeamFortressViewport::UpdateSpectatorPanel() |
|
|
|
if( timer < 0 ) |
|
|
|
if( timer < 0 ) |
|
|
|
timer = 0; |
|
|
|
timer = 0; |
|
|
|
|
|
|
|
|
|
|
|
_snprintf( szText, 63, "%d:%02d\n", ( timer / 60 ), ( timer % 60 ) ); |
|
|
|
_snprintf( szText, sizeof(szText) - 1, "%d:%02d\n", ( timer / 60 ), ( timer % 60 ) ); |
|
|
|
|
|
|
|
|
|
|
|
szText[63] = 0; |
|
|
|
szText[sizeof(szText) - 1] = '\0'; |
|
|
|
|
|
|
|
|
|
|
|
m_pSpectatorPanel->m_CurrentTime->setText( szText ); */ |
|
|
|
m_pSpectatorPanel->m_CurrentTime->setText( szText ); */ |
|
|
|
|
|
|
|
|
|
|
@ -1764,54 +1434,9 @@ CMenuPanel *TeamFortressViewport::CreateTextWindow( int iTextToShow ) |
|
|
|
|
|
|
|
|
|
|
|
cText = pfile; |
|
|
|
cText = pfile; |
|
|
|
|
|
|
|
|
|
|
|
strncpy( cTitle, m_sMapName, MAX_TITLE_LENGTH ); |
|
|
|
strncpy( cTitle, m_sMapName, MAX_TITLE_LENGTH - 1 ); |
|
|
|
cTitle[MAX_TITLE_LENGTH - 1] = 0; |
|
|
|
cTitle[MAX_TITLE_LENGTH - 1] = 0; |
|
|
|
} |
|
|
|
} |
|
|
|
#ifdef _TFC |
|
|
|
|
|
|
|
else if( iTextToShow == SHOW_CLASSDESC ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
switch( g_iPlayerClass ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
case PC_SCOUT: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_scout" ); |
|
|
|
|
|
|
|
CHudTextMessage::LocaliseTextString( "#Title_scout", cTitle, MAX_TITLE_LENGTH ); break; |
|
|
|
|
|
|
|
case PC_SNIPER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_sniper" ); |
|
|
|
|
|
|
|
CHudTextMessage::LocaliseTextString( "#Title_sniper", cTitle, MAX_TITLE_LENGTH ); break; |
|
|
|
|
|
|
|
case PC_SOLDIER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_soldier" ); |
|
|
|
|
|
|
|
CHudTextMessage::LocaliseTextString( "#Title_soldier", cTitle, MAX_TITLE_LENGTH ); break; |
|
|
|
|
|
|
|
case PC_DEMOMAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_demoman" ); |
|
|
|
|
|
|
|
CHudTextMessage::LocaliseTextString( "#Title_demoman", cTitle, MAX_TITLE_LENGTH ); break; |
|
|
|
|
|
|
|
case PC_MEDIC: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_medic" ); |
|
|
|
|
|
|
|
CHudTextMessage::LocaliseTextString( "#Title_medic", cTitle, MAX_TITLE_LENGTH ); break; |
|
|
|
|
|
|
|
case PC_HVYWEAP: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_hwguy" ); |
|
|
|
|
|
|
|
CHudTextMessage::LocaliseTextString( "#Title_hwguy", cTitle, MAX_TITLE_LENGTH ); break; |
|
|
|
|
|
|
|
case PC_PYRO: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_pyro" ); |
|
|
|
|
|
|
|
CHudTextMessage::LocaliseTextString( "#Title_pyro", cTitle, MAX_TITLE_LENGTH ); break; |
|
|
|
|
|
|
|
case PC_SPY: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_spy" ); |
|
|
|
|
|
|
|
CHudTextMessage::LocaliseTextString( "#Title_spy", cTitle, MAX_TITLE_LENGTH ); break; |
|
|
|
|
|
|
|
case PC_ENGINEER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_engineer" ); |
|
|
|
|
|
|
|
CHudTextMessage::LocaliseTextString( "#Title_engineer", cTitle, MAX_TITLE_LENGTH ); break; |
|
|
|
|
|
|
|
case PC_CIVILIAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_civilian" ); |
|
|
|
|
|
|
|
CHudTextMessage::LocaliseTextString( "#Title_civilian", cTitle, MAX_TITLE_LENGTH ); break; |
|
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|
|
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|
default: |
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|
|
|
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|
return NULL; |
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|
|
|
|
|
} |
|
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|
|
|
|
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|
|
|
|
|
|
|
|
if( g_iPlayerClass == PC_CIVILIAN ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
strcpy(sz, "classes/long_civilian.txt"); |
|
|
|
|
|
|
|
} |
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|
else |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
sprintf( sz, "classes/long_%s.txt", sTFClassSelection[g_iPlayerClass] ); |
|
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|
|
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|
} |
|
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|
|
|
|
char *pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL ); |
|
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|
|
|
if( pfile ) |
|
|
|
|
|
|
|
{ |
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|
cText = pfile; |
|
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|
} |
|
|
|
|
|
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|
} |
|
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|
|
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|
#endif |
|
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|
|
|
|
|
else if( iTextToShow == SHOW_SPECHELP ) |
|
|
|
else if( iTextToShow == SHOW_SPECHELP ) |
|
|
|
{ |
|
|
|
{ |
|
|
|
CHudTextMessage::LocaliseTextString( "#Spec_Help_Title", cTitle, MAX_TITLE_LENGTH ); |
|
|
|
CHudTextMessage::LocaliseTextString( "#Spec_Help_Title", cTitle, MAX_TITLE_LENGTH ); |
|
|
@ -2413,7 +2038,7 @@ int TeamFortressViewport::MsgFunc_ServerName( const char *pszName, int iSize, vo |
|
|
|
{ |
|
|
|
{ |
|
|
|
BEGIN_READ( pbuf, iSize ); |
|
|
|
BEGIN_READ( pbuf, iSize ); |
|
|
|
|
|
|
|
|
|
|
|
strncpy( m_szServerName, READ_STRING(), sizeof(m_szServerName) ); |
|
|
|
strncpy( m_szServerName, READ_STRING(), sizeof(m_szServerName) - 1 ); |
|
|
|
m_szServerName[sizeof(m_szServerName) - 1] = 0; |
|
|
|
m_szServerName[sizeof(m_szServerName) - 1] = 0; |
|
|
|
|
|
|
|
|
|
|
|
return 1; |
|
|
|
return 1; |
|
|
@ -2534,100 +2159,14 @@ int TeamFortressViewport::MsgFunc_AllowSpec( const char *pszName, int iSize, voi |
|
|
|
return 1; |
|
|
|
return 1; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
#if defined( _TFC ) |
|
|
|
|
|
|
|
const Vector& GetTeamColor( int team_no ); |
|
|
|
|
|
|
|
extern globalvars_t *gpGlobals; |
|
|
|
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// used to reset the player's screen immediately
|
|
|
|
// used to reset the player's screen immediately
|
|
|
|
int TeamFortressViewport::MsgFunc_ResetFade( const char *pszName, int iSize, void *pbuf ) |
|
|
|
int TeamFortressViewport::MsgFunc_ResetFade( const char *pszName, int iSize, void *pbuf ) |
|
|
|
{ |
|
|
|
{ |
|
|
|
#if defined( _TFC ) |
|
|
|
|
|
|
|
if ( !gpGlobals ) |
|
|
|
|
|
|
|
return 0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
screenfade_t sf; |
|
|
|
|
|
|
|
gEngfuncs.pfnGetScreenFade( &sf ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
sf.fader = 0; |
|
|
|
|
|
|
|
sf.fadeg = 0; |
|
|
|
|
|
|
|
sf.fadeb = 0; |
|
|
|
|
|
|
|
sf.fadealpha = 0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
sf.fadeEnd = 0.1; |
|
|
|
|
|
|
|
sf.fadeReset = 0.0; |
|
|
|
|
|
|
|
sf.fadeSpeed = 0.0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
sf.fadeFlags = FFADE_IN; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
sf.fadeReset += gpGlobals->time; |
|
|
|
|
|
|
|
sf.fadeEnd += sf.fadeReset; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
gEngfuncs.pfnSetScreenFade( &sf ); |
|
|
|
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return 1; |
|
|
|
return 1; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// used to fade a player's screen out/in when they're spectating someone who is teleported
|
|
|
|
// used to fade a player's screen out/in when they're spectating someone who is teleported
|
|
|
|
int TeamFortressViewport::MsgFunc_SpecFade( const char *pszName, int iSize, void *pbuf ) |
|
|
|
int TeamFortressViewport::MsgFunc_SpecFade( const char *pszName, int iSize, void *pbuf ) |
|
|
|
{ |
|
|
|
{ |
|
|
|
#if defined( _TFC ) |
|
|
|
|
|
|
|
BEGIN_READ( pbuf, iSize ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
int iIndex = READ_BYTE(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// we're in first-person spectator mode (...not first-person in the PIP)
|
|
|
|
|
|
|
|
if ( g_iUser1 == OBS_IN_EYE ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
// this is the person we're watching
|
|
|
|
|
|
|
|
if ( g_iUser2 == iIndex ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
int iFade = READ_BYTE(); |
|
|
|
|
|
|
|
int iTeam = READ_BYTE(); |
|
|
|
|
|
|
|
float flTime = ( (float)READ_SHORT() / 100.0 ); |
|
|
|
|
|
|
|
int iAlpha = READ_BYTE(); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Vector team = GetTeamColor( iTeam ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
screenfade_t sf; |
|
|
|
|
|
|
|
gEngfuncs.pfnGetScreenFade( &sf ); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
sf.fader = team[0]; |
|
|
|
|
|
|
|
sf.fadeg = team[1]; |
|
|
|
|
|
|
|
sf.fadeb = team[2]; |
|
|
|
|
|
|
|
sf.fadealpha = iAlpha; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
sf.fadeEnd = flTime; |
|
|
|
|
|
|
|
sf.fadeReset = 0.0; |
|
|
|
|
|
|
|
sf.fadeSpeed = 0.0; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if ( iFade == BUILD_TELEPORTER_FADE_OUT ) |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
sf.fadeFlags = FFADE_OUT; |
|
|
|
|
|
|
|
sf.fadeReset = flTime; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if ( sf.fadeEnd ) |
|
|
|
|
|
|
|
sf.fadeSpeed = -(float)sf.fadealpha / sf.fadeEnd; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
sf.fadeTotalEnd = sf.fadeEnd += gpGlobals->time; |
|
|
|
|
|
|
|
sf.fadeReset += sf.fadeEnd; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
else |
|
|
|
|
|
|
|
{ |
|
|
|
|
|
|
|
sf.fadeFlags = FFADE_IN; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if ( sf.fadeEnd ) |
|
|
|
|
|
|
|
sf.fadeSpeed = (float)sf.fadealpha / sf.fadeEnd; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
sf.fadeReset += gpGlobals->time; |
|
|
|
|
|
|
|
sf.fadeEnd += sf.fadeReset; |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
gEngfuncs.pfnSetScreenFade( &sf ); |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
return 1; |
|
|
|
return 1; |
|
|
|
} |
|
|
|
} |
|
|
|