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@ -271,25 +271,25 @@ void CHudHealth::CalcDamageDirection( vec3_t vecFrom )
@@ -271,25 +271,25 @@ void CHudHealth::CalcDamageDirection( vec3_t vecFrom )
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if( side > 0 ) |
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{ |
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if( side > 0.3 ) |
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m_fAttackFront = max( m_fAttackFront, side ); |
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m_fAttackFront = Q_max( m_fAttackFront, side ); |
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} |
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else |
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{ |
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float f = fabs( side ); |
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if( f > 0.3 ) |
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m_fAttackRear = max( m_fAttackRear, f ); |
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m_fAttackRear = Q_max( m_fAttackRear, f ); |
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} |
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if( front > 0 ) |
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{ |
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if( front > 0.3 ) |
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m_fAttackRight = max( m_fAttackRight, front ); |
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m_fAttackRight = Q_max( m_fAttackRight, front ); |
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} |
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else |
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{ |
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float f = fabs( front ); |
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if( f > 0.3 ) |
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m_fAttackLeft = max( m_fAttackLeft, f ); |
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m_fAttackLeft = Q_max( m_fAttackLeft, f ); |
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} |
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} |
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} |
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@ -311,28 +311,28 @@ int CHudHealth::DrawPain( float flTime )
@@ -311,28 +311,28 @@ int CHudHealth::DrawPain( float flTime )
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if( m_fAttackFront > 0.4 ) |
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{ |
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GetPainColor( r, g, b ); |
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shade = a * max( m_fAttackFront, 0.5 ); |
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shade = a * Q_max( m_fAttackFront, 0.5 ); |
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ScaleColors( r, g, b, shade ); |
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SPR_Set( m_hSprite, r, g, b ); |
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x = ScreenWidth / 2 - SPR_Width( m_hSprite, 0 ) / 2; |
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y = ScreenHeight / 2 - SPR_Height( m_hSprite, 0 ) * 3; |
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SPR_DrawAdditive( 0, x, y, NULL ); |
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m_fAttackFront = max( 0, m_fAttackFront - fFade ); |
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m_fAttackFront = Q_max( 0, m_fAttackFront - fFade ); |
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} else |
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m_fAttackFront = 0; |
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if( m_fAttackRight > 0.4 ) |
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{ |
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GetPainColor( r, g, b ); |
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shade = a * max( m_fAttackRight, 0.5 ); |
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shade = a * Q_max( m_fAttackRight, 0.5 ); |
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ScaleColors( r, g, b, shade ); |
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SPR_Set( m_hSprite, r, g, b ); |
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x = ScreenWidth / 2 + SPR_Width( m_hSprite, 1 ) * 2; |
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y = ScreenHeight / 2 - SPR_Height( m_hSprite,1 ) / 2; |
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SPR_DrawAdditive( 1, x, y, NULL ); |
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m_fAttackRight = max( 0, m_fAttackRight - fFade ); |
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m_fAttackRight = Q_max( 0, m_fAttackRight - fFade ); |
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} |
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else |
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m_fAttackRight = 0; |
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@ -340,14 +340,14 @@ int CHudHealth::DrawPain( float flTime )
@@ -340,14 +340,14 @@ int CHudHealth::DrawPain( float flTime )
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if( m_fAttackRear > 0.4 ) |
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{ |
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GetPainColor( r, g, b ); |
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shade = a * max( m_fAttackRear, 0.5 ); |
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shade = a * Q_max( m_fAttackRear, 0.5 ); |
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ScaleColors( r, g, b, shade ); |
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SPR_Set( m_hSprite, r, g, b ); |
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x = ScreenWidth / 2 - SPR_Width( m_hSprite, 2 ) / 2; |
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y = ScreenHeight / 2 + SPR_Height( m_hSprite, 2 ) * 2; |
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SPR_DrawAdditive( 2, x, y, NULL ); |
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m_fAttackRear = max( 0, m_fAttackRear - fFade ); |
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m_fAttackRear = Q_max( 0, m_fAttackRear - fFade ); |
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} |
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else |
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m_fAttackRear = 0; |
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@ -355,7 +355,7 @@ int CHudHealth::DrawPain( float flTime )
@@ -355,7 +355,7 @@ int CHudHealth::DrawPain( float flTime )
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if( m_fAttackLeft > 0.4 ) |
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{ |
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GetPainColor( r, g, b ); |
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shade = a * max( m_fAttackLeft, 0.5 ); |
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shade = a * Q_max( m_fAttackLeft, 0.5 ); |
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ScaleColors( r, g, b, shade ); |
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SPR_Set( m_hSprite, r, g, b ); |
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@ -363,7 +363,7 @@ int CHudHealth::DrawPain( float flTime )
@@ -363,7 +363,7 @@ int CHudHealth::DrawPain( float flTime )
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y = ScreenHeight / 2 - SPR_Height( m_hSprite,3 ) / 2; |
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SPR_DrawAdditive( 3, x, y, NULL ); |
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m_fAttackLeft = max( 0, m_fAttackLeft - fFade ); |
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m_fAttackLeft = Q_max( 0, m_fAttackLeft - fFade ); |
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} else |
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m_fAttackLeft = 0; |
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@ -395,7 +395,7 @@ int CHudHealth::DrawDamage( float flTime )
@@ -395,7 +395,7 @@ int CHudHealth::DrawDamage( float flTime )
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SPR_Set( gHUD.GetSprite( m_HUD_dmg_bio + i ), r, g, b ); |
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SPR_DrawAdditive( 0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect( m_HUD_dmg_bio + i ) ); |
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pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire ); |
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pdmg->fExpire = Q_min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire ); |
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if( pdmg->fExpire <= flTime // when the time has expired
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&& a < 40 ) // and the flash is at the low point of the cycle
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