/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // hud_update.cpp // #include #include "hud.h" #include "cl_util.h" #include int CL_ButtonBits( int ); void CL_ResetButtonBits( int bits ); extern float v_idlescale; float in_fov; extern void HUD_SetCmdBits( int bits ); int iCarriedWeapons; int CHud::UpdateClientData( client_data_t *cdata, float time ) { memcpy( m_vecOrigin, cdata->origin, sizeof(vec3_t) ); memcpy( m_vecAngles, cdata->viewangles, sizeof(vec3_t) ); m_iKeyBits = CL_ButtonBits( 0 ); m_iWeaponBits = cdata->iWeaponBits; in_fov = cdata->fov; Think(); cdata->fov = m_iFOV; v_idlescale = m_iConcussionEffect; CL_ResetButtonBits( m_iKeyBits ); // return 1 if in anything in the client_data struct has been changed, 0 otherwise return 1; }