//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #if 0 #include "hud.h" #include "cl_util.h" #include "cl_entity.h" #include "triangleapi.h" // these are included for the math functions #include "com_model.h" #include "studio_util.h" #pragma warning(disable: 4244) //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CHudOverview::Init() { gHUD.AddHudElem(this); m_iFlags |= HUD_ACTIVE; return 1; } //----------------------------------------------------------------------------- // Purpose: Loads new icons //----------------------------------------------------------------------------- int CHudOverview::VidInit() { m_hsprPlayer = gEngfuncs.pfnSPR_Load("sprites/ring.spr"); m_hsprViewcone = gEngfuncs.pfnSPR_Load("sprites/camera.spr"); return 1; } //----------------------------------------------------------------------------- // Purpose: // Input : flTime - // intermission - //----------------------------------------------------------------------------- int CHudOverview::Draw(float flTime) { // only draw in overview mode if (!gEngfuncs.Overview_GetOverviewState()) return 1; // make sure we have player info gViewPort->GetAllPlayersInfo(); // calculate player size on the overview int x1, y1, x2, y2; float v0[3]={0,0,0}, v1[3]={64,64,0}; gEngfuncs.Overview_WorldToScreen(v0, &x1, &y1); gEngfuncs.Overview_WorldToScreen(v1, &x2, &y2); float scale = abs(x2 - x1); // loop through all the players and draw them on the map for (int i = 1; i < MAX_PLAYERS; i++) { cl_entity_t *pl = gEngfuncs.GetEntityByIndex(i); if (pl && pl->player && pl->curstate.health > 0 && pl->curstate.solid != SOLID_NOT) { int x, y, z = 0; float v[3]={pl->origin[0], pl->origin[1], 0}; gEngfuncs.Overview_WorldToScreen(v, &x, &y); // hack in some team colors float r, g, bc; if (g_PlayerExtraInfo[i].teamnumber == 1) { r = 0.0f; g = 0.0f; bc = 1.0f; } else if (g_PlayerExtraInfo[i].teamnumber == 2) { r = 1.0f; g = 0.0f; bc = 0.0f; } else { // just use the default orange color if the team isn't set r = 1.0f; g = 0.7f; bc = 0.0f; } // set the current texture gEngfuncs.pTriAPI->SpriteTexture((struct model_s *)gEngfuncs.GetSpritePointer(m_hsprPlayer), 0); // additive render mode gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd); // no culling gEngfuncs.pTriAPI->CullFace(TRI_NONE); // draw a square gEngfuncs.pTriAPI->Begin(TRI_QUADS); // set the color to be that of the team gEngfuncs.pTriAPI->Color4f(r, g, bc, 1.0f); // calculate rotational matrix vec3_t a, b, angles; float rmatrix[3][4]; // transformation matrix VectorCopy(pl->angles, angles); angles[0] = 0.0f; angles[1] += 90.f; angles[1] = -angles[1]; angles[2] = 0.0f; AngleMatrix(angles, rmatrix); a[2] = 0; a[0] = -scale; a[1] = -scale; VectorTransform(a, rmatrix , b ); gEngfuncs.pTriAPI->TexCoord2f( 0, 0 ); gEngfuncs.pTriAPI->Vertex3f(x + b[0], y + b[1], z); a[0]=-scale; a[1] = scale; VectorTransform(a, rmatrix , b ); gEngfuncs.pTriAPI->TexCoord2f( 0, 1 ); gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z); a[0]=scale; a[1] = scale; VectorTransform(a, rmatrix , b ); gEngfuncs.pTriAPI->TexCoord2f( 1, 1 ); gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z); a[0]=scale; a[1] = -scale; VectorTransform(a, rmatrix , b ); gEngfuncs.pTriAPI->TexCoord2f( 1, 0 ); gEngfuncs.pTriAPI->Vertex3f (x + b[0], y + b[1], z); // finish up gEngfuncs.pTriAPI->End(); gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); // draw the players name and health underneath char string[256]; sprintf(string, "%s (%i%%)", g_PlayerInfoList[i].name, pl->curstate.health); DrawConsoleString(x, y + (1.1 * scale), string); } } return 1; } //----------------------------------------------------------------------------- // Purpose: called every time a server is connected to //----------------------------------------------------------------------------- void CHudOverview::InitHUDData() { // this block would force the spectator view to be on // gEngfuncs.Overview_SetDrawOverview( 1 ); // gEngfuncs.Overview_SetDrawInset( 0 ); } #endif