// --------------------------------------------------------------- // BubbleMod // // AUTHOR // Tyler Lund // // LICENSE // // Permission is granted to anyone to use this software for // any purpose on any computer system, and to redistribute it // in any way, subject to the following restrictions: // // 1. The author is not responsible for the consequences of // use of this software, no matter how awful, even if they // arise from defects in it. // 2. The origin of this software must not be misrepresented, // either by explicit claim or by omission. // 3. Altered versions must be plainly marked as such, and // must not be misrepresented (by explicit claim or // omission) as being the original software. // 3a. It would be nice if I got a copy of your improved // version sent to halflife@bubblemod.org. // 4. This notice must not be removed or altered. // // --------------------------------------------------------------- #include "BMOD_messaging.h" #include "game.h" #include "BMOD_constants.h" extern cvar_t timeleft; extern cvar_t fragsleft; // extern cvar_t timelimit; extern cvar_t fraglimit; // pEnt is the player the message needs to go to // iChannel is the message channel defind in BMOD_messaging.h // vecColor is r, g, b color values for the message // vecTime is fadein, hold, and fadeout times in seconds. // msg is the message to display. // // Special msg values: // "SPEC" - spectator message. // void PrintMessage( CBaseEntity *pEnt, int iChannel, Vector vecColor, Vector vecTime, char *msg) { char szText[256]; hudtextparms_t hText = {0}; if (!strcmp("SPEC", msg)) { char szTime[51] = "No Limit"; if (timeleft.value) { float time = timeleft.value; sprintf(szTime, "%im, %is", (int)time/60, (int)time%60 ); } // BMOD_PreChangeLevel(); sprintf(szText, "BUBBLE MOD - http://www.bubblemod.org\n%s Version %s - %s-%s\n\nCurrent Map: %s\nNext Map: %s\nTime Left: %s\nFrags Left: %i/%i", BMOD_BRANCH_NAME, BMOD_BRANCH_VERSION, BMOD_PLATFORM, BMOD_ARCH, CVAR_GET_STRING("bm_map"), CVAR_GET_STRING("bm_nextmap"), szTime, (int)fragsleft.value, (int)fraglimit.value ); } else { sprintf(szText, "%s",msg); } switch (iChannel) { case BMOD_CHAN_INFO: hText.x = 0.01; hText.y = 0.1; break; case BMOD_CHAN_RUNE: hText.x = -1; hText.y = 1; break; case BMOD_CHAN_COUNTDOWN: hText.x = -1; hText.y = -1; break; case BMOD_CHAN_WEAPON: hText.x = -1; hText.y = 0.875; break; } hText.a1 = 240; // Brightness hText.a2 = 240; hText.r1 = vecColor.x; // Color hText.r2 = vecColor.x; hText.g1 = vecColor.y; hText.g2 = vecColor.y; hText.b1 = vecColor.z; hText.b2 = vecColor.z; hText.channel = iChannel; // Channel hText.effect = 0; //Just fade in fade out hText.fadeinTime = vecTime.x; hText.fadeoutTime = vecTime.z; hText.holdTime = vecTime.y; hText.fxTime = 0.5; //Does nothing in this case UTIL_HudMessage(pEnt, hText, szText); }