/*** * * 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. * ****/ // // Geiger.cpp // // implementation of CHudAmmo class // #include "hud.h" #include "cl_util.h" #include #include #include #include "event_api.h" #include "event_args.h" #include "triangleapi.h" #include "com_model.h" #include "studio_util.h" #include "parsemsg.h" // ========================================== // Code changes for- Night at the Office: // ========================================== // // -Full Screen Damage Indicator. When the player receives damage, // the side of the screen will be white. If shot from the right, // the right side of the screen will flash white. etc. void CHudHealth::DrawPain2(void) { if (!(m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight)) return; int a, shade; // TODO: get the shift value of the health a = 255; // max brightness until then float fFade = gHUD.m_flTimeDelta * 2; gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd); //additive gEngfuncs.pTriAPI->CullFace(TRI_NONE); //no culling // SPR_Draw top if (m_fAttackFront > 0.4) { if (!m_hPainFront) m_hPainFront = SPR_Load("sprites/pain_front.spr"); shade = a * max(m_fAttackFront, 0.5); gEngfuncs.pTriAPI->SpriteTexture((struct model_s *) gEngfuncs.GetSpritePointer(m_hPainFront), 0); gEngfuncs.pTriAPI->Color4f(1, 1, 1, shade); gEngfuncs.pTriAPI->Begin(TRI_QUADS); //top left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(0, 0, 0); //bottom left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(0, ScreenHeight, 0); //bottom right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, ScreenHeight, 0); //top right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, 0, 0); gEngfuncs.pTriAPI->End(); m_fAttackFront = max(0, m_fAttackFront - fFade); } else m_fAttackFront = 0; if (m_fAttackRight > 0.4) { if (!m_hPainRight) m_hPainRight = SPR_Load("sprites/pain_right.spr"); shade = a * max(m_fAttackRight, 0.5); gEngfuncs.pTriAPI->SpriteTexture((struct model_s *) gEngfuncs.GetSpritePointer(m_hPainRight), 0); gEngfuncs.pTriAPI->Color4f(1, 1, 1, shade); gEngfuncs.pTriAPI->Begin(TRI_QUADS); //top left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(0, 0, 0); //bottom left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(0, ScreenHeight, 0); //bottom right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, ScreenHeight, 0); //top right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, 0, 0); gEngfuncs.pTriAPI->End(); m_fAttackRight = max(0, m_fAttackRight - fFade); } else m_fAttackRight = 0; if (m_fAttackRear > 0.4) { if (!m_hPainRear) m_hPainRear = SPR_Load("sprites/pain_rear.spr"); shade = a * max(m_fAttackRear, 0.5); gEngfuncs.pTriAPI->SpriteTexture((struct model_s *) gEngfuncs.GetSpritePointer(m_hPainRear), 0); gEngfuncs.pTriAPI->Color4f(1, 1, 1, shade); gEngfuncs.pTriAPI->Begin(TRI_QUADS); //top left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(0, 0, 0); //bottom left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(0, ScreenHeight, 0); //bottom right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, ScreenHeight, 0); //top right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, 0, 0); gEngfuncs.pTriAPI->End(); m_fAttackRear = max(0, m_fAttackRear - fFade); } else m_fAttackRear = 0; if (m_fAttackLeft > 0.4) { if (!m_hPainLeft) m_hPainLeft = SPR_Load("sprites/pain_left.spr"); shade = a * max(m_fAttackLeft, 0.5); gEngfuncs.pTriAPI->SpriteTexture((struct model_s *) gEngfuncs.GetSpritePointer(m_hPainLeft), 0); gEngfuncs.pTriAPI->Color4f(1, 1, 1, shade); gEngfuncs.pTriAPI->Begin(TRI_QUADS); //top left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(0, 0, 0); //bottom left gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(0, ScreenHeight, 0); //bottom right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f); gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, ScreenHeight, 0); //top right gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f); gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, 0, 0); gEngfuncs.pTriAPI->End(); m_fAttackLeft = max(0, m_fAttackLeft - fFade); } else m_fAttackLeft = 0; gEngfuncs.pTriAPI->RenderMode(kRenderNormal); //return to normal }