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104 lines
2.2 KiB
104 lines
2.2 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#include "hud.h" |
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#include "cl_util.h" |
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#include <string.h> |
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#include <time.h> |
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#include <stdio.h> |
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#include "event_api.h" |
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#include "event_args.h" |
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#include "triangleapi.h" |
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#include "parsemsg.h" |
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DECLARE_MESSAGE(m_DeathVision, DeathVision) |
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int CHudDeathVision::Init(void) |
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{ |
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HOOK_MESSAGE(DeathVision); |
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m_iFlags = 0; |
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m_hSprite = 0; |
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gHUD.AddHudElem(this); |
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return 1; |
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}; |
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int CHudDeathVision::VidInit(void) |
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{ |
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m_iFlags = 0; |
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m_hSprite = SPR_Load("sprites/death_vision.spr"); |
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return 1; |
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}; |
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int CHudDeathVision::MsgFunc_DeathVision(const char *pszName, int iSize, void *pbuf) |
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{ |
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m_iFlags |= HUD_ACTIVE; |
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BEGIN_READ(pbuf, iSize); |
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READ_BYTE(); |
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return 1; |
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} |
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int CHudDeathVision::Draw(float flTime) |
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{ |
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return 1; |
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} |
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void CHudDeathVision::DrawDeathVision(void) |
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{ |
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if (gHUD.m_iHideHUDDisplay & HIDEHUD_ALL) |
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return; |
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if (!(m_iFlags & HUD_ACTIVE)) |
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return; |
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if (!m_hSprite) |
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m_hSprite = SPR_Load("sprites/death_vision.spr"); |
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struct model_s * hSpriteModel = (struct model_s *)gEngfuncs.GetSpritePointer(m_hSprite); |
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gEngfuncs.pTriAPI->RenderMode(kRenderTransAdd); |
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gEngfuncs.pTriAPI->CullFace(TRI_NONE); |
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gEngfuncs.pTriAPI->SpriteTexture(hSpriteModel, 0); |
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gEngfuncs.pTriAPI->Begin(TRI_QUADS); |
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//top left |
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f); |
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gEngfuncs.pTriAPI->Vertex3f(0, 0, 0); |
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//bottom left |
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f); |
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gEngfuncs.pTriAPI->Vertex3f(0, ScreenHeight, 0); |
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//bottom right |
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f); |
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gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, ScreenHeight, 0); |
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//top right |
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f); |
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gEngfuncs.pTriAPI->Vertex3f(ScreenWidth, 0, 0); |
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gEngfuncs.pTriAPI->End(); //end our list of vertexes |
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gEngfuncs.pTriAPI->RenderMode(kRenderNormal); //return to normal |
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return; |
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}
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