You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
123 lines
2.4 KiB
123 lines
2.4 KiB
/*** |
|
* |
|
* 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_msg.cpp |
|
// |
|
|
|
#include "hud.h" |
|
#include "cl_util.h" |
|
#include "parsemsg.h" |
|
#include "r_efx.h" |
|
|
|
#define MAX_CLIENTS 32 |
|
|
|
extern float g_lastFOV; // Vit_amiN |
|
extern bool g_hasPredictedFOV; // Vit_amiN |
|
|
|
/// USER-DEFINED SERVER MESSAGE HANDLERS |
|
|
|
int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf ) |
|
{ |
|
ASSERT( iSize == 0 ); |
|
|
|
// clear all hud data |
|
HUDLIST *pList = m_pHudList; |
|
|
|
while( pList ) |
|
{ |
|
if( pList->p ) |
|
pList->p->Reset(); |
|
pList = pList->pNext; |
|
} |
|
|
|
// reset sensitivity |
|
m_flMouseSensitivity = 0; |
|
|
|
// reset concussion effect |
|
m_iConcussionEffect = 0; |
|
|
|
// Vit_amiN: reset the FOV |
|
m_iFOV = 0; // default_fov |
|
g_lastFOV = 0.0f; |
|
g_hasPredictedFOV = false; |
|
|
|
return 1; |
|
} |
|
|
|
void CAM_ToFirstPerson( void ); |
|
|
|
void CHud::MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf ) |
|
{ |
|
CAM_ToFirstPerson(); |
|
} |
|
|
|
void CHud::MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) |
|
{ |
|
// prepare all hud data |
|
HUDLIST *pList = m_pHudList; |
|
|
|
while( pList ) |
|
{ |
|
if( pList->p ) |
|
pList->p->InitHUDData(); |
|
pList = pList->pNext; |
|
} |
|
} |
|
|
|
int CHud::MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf ) |
|
{ |
|
BEGIN_READ( pbuf, iSize ); |
|
m_Teamplay = READ_BYTE(); |
|
|
|
return 1; |
|
} |
|
|
|
int CHud::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ) |
|
{ |
|
int armor, blood; |
|
Vector from; |
|
int i; |
|
float count; |
|
|
|
BEGIN_READ( pbuf, iSize ); |
|
armor = READ_BYTE(); |
|
blood = READ_BYTE(); |
|
|
|
for( i = 0; i < 3; i++) |
|
from[i] = READ_COORD(); |
|
|
|
count = ( blood * 0.5 ) + ( armor * 0.5 ); |
|
|
|
if( count < 10 ) |
|
count = 10; |
|
|
|
// TODO: kick viewangles, show damage visually |
|
return 1; |
|
} |
|
|
|
int CHud::MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf ) |
|
{ |
|
int r, g, b; |
|
BEGIN_READ( pbuf, iSize ); |
|
m_iConcussionEffect = READ_BYTE(); |
|
if( m_iConcussionEffect ) |
|
{ |
|
UnpackRGB( r, g, b, RGB_YELLOWISH ); // Vit_amiN: fixed |
|
this->m_StatusIcons.EnableIcon( "dmg_concuss", r, g, b ); |
|
} |
|
else |
|
this->m_StatusIcons.DisableIcon( "dmg_concuss" ); |
|
return 1; |
|
}
|
|
|