Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* 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 <string.h>
#include <time.h>
#include <stdio.h>
#include "event_api.h"
#include "event_args.h"
#include "triangleapi.h"
#include "com_model.h"
#include "studio_util.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::DrawPainFront()
{
if( !m_hPainFront )
{
m_hPainFront = SPR_Load( "sprites/pain_front.spr" );
m_hPainFrontModel = (struct model_s *)gEngfuncs.GetSpritePointer( m_hPainFront );
}
HUD_DrawRectangle( m_hPainFrontModel, kRenderTransAdd );
}
void CHudHealth::DrawPainRight()
{
if( !m_hPainRight )
{
m_hPainRight = SPR_Load( "sprites/pain_right.spr" );
m_hPainRightModel = (struct model_s *)gEngfuncs.GetSpritePointer( m_hPainRight );
}
HUD_DrawRectangle( m_hPainRightModel, kRenderTransAdd );
}
void CHudHealth::DrawPainLeft()
{
if( !m_hPainLeft )
{
m_hPainLeft = SPR_Load( "sprites/pain_front.spr" );
m_hPainLeftModel = (struct model_s *)gEngfuncs.GetSpritePointer( m_hPainLeft );
}
HUD_DrawRectangle( m_hPainLeftModel, kRenderTransAdd );
}
void CHudHealth::DrawPainRear()
{
if( !m_hPainRear )
{
m_hPainRear = SPR_Load( "sprites/pain_rear.spr" );
m_hPainRearModel = (struct model_s *)gEngfuncs.GetSpritePointer( m_hPainRear );
}
HUD_DrawRectangle( m_hPainRearModel, kRenderTransAdd );
}