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117 lines
2.3 KiB
117 lines
2.3 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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// |
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// hud_msg.cpp |
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// |
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#include "hud.h" |
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#include "cl_util.h" |
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#include "parsemsg.h" |
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#include "r_efx.h" |
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#define MAX_CLIENTS 32 |
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extern BEAM *pBeam; |
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extern BEAM *pBeam2; |
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/// USER-DEFINED SERVER MESSAGE HANDLERS |
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int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf ) |
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{ |
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ASSERT( iSize == 0 ); |
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// clear all hud data |
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HUDLIST *pList = m_pHudList; |
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while( pList ) |
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{ |
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if( pList->p ) |
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pList->p->Reset(); |
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pList = pList->pNext; |
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} |
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// reset sensitivity |
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m_flMouseSensitivity = 0; |
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// reset concussion effect |
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m_iConcussionEffect = 0; |
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return 1; |
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} |
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void CAM_ToFirstPerson( void ); |
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void CHud::MsgFunc_ViewMode( const char *pszName, int iSize, void *pbuf ) |
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{ |
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CAM_ToFirstPerson(); |
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} |
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void CHud::MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf ) |
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{ |
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// prepare all hud data |
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HUDLIST *pList = m_pHudList; |
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while( pList ) |
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{ |
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if( pList->p ) |
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pList->p->InitHUDData(); |
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pList = pList->pNext; |
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} |
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//Probably not a good place to put this. |
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pBeam = pBeam2 = NULL; |
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} |
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int CHud::MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf ) |
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{ |
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BEGIN_READ( pbuf, iSize ); |
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m_Teamplay = READ_BYTE(); |
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return 1; |
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} |
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int CHud::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ) |
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{ |
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int armor, blood; |
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Vector from; |
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int i; |
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float count; |
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BEGIN_READ( pbuf, iSize ); |
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armor = READ_BYTE(); |
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blood = READ_BYTE(); |
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for( i = 0; i < 3; i++) |
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from[i] = READ_COORD(); |
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count = ( blood * 0.5 ) + ( armor * 0.5 ); |
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if( count < 10 ) |
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count = 10; |
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// TODO: kick viewangles, show damage visually |
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return 1; |
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} |
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int CHud::MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf ) |
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{ |
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BEGIN_READ( pbuf, iSize ); |
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m_iConcussionEffect = READ_BYTE(); |
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if( m_iConcussionEffect ) |
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this->m_StatusIcons.EnableIcon( "dmg_concuss", 255, 160, 0 ); |
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else |
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this->m_StatusIcons.DisableIcon( "dmg_concuss" ); |
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return 1; |
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}
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