Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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// ---------------------------------------------------------------
// BubbleMod
//
// AUTHOR
// Tyler Lund <halflife@bubblemod.org>
//
// LICENSE
//
// Permission is granted to anyone to use this software for
// any purpose on any computer system, and to redistribute it
// in any way, subject to the following restrictions:
//
// 1. The author is not responsible for the consequences of
// use of this software, no matter how awful, even if they
// arise from defects in it.
// 2. The origin of this software must not be misrepresented,
// either by explicit claim or by omission.
// 3. Altered versions must be plainly marked as such, and
// must not be misrepresented (by explicit claim or
// omission) as being the original software.
// 3a. It would be nice if I got a copy of your improved
// version sent to halflife@bubblemod.org.
// 4. This notice must not be removed or altered.
//
// ---------------------------------------------------------------
#include "BMOD_messaging.h"
#include "game.h"
#include "BMOD_constants.h"
extern cvar_t timeleft;
extern cvar_t fragsleft;
// extern cvar_t timelimit;
extern cvar_t fraglimit;
// pEnt is the player the message needs to go to
// iChannel is the message channel defind in BMOD_messaging.h
// vecColor is r, g, b color values for the message
// vecTime is fadein, hold, and fadeout times in seconds.
// msg is the message to display.
//
// Special msg values:
// "SPEC" - spectator message.
//
void PrintMessage( CBaseEntity *pEnt, int iChannel, Vector vecColor, Vector vecTime, char *msg)
{
char szText[256];
hudtextparms_t hText = {0};
if (!strcmp("SPEC", msg))
{
char szTime[51] = "No Limit";
if (timeleft.value)
{
float time = timeleft.value;
sprintf(szTime, "%im, %is", (int)time/60, (int)time%60 );
}
// BMOD_PreChangeLevel();
sprintf(szText, "BUBBLE MOD - http://www.bubblemod.org\n%s Version %s - %s-%s\n\nCurrent Map: %s\nNext Map: %s\nTime Left: %s\nFrags Left: %i/%i",
BMOD_BRANCH_NAME,
BMOD_BRANCH_VERSION,
BMOD_PLATFORM,
BMOD_ARCH,
CVAR_GET_STRING("bm_map"),
CVAR_GET_STRING("bm_nextmap"),
szTime,
(int)fragsleft.value,
(int)fraglimit.value
);
}
else
{
sprintf(szText, "%s",msg);
}
switch (iChannel)
{
case BMOD_CHAN_INFO:
hText.x = 0.01;
hText.y = 0.1;
break;
case BMOD_CHAN_RUNE:
hText.x = -1;
hText.y = 1;
break;
case BMOD_CHAN_COUNTDOWN:
hText.x = -1;
hText.y = -1;
break;
case BMOD_CHAN_WEAPON:
hText.x = -1;
hText.y = 0.875;
break;
}
hText.a1 = 240; // Brightness
hText.a2 = 240;
hText.r1 = vecColor.x; // Color
hText.r2 = vecColor.x;
hText.g1 = vecColor.y;
hText.g2 = vecColor.y;
hText.b1 = vecColor.z;
hText.b2 = vecColor.z;
hText.channel = iChannel; // Channel
hText.effect = 0; //Just fade in fade out
hText.fadeinTime = vecTime.x;
hText.fadeoutTime = vecTime.z;
hText.holdTime = vecTime.y;
hText.fxTime = 0.5; //Does nothing in this case
UTIL_HudMessage(pEnt, hText, szText);
}