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.
*
****/
//
// neffect.cpp
//
// implementation of CHudNoiseEffect class
//
#include "hud.h"
#include "cl_util.h"
#include <string.h>
#include <time.h>
#include <stdio.h>
#define MAX_NOISE_EFFECT_FRAMES 13
int grgNEffectFrame[MAX_NOISE_EFFECT_FRAMES] = { 1, 2, 3, 4, 3, 2, 1, 2, 3, 4, 3, 2, 1 };
extern cvar_t *cl_noiseeffect;
int CHudNoiseEffect::Init(void)
{
m_iFlags |= HUD_ACTIVE;
gHUD.AddHudElem(this);
return 1;
};
int CHudNoiseEffect::VidInit(void)
{
int HUD_neffect = gHUD.GetSpriteIndex( "neffect" );
m_hSprite = gHUD.GetSprite( HUD_neffect );
m_prc = &gHUD.GetSpriteRect( HUD_neffect );
m_iWidth = m_prc->right - m_prc->left;
return 1;
};
int CHudNoiseEffect::Draw (float flTime)
{
int r, g, b, x, y, sliceCountX, sliceCountY, frame;
if( !cl_noiseeffect->value )
return 1;
if( !( gHUD.m_iHideHUDDisplay & HIDEHUD_NOISEEFFECT ) )
return 1;
frame = grgNEffectFrame[(int)(flTime * 20) % MAX_NOISE_EFFECT_FRAMES] - 1;
sliceCountX = ScreenWidth / m_iWidth;
sliceCountY = ScreenHeight / m_iWidth;
if( ScreenWidth > m_iWidth * sliceCountX )
sliceCountX++;
if( ScreenHeight > m_iWidth * sliceCountY )
sliceCountY++;
UnpackRGB( r,g,b, gHUD.m_iHUDColor );
SPR_Set( m_hSprite, r, g, b );
for( int j = 0; j < sliceCountY; j++ )
{
y = j * m_iWidth;
for( int i = 0; i < sliceCountX; i++ )
{
x = i * m_iWidth;
SPR_DrawAdditive( gEngfuncs.pfnRandomLong( 0, 1 ) ? 3 - frame : frame, x, y, m_prc );
}
}
return 1;
}