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.
*
****/
//
// Train.cpp
//
// implementation of CHudAmmo class
//
#include "hud.h"
#include "cl_util.h"
#include <string.h>
#include <stdio.h>
#include "parsemsg.h"
DECLARE_MESSAGE( m_Train, Train )
int CHudTrain::Init( void )
{
HOOK_MESSAGE( Train );
m_iPos = 0;
m_iFlags = 0;
gHUD.AddHudElem( this );
return 1;
}
int CHudTrain::VidInit( void )
{
m_hSprite = 0;
return 1;
}
int CHudTrain::Draw( float fTime )
{
if( !m_hSprite )
m_hSprite = LoadSprite( "sprites/%d_train.spr" );
if( m_iPos )
{
int r, g, b, x, y;
if( gHUD.m_iHideHUDDisplay & HIDEHUD_NOHEV )
{
UnpackRGB( r, g, b, RGB_REDISH );
}
else
{
UnpackRGB( r, g, b, RGB_YELLOWISH );
}
SPR_Set( m_hSprite, r, g, b );
// This should show up to the right and part way up the armor number
y = ScreenHeight - SPR_Height( m_hSprite, 0 ) - gHUD.m_iFontHeight;
x = ScreenWidth / 3 + SPR_Width( m_hSprite, 0 ) / 4;
SPR_DrawAdditive( m_iPos - 1, x, y, NULL );
}
return 1;
}
int CHudTrain::MsgFunc_Train( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
// update Train data
m_iPos = READ_BYTE();
if( m_iPos )
m_iFlags |= HUD_ACTIVE;
else
m_iFlags &= ~HUD_ACTIVE;
return 1;
}