diff --git a/src/client/hud_itemnotify.qc b/src/client/hud_itemnotify.qc new file mode 100644 index 0000000..caca03a --- /dev/null +++ b/src/client/hud_itemnotify.qc @@ -0,0 +1,88 @@ + +#define ITEM_COUNT 3 + +string g_item_spr; + +typedef struct +{ + float alpha; + int count; +} itemnote_t; +itemnote_t g_itemnotify[ITEM_COUNT]; + +vector g_itemtype[ITEM_COUNT] = { + [176/256, 0/256], // battery + [176/256, 48/256], // medkit + [176/256, 96/256], // longjump +}; + +void +HUD_ItemNotify_Init(void) +{ + g_item_spr = spriteframe("sprites/640hud2.spr", 0, 0.0f); +} + +void +HUD_ItemNotify_Draw(__inout vector pos) +{ + pos[0] = g_hudmins[0] + g_hudres[0] - 44; + for (int i = 0; i < ITEM_COUNT; i++) { + vector srcpos; + float a; + + /* make sure we skip any faded entries, and also null them */ + if (g_itemnotify[i].alpha <= 0.0f) { + g_itemnotify[i].count = 0; + continue; + } + + /* let's get the src img pos for our type */ + srcpos = g_itemtype[i]; + a = bound(0, g_itemnotify[i].alpha, 1.0); + + /* we'll use the alpha to control the offset so it gently glides down when fading out */ + pos -= [0, 52 * a]; /* go up a notch */ + drawsubpic(pos + [-20,0], + [44,44], + g_item_spr, + srcpos, + [44/256, 44/256], + g_hud_color, + a, + DRAWFLAG_ADDITIVE + ); + + if (g_itemnotify[i].count > 1) { + drawfont = Font_GetID(FONT_20); + string txt = sprintf("%i", g_itemnotify[i].count); + float offs = stringwidth(txt, FALSE, [20,20]) + 16; + drawstring(pos + [-offs - 8,12], sprintf("%i", g_itemnotify[i].count), [20,20], g_hud_color, a, DRAWFLAG_ADDITIVE); + } + + g_itemnotify[i].alpha -= (clframetime * 0.5); + } +} + +void +HUD_ItemNotify_Insert(int type, int count) +{ + if (count <= 0) + return; + + g_itemnotify[type].count += count; + g_itemnotify[type].alpha = 2.5f; + +} + +/* called whenever we should check for pickup updates */ +void +HUD_ItemNotify_Check(player pl) +{ + int healthdiff = bound(0, pl.health - pl.health_net, 100); + int armordiff = bound(0, pl.armor - pl.armor_net, 100); + + if (healthdiff > 1) + HUD_ItemNotify_Insert(1, 1); + if (armordiff > 1) + HUD_ItemNotify_Insert(0, 1); +} \ No newline at end of file diff --git a/src/client/progs.src b/src/client/progs.src index 7acbb3f..31e945a 100644 --- a/src/client/progs.src +++ b/src/client/progs.src @@ -31,6 +31,8 @@ entities.qc ../../../valve/src/client/viewmodel.qc ../../../valve/src/client/view.qc ../../../valve/src/client/obituary.qc +../../../valve/src/client/hud_dmgnotify.qc +hud_itemnotify.qc hud_ammonotify.qc ../../../valve/src/client/hud.qc ../../../valve/src/client/hud_weaponselect.qc diff --git a/src/server/server.qc b/src/server/server.qc index d380f35..39dd0a6 100644 --- a/src/server/server.qc +++ b/src/server/server.qc @@ -32,6 +32,7 @@ Game_Worldspawn(void) precache_model("models/w_weaponbox.mdl"); Weapons_Init(); Player_Precache(); + FX_Corpse_Init(); } void weaponbox_spawn(player pl) diff --git a/src/shared/include.src b/src/shared/include.src index 68e6508..8fa5637 100644 --- a/src/shared/include.src +++ b/src/shared/include.src @@ -15,6 +15,7 @@ player.qc ../../../valve/src/shared/fx_gibhuman.qc ../../../base/src/shared/fx_spark.qc ../../../valve/src/shared/fx_impact.qc +../../../base/src/shared/fx_corpse.qc items.h weapons.h diff --git a/src/shared/player.qc b/src/shared/player.qc index e553e3b..22fc96b 100644 --- a/src/shared/player.qc +++ b/src/shared/player.qc @@ -98,7 +98,8 @@ class player:base_player #ifdef CLIENT void Weapons_AmmoUpdate(entity); -void HUD_AmmoNotify_Check(player); +void HUD_AmmoNotify_Check(player pl); +void HUD_ItemNotify_Check(player pl); /* ================= player::ReceiveEntity @@ -140,11 +141,24 @@ player::ReceiveEntity(float new, float fl) mode_tempstate = readbyte(); } - if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3) - Weapons_AmmoUpdate(this); - setorigin(this, origin); - HUD_AmmoNotify_Check(this); + + /* these only concern the current player */ + CSQC_UpdateSeat(); + if (this != pSeat->m_ePlayer) + return; + + /* do not notify us of updates when spawning initially */ + if (fl == UPDATE_ALL) + PredictPreFrame(); + + if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3) { + Weapons_AmmoUpdate(this); + HUD_AmmoNotify_Check(this); + } + + if (fl & PLAYER_ITEMS || fl & PLAYER_HEALTH || fl & PLAYER_ARMOR) + HUD_ItemNotify_Check(this); } /*