Client: Added ammo pickup notifications, fix some impact effect assignments

and change the fadeout time on weapon pickup notifications.
This commit is contained in:
Marco Cawthorne 2021-12-16 15:39:11 -08:00
parent 000fb34006
commit f1fdad0bb7
Signed by: eukara
GPG Key ID: C196CD8BA993248A
6 changed files with 128 additions and 5 deletions

View File

@ -83,6 +83,7 @@ HUD_Init(void)
g_hud5_spr = spriteframe("sprites/640hud5.spr", 0, 0.0f);
g_hud6_spr = spriteframe("sprites/640hud6.spr", 0, 0.0f);
g_hud7_spr = spriteframe("sprites/640hud7.spr", 0, 0.0f);
HUD_AmmoNotify_Init();
}
/* seperator for mainly ammo */
@ -387,21 +388,39 @@ void
HUD_DrawNotify(void)
{
vector pos;
float a;
pos = g_hudmins + [g_hudres[0] - 192, g_hudres[1] - 128];
if (pSeatLocal->m_flPickupAlpha <= 0.0f) {
pos[0] += 148;
pos[1] += 16;
HUD_AmmoNotify_Draw(pos);
return;
}
pos = g_hudmins + [g_hudres[0] - 192, g_hudres[1] - 128];
Weapons_HUDPic(pSeatLocal->m_iPickupWeapon, 1, pos, pSeatLocal->m_flPickupAlpha);
pSeatLocal->m_flPickupAlpha -= clframetime;
a = bound(0.0, pSeatLocal->m_flPickupAlpha, 1.0);
Weapons_HUDPic(pSeatLocal->m_iPickupWeapon, 1, pos, a);
pos[0] += 148;
pos[1] -= 32;
HUD_AmmoNotify_Draw(pos);
pSeatLocal->m_flPickupAlpha -= (clframetime * 0.5);
}
void
HUD_WeaponPickupNotify(int w)
{
switch (w) {
case WEAPON_SNARK:
case WEAPON_SATCHEL:
case WEAPON_HANDGRENADE:
case WEAPON_TRIPMINE:
return;
default:
}
pSeatLocal->m_iPickupWeapon = w;
pSeatLocal->m_flPickupAlpha = 1.0f;
pSeatLocal->m_flPickupAlpha = 2.5f;
}
/* main entry */

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@ -0,0 +1,98 @@
string g_ammo_spr;
typedef struct
{
float alpha;
int count;
} ammonote_t;
ammonote_t g_ammonotify[12];
vector g_ammotype[12] = {
[0/256, 72/128], // pistol
[24/256, 72/128], // revolver
[48/256, 72/128], // grenade
[72/256, 72/128], // shell
[96/256, 72/128], // arrow
[120/256, 72/128], // rocket
[0/256, 96/128], // uranium
[24/256, 96/128], // hornet
[48/256, 96/128], // grenade
[72/256, 96/128], // satchel
[96/256, 96/128], // snark
[120/256, 96/128], // tripmine
};
void
HUD_AmmoNotify_Init(void)
{
g_ammo_spr = spriteframe("sprites/640hud7.spr", 0, 0.0f);
}
void
HUD_AmmoNotify_Draw(vector startpos)
{
vector pos = startpos;
for (int i = 0; i < 12; i++) {
vector srcpos;
float a;
/* make sure we skip any faded entries, and also null them */
if (g_ammonotify[i].alpha <= 0.0f) {
g_ammonotify[i].count = 0;
continue;
}
/* let's get the src img pos for our type */
srcpos = g_ammotype[i];
a = bound(0, g_ammonotify[i].alpha, 1.0);
drawsubpic(pos,
[24,24],
g_ammo_spr,
srcpos,
[24/256, 24/128],
g_hud_color,
a,
DRAWFLAG_ADDITIVE
);
drawfont = Font_GetID(FONT_20);
string txt = sprintf("%i", g_ammonotify[i].count);
float offs = stringwidth(txt, FALSE, [20,20]);
drawstring(pos + [-offs - 8,4], sprintf("%i", g_ammonotify[i].count), [20,20], g_hud_color, a, DRAWFLAG_ADDITIVE);
g_ammonotify[i].alpha -= (clframetime * 0.5);
pos -= [0, 32]; /* go up a notch */
}
}
void
HUD_AmmoNotify_Insert(int type, int count)
{
if (count <= 0)
return;
g_ammonotify[type].count += count;
g_ammonotify[type].alpha = 2.5f;
}
/* called whenever we should check for pickup updates */
void
HUD_AmmoNotify_Check(player pl)
{
HUD_AmmoNotify_Insert(0, pl.ammo_9mm - pl.ammo_9mm_net);
HUD_AmmoNotify_Insert(1, pl.ammo_357 - pl.ammo_357_net);
HUD_AmmoNotify_Insert(2, pl.ammo_m203_grenade - pl.ammo_m203_grenade_net);
HUD_AmmoNotify_Insert(3, pl.ammo_buckshot - pl.ammo_buckshot_net);
HUD_AmmoNotify_Insert(4, pl.ammo_bolt - pl.ammo_bolt_net);
HUD_AmmoNotify_Insert(5, pl.ammo_rocket - pl.ammo_rocket_net);
HUD_AmmoNotify_Insert(6, pl.ammo_uranium - pl.ammo_uranium_net);
HUD_AmmoNotify_Insert(7, pl.ammo_hornet - pl.ammo_hornet_net);
HUD_AmmoNotify_Insert(8, pl.ammo_handgrenade - pl.ammo_handgrenade_net);
HUD_AmmoNotify_Insert(9, pl.ammo_satchel - pl.ammo_satchel_net);
HUD_AmmoNotify_Insert(10, pl.ammo_snark - pl.ammo_snark_net);
HUD_AmmoNotify_Insert(11, pl.ammo_tripmine - pl.ammo_tripmine_net);
}

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@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above

View File

@ -32,6 +32,7 @@ game_event.qc
../../../valve/src/client/viewmodel.qc
view.qc
obituary.qc
hud_ammonotify.qc
hud.qc
hud_weaponselect.qc
scoreboard.qc

View File

@ -143,6 +143,8 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
pointparticles(FX_IMPACT_SMOKE_BROWN, vecPos, vNormal, 1);
break;
case IMPACT_GRATE:
case IMPACT_VENT:
case IMPACT_METAL:
pointparticles(FX_IMPACT_SPARK, vecPos, vNormal, 1);
pointparticles(FX_IMPACT_BLACKBITS, vecPos, vNormal, 1);
@ -184,6 +186,7 @@ FX_Impact(impactType_t iType, vector vecPos, vector vNormal)
break;
case IMPACT_METAL:
Sound_PlayAt(vecPos, "sfx_impact.metal");
print("Metal shit\n");
break;
case IMPACT_SLOSH:
Sound_PlayAt(vecPos, "sfx_impact.slosh");

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@ -105,6 +105,7 @@ class player:base_player
#ifdef CLIENT
void Weapons_AmmoUpdate(entity);
void HUD_AmmoNotify_Check(player pl);
/*
=================
player::ReceiveEntity
@ -162,6 +163,7 @@ player::ReceiveEntity(float new, float fl)
Weapons_AmmoUpdate(this);
setorigin(this, origin);
HUD_AmmoNotify_Check(this);
}
/*