valve/src/client/damage.qc

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var string g_damage_spr_t;
var string g_damage_spr_b;
var string g_damage_spr_l;
var string g_damage_spr_r;
void
Damage_Precache(void)
{
g_damage_spr_t = spriteframe("sprites/640_pain.spr", 0, 0.0f);
g_damage_spr_r = spriteframe("sprites/640_pain.spr", 1, 0.0f);
g_damage_spr_b = spriteframe("sprites/640_pain.spr", 2, 0.0f);
g_damage_spr_l = spriteframe("sprites/640_pain.spr", 3, 0.0f);
}
void
Damage_Draw(void)
{
vector center;
vector rel_pos;
float fw, fw_alpha;
float rt, rt_alpha;
if (pSeat->m_flDamageAlpha <= 0.0) {
return;
}
center = video_mins + (video_res / 2);
/* the pos relative to the player + view_dir determines which
* and how bright each indicator is drawn. so first get the relative
* position between us and the attacker, then calculate the strength
* of each direction based on a dotproduct tested against our
* camera direction.
*/
rel_pos = normalize(pSeat->m_vecDamagePos - getproperty(VF_ORIGIN));
makevectors(getproperty(VF_CL_VIEWANGLES));
fw = dotproduct(rel_pos, v_forward);
rt = dotproduct(rel_pos, v_right);
fw_alpha = fabs(fw) * pSeat->m_flDamageAlpha;
if (fw > 0.25f) {
drawpic(center + [-64,-102], g_damage_spr_t,
[128,48], [1,1,1], fw_alpha, DRAWFLAG_ADDITIVE);
} else if (fw < -0.25f) {
drawpic(center + [-64,70], g_damage_spr_b,
[128,48], [1,1,1], fw_alpha, DRAWFLAG_ADDITIVE);
}
rt_alpha = fabs(rt) * pSeat->m_flDamageAlpha;
if (rt > 0.25f) {
drawpic(center + [70,-64], g_damage_spr_r,
[48,128], [1,1,1], rt_alpha, DRAWFLAG_ADDITIVE);
} else if (rt < -0.25f) {
drawpic(center + [-102,-64], g_damage_spr_l,
[48,128], [1,1,1], rt_alpha, DRAWFLAG_ADDITIVE);
}
pSeat->m_flDamageAlpha -= clframetime;
}