nuclide/Source/Client/HUD.c

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/*
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FreeCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#define HUD_NUMFILE "sprites/640hud7.spr" // We'll precache this
#define HUD_NUMFILE_LAYER "sprites/640hud7.spr_0.tga" // And only use the first frame for drawing (needs precache)
// Sigh
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#define NUMSIZE_X 0.09375
#define NUMSIZE_Y 0.09765625
#define HUD_ALPHA 0.5
// Instead of calculating them on demand, just read the offsets here
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float vHUDNumPos[10] = {
0,
0.09375,
0.1875,
0.28125,
0.375,
0.46875,
0.5625,
0.65625,
0.75,
0.84375,
};
// Ditto
vector vHUDCalPos[15] = {
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'0 0 0',
'0.09375 0.28125 0', // 50AE
'0.28125 0.28125 0', // 762MM
'0 0.375 0', // 556MM
'0 0.375 0', // 556MM
'0.09375 0.375 0', // 338MAG
'0.1875 0.28125 0', // 9MM
'0 0.28125 0', // BUCKSHOT
'0.375 0.28125 0', // 45ACP
'0.46875 0.28125 0', // 357SIG
'0.46875 0.375 0', // 57MM
'0.375 0.375', // C4
'0.5625 0.375', // SMOKE
'0.28125 0.375', // HE
'0.1875 0.375', // FLASH
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};
/*
=================
HUD_DrawRedNumber
Draws a normal number
=================
*/
void HUD_DrawNumber( int iNumber, vector vPos, float fAlpha, vector vColor ) {
drawsubpic( vPos, '24 25 0', HUD_NUMFILE_LAYER, [ vHUDNumPos[ iNumber ], 0], [ NUMSIZE_X, NUMSIZE_Y ], vColor, fAlpha, DRAWFLAG_ADDITIVE );
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}
/*
=================
HUD_DrawNums
Draws numerals quickly for health, armor etc.
=================
*/
void HUD_DrawNums( float fNumber, vector vPos, float fAlpha, vector vColor ) {
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int iNumber = fNumber;
if ( iNumber > 0 ) {
while ( iNumber > 0 ) {
HUD_DrawNumber( (float)iNumber % 10, vPos, fAlpha, vColor );
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iNumber = iNumber / 10;
vPos_x -= 24;
}
} else {
HUD_DrawNumber( 0, vPos, fAlpha, vColor );
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}
}
/*
=================
HUD_DrawHealth
Draw the current amount of health
=================
*/
void HUD_DrawHealth( void ) {
static float fOldHealth;
static float fHealthAlpha;
if ( getstatf( STAT_HEALTH ) != fOldHealth ) {
fHealthAlpha = 1.0;
}
if ( fHealthAlpha >= HUD_ALPHA ) {
fHealthAlpha -= frametime * 0.5;
} else {
fHealthAlpha = HUD_ALPHA;
}
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vector vHealthPos = vVideoMins + [ 16, vVideoResolution_y - 42 ];
drawsubpic( vHealthPos, '24 24 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 2, NUMSIZE_Y], [ NUMSIZE_X, NUMSIZE_X ], vHUDColor, HUD_ALPHA, DRAWFLAG_ADDITIVE );
HUD_DrawNums( getstatf( STAT_HEALTH ), vHealthPos + '72 0', HUD_ALPHA, vHUDColor );
fOldHealth = getstatf( STAT_HEALTH );
}
/*
=================
HUD_DrawArmor
Draw the current amount of Kevlar
=================
*/
void HUD_DrawArmor( void ) {
static float fOldArmor;
static float fArmorAlpha;
if ( getstatf( STAT_ARMOR ) != fOldArmor ) {
fArmorAlpha = 1.0;
}
if ( fArmorAlpha >= HUD_ALPHA ) {
fArmorAlpha -= frametime * 0.5;
} else {
fArmorAlpha = HUD_ALPHA;
}
vector vArmorPos = vVideoMins + [ 128, vVideoResolution_y - 42 ];
drawsubpic( vArmorPos, '24 24 0', HUD_NUMFILE_LAYER, [ 0, NUMSIZE_Y], [ NUMSIZE_X, NUMSIZE_X ], vHUDColor, fArmorAlpha, DRAWFLAG_ADDITIVE );
HUD_DrawNums( getstatf( STAT_ARMOR ), vArmorPos + '72 0', fArmorAlpha, vHUDColor);
fOldArmor = getstatf( STAT_ARMOR );
}
/*
=================
HUD_DrawIcons
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Draw icons such as hostage, bomb and buyzones
=================
*/
void HUD_DrawIcons( void ) {
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// BuyZone Icon
if( getstatf( STAT_BUYZONE ) == TRUE ) {
vector vBuyIconPos = vVideoMins + [ 16, ( vVideoResolution_y / 2 ) - 12 ];
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drawsubpic( vBuyIconPos, '32 32 0', HUD_NUMFILE_LAYER, [ 0.125 * 3, 0.125 * 5 - 0.046875], [ 0.125, 0.125 ], '0 1 0', 1, DRAWFLAG_ADDITIVE );
}
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// Hostage-Rescue Area Icon
if( getstatf( STAT_HOSTAGEZONE ) == TRUE ) {
vector vRIconPos = vVideoMins + [ 16, ( vVideoResolution_y / 2 ) + 24 ];
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drawsubpic( vRIconPos, '32 32 0', HUD_NUMFILE_LAYER, [ 0.125 * 2, 0.125 * 5 - 0.046875], [ 0.125, 0.125 ], '0 1 0', 1, DRAWFLAG_ADDITIVE );
}
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// Bomb-Area
if( getstatf( STAT_BOMBZONE ) == TRUE ) {
vector vBIconPos = vVideoMins + [ 16, ( vVideoResolution_y / 2 ) + 24 ];
if ( getstatf( STAT_ACTIVEWEAPON ) == WEAPON_C4BOMB ) {
float fAlpha = fabs( sin( time * 20 ) );
drawsubpic( vBIconPos, '32 32 0', HUD_NUMFILE_LAYER, [ 0, 0.125 * 5 - 0.046875], [ 0.125, 0.125 ], '1 0 0', fAlpha, DRAWFLAG_ADDITIVE );
drawsubpic( vBIconPos, '32 32 0', HUD_NUMFILE_LAYER, [ 0, 0.125 * 5 - 0.046875], [ 0.125, 0.125 ], '0 1 0', 1 - fAlpha, DRAWFLAG_ADDITIVE );
} else {
drawsubpic( vBIconPos, '32 32 0', HUD_NUMFILE_LAYER, [ 0, 0.125 * 5 - 0.046875], [ 0.125, 0.125 ], '0 1 0', 1, DRAWFLAG_ADDITIVE );
}
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}
}
/*
=================
HUD_DrawTimer
Draws the roundtime at the bottom of the screen (always visible)
=================
*/
void HUD_DrawTimer( void ) {
static int iOldUnits;
static float fTimerAlpha;
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int iMinutes, iSeconds, iTens, iUnits;
vector vTimePos = vVideoMins+[ ( vVideoResolution_x / 2 ) - 62, vVideoResolution_y - 42 ];
iMinutes = getstatf( STAT_GAMETIME ) / 60;
iSeconds = getstatf( STAT_GAMETIME ) - 60 * iMinutes;
iTens = iSeconds / 10;
iUnits = iSeconds - 10 * iTens;
// Flashing red numbers
if ( ( iMinutes == 0 ) && ( iTens <= 1 ) ) {
float fAlpha;
// 0:00 is fully red
if ( ( iTens == 0 ) && ( iUnits == 0 ) ) {
fAlpha = 1;
} else {
fAlpha = fabs( sin( time * 20 ) );
}
HUD_DrawNumber( iMinutes, vTimePos + '48 0 0', fAlpha, '1 0 0' );
HUD_DrawNumber( iTens, vTimePos + '75 0 0', fAlpha, '1 0 0' );
HUD_DrawNumber( iUnits, vTimePos + '99 0 0',fAlpha, '1 0 0' );
HUD_DrawNumber( iMinutes, vTimePos + '48 0 0', 1 - fAlpha, vHUDColor );
HUD_DrawNumber( iTens, vTimePos + '75 0 0', 1 - fAlpha, vHUDColor );
HUD_DrawNumber( iUnits, vTimePos + '99 0 0',1 - fAlpha, vHUDColor );
// : symbol
drawsubpic( vTimePos + '70 6 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], '1 0 0', fAlpha, DRAWFLAG_ADDITIVE );
drawsubpic( vTimePos + '70 16 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], '1 0 0', fAlpha, DRAWFLAG_ADDITIVE );
drawsubpic( vTimePos + '70 6 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], vHUDColor, 1 - fAlpha, DRAWFLAG_ADDITIVE );
drawsubpic( vTimePos + '70 16 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], vHUDColor, 1 - fAlpha, DRAWFLAG_ADDITIVE );
drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], '1 0 0', fAlpha, DRAWFLAG_ADDITIVE );
drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], vHUDColor, 1 - fAlpha, DRAWFLAG_ADDITIVE );
} else {
if ( iUnits != iOldUnits ) {
fTimerAlpha = 1.0;
}
if ( fTimerAlpha >= HUD_ALPHA ) {
fTimerAlpha -= frametime * 0.5;
} else {
fTimerAlpha = HUD_ALPHA;
}
HUD_DrawNumber( iMinutes, vTimePos + '48 0 0', fTimerAlpha, vHUDColor );
HUD_DrawNumber( iTens, vTimePos + '75 0 0', fTimerAlpha, vHUDColor );
HUD_DrawNumber( iUnits, vTimePos + '99 0 0', fTimerAlpha, vHUDColor );
drawsubpic( vTimePos + '70 6 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE );
drawsubpic( vTimePos + '70 16 0', '3 3 0', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.01171875 ], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE );
drawsubpic( vTimePos, '24 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 6, NUMSIZE_Y * 3], [ NUMSIZE_X, NUMSIZE_Y ], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE );
iOldUnits = iUnits;
}
}
/*
=================
HUD_DrawMoney
Draws the amount of money (0-16000) with an icon to the screen
=================
*/
void HUD_DrawMoney( void ) {
static float fOldMoneyValue;
static float fMoneyAlphaEffect;
static vector vMoneyColorEffect;
static float fMoneyDifference;
// If the money differs from last frame, paint it appropriately
if ( getstatf( STAT_MONEY ) > fOldMoneyValue ) {
// Effect already in progress from something else, go add on top of it!
if ( fMoneyAlphaEffect > 0 ) {
fMoneyDifference += ( fOldMoneyValue - getstatf( STAT_MONEY ) );
} else {
fMoneyDifference = fOldMoneyValue - getstatf( STAT_MONEY );
}
// Make it green for a short time
vMoneyColorEffect = '0 1 0';
fMoneyAlphaEffect = 1.0;
} else if ( getstatf( STAT_MONEY ) < fOldMoneyValue ) {
// Same one as above
if ( fMoneyAlphaEffect > 0 ) {
fMoneyDifference += ( fOldMoneyValue - getstatf( STAT_MONEY ) );
} else {
fMoneyDifference = fOldMoneyValue - getstatf( STAT_MONEY );
}
// Make it red
vMoneyColorEffect = '1 0 0';
fMoneyAlphaEffect = 1.0;
fMoneyDifference = fOldMoneyValue - getstatf( STAT_MONEY );
}
vector vMoneyPos = vVideoMins+[ vVideoResolution_x - 160, vVideoResolution_y - 72 ];
// If the alpha/color effect is active, draw the money twice in their varying alphas/colors
if ( fMoneyAlphaEffect > 0 ) {
fMoneyAlphaEffect -= frametime * 0.5;
drawsubpic( vMoneyPos, '18 25', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 8, NUMSIZE_Y * 1], [ NUMSIZE_X * 0.75, NUMSIZE_Y ], vMoneyColorEffect, fMoneyAlphaEffect, DRAWFLAG_ADDITIVE );
drawsubpic( vMoneyPos, '18 25', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 8, NUMSIZE_Y * 1], [ NUMSIZE_X * 0.75, NUMSIZE_Y ], vHUDColor, HUD_ALPHA - ( fMoneyAlphaEffect * 0.5 ), DRAWFLAG_ADDITIVE );
// Draw the +/- symbols depending on whether or not we made or lost money
if ( fMoneyDifference < 0 ) {
drawsubpic( vMoneyPos + '0 -32 0', '18 23', HUD_NUMFILE_LAYER, [ 0.8671875, 0.09765625], [ 0.0703125, 0.08984375 ], vMoneyColorEffect, fMoneyAlphaEffect, DRAWFLAG_ADDITIVE );
} else {
drawsubpic( vMoneyPos + '0 -32 0', '13 23', HUD_NUMFILE_LAYER, [ 0.8203125, 0.09765625], [ 0.05078125, 0.08984375 ], vMoneyColorEffect, fMoneyAlphaEffect, DRAWFLAG_ADDITIVE );
}
// Shift the numbers for reverse drawing
vMoneyPos_x += ( 24 * 5 );
// Draw the regular numbers at their normal positions
HUD_DrawNums( getstatf( STAT_MONEY ), vMoneyPos, fMoneyAlphaEffect, vMoneyColorEffect );
HUD_DrawNums( getstatf( STAT_MONEY ), vMoneyPos, HUD_ALPHA - ( fMoneyAlphaEffect * 0.5 ), vHUDColor );
// Draw above how much money we've gotten from all this
HUD_DrawNums( fabs( fMoneyDifference ), vMoneyPos + '0 -32 0', fMoneyAlphaEffect, vMoneyColorEffect );
} else {
drawsubpic( vMoneyPos, '18 25 0', HUD_NUMFILE_LAYER, [ NUMSIZE_X * 8, NUMSIZE_Y * 1], [ NUMSIZE_X * 0.75, NUMSIZE_Y ], vHUDColor, HUD_ALPHA, DRAWFLAG_ADDITIVE );
vMoneyPos_x += ( 24 * 5 );
HUD_DrawNums( getstatf( STAT_MONEY ), vMoneyPos, HUD_ALPHA, vHUDColor );
}
fOldMoneyValue = getstatf( STAT_MONEY );
}
/*
=================
HUD_DrawAmmo
Draws the current clip, the amount of ammo for the caliber and a matching caliber icon
=================
*/
void HUD_DrawAmmo( void ) {
static float fOldMag, fOldCal;
static float fAmmoAlpha;
static vector vAmmoMagPos;
static vector vAmmoCalPos;
if ( getstatf( STAT_ACTIVEWEAPON ) == WEAPON_KNIFE || getstatf( STAT_ACTIVEWEAPON ) == WEAPON_C4BOMB ) {
return;
}
if ( getstatf( STAT_CURRENT_MAG ) != fOldMag || getstatf( STAT_CURRENT_CALIBER ) != fOldCal ) {
fAmmoAlpha = 1.0;
}
if ( fAmmoAlpha >= HUD_ALPHA ) {
fAmmoAlpha -= frametime * 0.5;
} else {
fAmmoAlpha = HUD_ALPHA;
}
if ( wptTable[ getstatf( STAT_ACTIVEWEAPON ) ].iCaliber < 11 ) {
vAmmoMagPos = vVideoMins+[ vVideoResolution_x - 142, vVideoResolution_y - 42 ];
HUD_DrawNums( getstatf( STAT_CURRENT_MAG ), vAmmoMagPos, fAmmoAlpha, vHUDColor );
drawsubpic( vVideoMins+[vVideoResolution_x - 118, vVideoResolution_y - 42], '3 25', HUD_NUMFILE_LAYER, [0.9375, 0], [ 0.01171875, 0.09765625 ], vHUDColor, fAmmoAlpha, DRAWFLAG_ADDITIVE );
vAmmoCalPos = vVideoMins+[ vVideoResolution_x - 64, vVideoResolution_y - 42 ];
HUD_DrawNums( getstatf( STAT_CURRENT_CALIBER ), vAmmoCalPos, fAmmoAlpha, vHUDColor );
} else {
vAmmoMagPos = vVideoMins+[ vVideoResolution_x - 64, vVideoResolution_y - 42 ];
HUD_DrawNums( getstatf( STAT_CURRENT_MAG ), vAmmoMagPos, fAmmoAlpha, vHUDColor );
}
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// Caliber icon
drawsubpic( vVideoMins+vVideoResolution - '42 42', '24 24', HUD_NUMFILE_LAYER, vHUDCalPos[ wptTable[ getstatf( STAT_ACTIVEWEAPON ) ].iCaliber ], [ NUMSIZE_X, NUMSIZE_X ], vHUDColor, fAmmoAlpha, DRAWFLAG_ADDITIVE );
fOldMag = getstatf( STAT_CURRENT_MAG );
fOldCal = getstatf( STAT_CURRENT_CALIBER );
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}
void HUD_DrawProgressBar( void ) {
vector vSize = '540 16';
vector vMainPos;
if ( getstatf( STAT_PROGRESS ) > 0 ) {
vMainPos = vVideoMins;
vMainPos_x += ( vVideoResolution_x / 2 ) - (vSize_x / 2);
vMainPos_y += ( vVideoResolution_y / 2 ) - (vSize_y / 2);
// Draw the background
vector vBar = vSize;
vBar_x = 538 * getstatf( STAT_PROGRESS );
vBar_y = 14;
drawfill( vMainPos + '1 1', vBar, vHUDColor, 1, DRAWFLAG_ADDITIVE );
drawfill( vMainPos, [vSize_x, 1], vHUDColor, 1.0f ); // Top
drawfill( [vMainPos_x, vMainPos_y + vSize_y], [vSize_x, 1], vHUDColor, 1.0f ); // Bottom
drawfill( vMainPos, [1, vSize_y], vHUDColor, 1.0f ); // Left
drawfill( [vMainPos_x + vSize_x, vMainPos_y], [1, vSize_y + 1], vHUDColor, 1.0f ); // Right
}
}
void HUD_DrawRadar( void ) {
drawpic( vVideoMins + '16 16', "sprites/radar640.spr_0.tga", '128 128', '1 1 1', 0.5, DRAWFLAG_ADDITIVE );
}
void HUD_DrawFlash( void ) {
if ( pSeat->fFlashTime > 0.0f ) {
pSeat->fFlashTime -= frametime;
} else {
if ( pSeat->fFlashAlpha > 0.0f ) {
pSeat->fFlashAlpha -= ( frametime * 0.5 );
} else {
return;
}
}
drawfill( vVideoMins, vVideoResolution, '1 1 1', pSeat->fFlashAlpha, 0/*pSeat->fFlashTime*/ );
}
/*
=================
HUD_Draw
Called every frame in Draw.c
=================
*/
void HUD_Draw( void ) {
vHUDColor = autocvar_con_color * ( 1 / 255 );
// I guess viewzoom turns from 0.0-1.0 float into a 0-255 byte
if ( getstatf( STAT_VIEWZOOM ) < 255 ) {
HUD_DrawScope();
} else {
HUD_DrawCrosshair();
}
HUD_DrawFlash();
HUD_DrawTimer();
HUD_DrawRadar();
HUD_DrawHealth();
HUD_DrawArmor();
HUD_DrawIcons();
HUD_DrawMoney();
HUD_DrawAmmo();
HUD_DrawProgressBar();
HUD_DrawWeaponSelect();
}
/*
=================
HUD_DrawVoice
Draws a little notification for anyone using voice chat
=================
*/
void HUD_DrawVoice( void ) {
vector vVoicePos = vVideoMins + [ vVideoResolution_x - 160, vVideoResolution_y - 136 ];
for ( int i = -1; i > -32; i-- ) {
if ( getplayerkeyvalue( i, INFOKEY_P_VOIPSPEAKING ) == "1" ) {
drawfill( vVoicePos, '144 24', VGUI_WINDOW_BGCOLOR, VGUI_WINDOW_BGALPHA );
drawfill( vVoicePos, [144, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
drawfill( [vVoicePos_x, vVoicePos_y + 23], [144, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
drawfill( vVoicePos, [1, 24], vVGUIColor, VGUI_WINDOW_FGALPHA );
drawfill( [vVoicePos_x + 143, vVoicePos_y], [1, 24], vVGUIColor, VGUI_WINDOW_FGALPHA );
CSQC_DrawText( [ vVoicePos_x + 16, vVoicePos_y + 8 ], sprintf( " %.13s", getplayerkeyvalue( i, "name" ) ), '8 8', vVGUIColor, VGUI_WINDOW_FGALPHA, DRAWFLAG_NORMAL, FONT_DEFAULT );
drawpic( vVoicePos + '2 0', "gfx/vgui/icntlk_sv.tga", '24 24', vVGUIColor, 1, DRAWFLAG_NORMAL );
vVoicePos_y -= 32;
}
}
}