/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include "hud.h" #include "radio.h" #include "../../../valve/src/client/obituary.h" var int autocvar_cl_autoweaponswitch = TRUE; vector g_hud_color; vector g_hudmins; vector g_hudres; var string g_hud1_spr; var string g_hud2_spr; var string g_hud3_spr; var string g_hud4_spr; var string g_hud5_spr; var string g_hud6_spr; var string g_hud7_spr; var string g_hud10_spr; var string g_hud11_spr; var string g_hud12_spr; var string g_hud13_spr; var string g_hud14_spr; var string g_hud15_spr; var string g_hud16_spr; struct { /* viewmodel stuff */ entity m_eViewModel; entity m_eMuzzleflash; int m_iVMBones; int m_iVMEjectBone; int m_iLastWeapon; int m_iOldWeapon; float m_flBobTime; float m_flBob; /* damage overlay */ float m_flDamageAlpha; vector m_vecDamagePos; /* +zoomin cmd */ int m_iZoomed; float m_flZoomTime; /* player fields */ entity m_ePlayer; vector m_vecPredictedOrigin; vector m_vecPredictedOriginOld; vector m_vecPredictedVelocity; float m_flPredictedFlags; /* camera fields */ vector m_vecCameraOrigin; vector m_vecCameraAngle; float m_flCameraTime; /* hud.c */ int m_iHealthOld; float m_flHealthAlpha; int m_iArmorOld; float m_flArmorAlpha; int m_iAmmo1Old; float m_flAmmo1Alpha; int m_iAmmo2Old; float m_flAmmo2Alpha; int m_iAmmo3Old; float m_flAmmo3Alpha; int m_iPickupWeapon; float m_flPickupAlpha; /* This is seperated from the other VGUI stuff so we can check scores * while buying and whatnot */ int m_iScoresVisible; int m_iHUDWeaponSelected; float m_flHUDWeaponSelectTime; /* saturn controller */ int m_iSaturnMenu; /* centerprint related */ float m_flCenterprintAlpha; float m_flCenterprintTime; float m_iCenterprintLines; string m_strCenterprintBuffer[18]; /* chat related */ float m_flPrintTime; string m_strPrintBuffer[5]; int m_iPrintLines; int m_iInputAttack2; int m_iInputReload; int m_iInputUse; int m_iInputDuck; float m_flInputBlockTime; /* fading */ float m_flFadeDuration; float m_flFadeHold; float m_flFadeMaxAlpha; float m_flFadeStyle; float m_flFadeAlpha; float m_flFadeTime; vector m_vecFadeColor; int m_iFadeActive; entity m_pWeaponFX; /* shake */ float m_flShakeFreq; float m_flShakeDuration; float m_flShakeTime; float m_flShakeAmp; /* cstrike additions */ float m_iMoneyOld; float m_flMoneyAlpha; float m_iMoneyDelta; int m_iTimeUnitsOld; float m_flTimeAlpha; vector m_vecMoneyColor; } g_seats[4], *pSeat; void HUD_DrawAmmo1(void); void HUD_DrawAmmo2(void); void HUD_DrawAmmo3(void); void HUD_WeaponPickupNotify(int); void Cstrike_DrawCrosshair(void); void Cstrike_DrawSimpleCrosshair(void); void Cstrike_DrawScope(void); void Textmenu_Call(string);