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