o NS can run in any directory now

o added steam icon
o updated liblist.gam to report version 3.2

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@359 67975925-1194-0748-b3d5-c16f83f1a3a1
This commit is contained in:
puzl 2005-11-19 19:59:42 +00:00
parent aa0aa4e6ac
commit fd05950eea
8 changed files with 39 additions and 9 deletions

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@ -2,10 +2,11 @@
// Natural Selection //
// by Charlie Cleveland //
////////////////////////////
game "Natural Selection 3.1"
game "Natural Selection 3.2"
url_info "http://www.unknownworlds.com/ns/"
url_dl "http://www.unknownworlds.com/ns/view?action=files"
version "v3.1"
version "v3.2"
icon "ns"
size "165000000"
svonly "0"
secure "0"

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@ -44,7 +44,11 @@ cl_enginefunc_t gEngfuncs;
// Instead of using default Half-life HUD, use more flexible one I've added
//CHud gHUD;
//UIHud gHUD("StratHL/ui.txt", new AvHUIFactory());
AvHHud gHUD((string(getModDirectory()) + "/ui.txt").c_str(), new AvHUIFactory());
AvHHud& getHUD() {
static AvHHud theGlobalHud( string(getModDirectory()) + "/ui.txt", new AvHUIFactory());
return theGlobalHud;
}
//AvHHud gHUD((string(getModDirectory()) + "/ui.txt").c_str(), new AvHUIFactory());
TeamFortressViewport *gViewPort = NULL;

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@ -36,7 +36,6 @@
#include <string.h>
static int tracerCount[ 32 ];
extern AvHHud gHUD;
#include "r_studioint.h"
#include "common/com_model.h"

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@ -29,7 +29,6 @@ class TeamFortressViewport;
class AvHHud;
#include "mod/AvHHud.h"
extern AvHHud gHUD;
#include "wrect.h"
#include "cl_dll.h"

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@ -1,12 +1,35 @@
#include "AvHConstants.h"
#include <cstring>
const int slashchr = '\\';
#define kAvHModDir ((const char*)("ns"))
#ifdef AVH_SERVER
#include "common/mathlib.h"
#include "common/const.h"
#include "engine/edict.h"
#include "engine/eiface.h"
#include "dlls/enginecallback.h"
#else
#include "cl_dll/wrect.h"
#include "cl_dll/cl_dll.h"
#include "dlls/extdll.h"
#endif
const char* getModDirectory(void)
{
return kAvHModDir;
static char theModDirectory[512];
static bool theIsComputed = false;
if(!theIsComputed)
{
#ifdef AVH_SERVER
GET_GAME_DIR(theModDirectory);
#else
const char *pchGameDirT = gEngfuncs.pfnGetGameDirectory();
strcpy(theModDirectory, pchGameDirT);
#endif
theIsComputed = true; //don't compute this again
}
return theModDirectory;
}
const char* getModName(void)

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@ -182,6 +182,7 @@ private:
float mTimeCreated;
};
const int kNumUpgradeLines = 5;
class AvHHud : public UIHud
@ -849,4 +850,7 @@ private:
};
AvHHud& getHUD();
#define gHUD (getHUD())
#endif

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@ -430,7 +430,7 @@ void FadingImageLabel::SetFadeState(bool inNewState)
// set fade to state
this->mFadeToVisibiltyState = inNewState;
float theCurrentTime = ::gHUD.m_flTime;
float theCurrentTime = gHUD.m_flTime;
// set new fade to time in case a change was specified during a change
this->mTimeToFade = min(this->mBaseFadeTime, (theCurrentTime - this->mTimeVisChanged));