mirror of
https://github.com/ENSL/NS.git
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c5153c4ab1
- Scale HUD with a modified version of @Toodles2You 's triapi HUD scaling - Add commands for position, scale, and minimum alpha of heath and ammo - Fixes sprite blurring - Fixed nearby pixels bleeding in to the drawn sprites - Fixed the health cross art being cut off at the edges
124 lines
3.6 KiB
C++
124 lines
3.6 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef HEALTH_H
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#define HEALTH_H
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#define DMG_IMAGE_LIFE 2 // seconds that image is up
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#define DMG_IMAGE_POISON 0
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#define DMG_IMAGE_ACID 1
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#define DMG_IMAGE_COLD 2
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#define DMG_IMAGE_DROWN 3
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#define DMG_IMAGE_BURN 4
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#define DMG_IMAGE_NERVE 5
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#define DMG_IMAGE_RAD 6
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#define DMG_IMAGE_SHOCK 7
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//tf defines
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#define DMG_IMAGE_CALTROP 8
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#define DMG_IMAGE_TRANQ 9
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#define DMG_IMAGE_CONCUSS 10
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#define DMG_IMAGE_HALLUC 11
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#define NUM_DMG_TYPES 12
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// instant damage
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//// time-based damage
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////mask off TF-specific stuff too
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//#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage
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//
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//
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//#define DMG_DROWN (1 << 14) // Drowning
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//#define DMG_FIRSTTIMEBASED DMG_DROWN
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//
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//#define DMG_PARALYZE (1 << 15) // slows affected creature down
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//#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
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//#define DMG_POISON (1 << 17) // blood poisioning
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//#define DMG_RADIATION (1 << 18) // radiation exposure
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//#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
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//#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
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//#define DMG_SLOWBURN (1 << 21) // in an oven
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//#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
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//#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
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//
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////TF ADDITIONS
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//#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn
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//#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance
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//#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius.
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//#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor
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//#define DMG_AIMED (1 << 28) // Does Hit location damage
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//#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls
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//
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//#define DMG_CALTROP (1<<30)
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//#define DMG_HALLUC (1<<31)
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#include "damagetypes.h"
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// TF Healing Additions for TakeHealth
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#define DMG_IGNORE_MAXHEALTH DMG_IGNITE
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// TF Redefines since we never use the originals
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#define DMG_NAIL DMG_SLASH
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#define DMG_NOT_SELF DMG_FREEZE
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#define DMG_TRANQ DMG_MORTAR
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#define DMG_CONCUSS DMG_SONIC
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typedef struct
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{
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float fExpire;
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float fBaseline;
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int x, y;
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} DAMAGE_IMAGE;
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//
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//-----------------------------------------------------
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//
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class CHudHealth: public CHudBase
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{
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public:
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virtual int Init( void );
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virtual int VidInit( void );
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virtual int Draw(float fTime);
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virtual void Reset( void );
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int MsgFunc_Health(const char *pszName, int iSize, void *pbuf);
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int MsgFunc_Damage(const char *pszName, int iSize, void *pbuf);
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int m_iHealth;
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int m_HUD_dmg_bio;
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int m_HUD_cross;
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float m_fAttackFront, m_fAttackRear, m_fAttackLeft, m_fAttackRight;
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void GetPainColor( int &r, int &g, int &b );
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float m_fFade;
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float m_fHealthScale;
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int m_iMinAlpha;
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private:
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AVHHSPRITE m_hSprite;
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AVHHSPRITE m_hDamage;
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DAMAGE_IMAGE m_dmg[NUM_DMG_TYPES];
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int m_bitsDamage;
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int DrawPain(float fTime);
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int DrawDamage(float fTime);
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void CalcDamageDirection(vec3_t vecFrom);
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void UpdateTiles(float fTime, long bits);
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cvar_t* hud_health_x;
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cvar_t* hud_health_y;
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cvar_t* hud_health_scale;
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cvar_t* hud_health_alphamin;
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};
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#endif
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