forked from valve/halflife-sdk
as released 2001-11-08
This commit is contained in:
parent
d4fc7e405f
commit
4ec16cce0e
457 changed files with 1529 additions and 62884 deletions
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@ -1,3 +1,10 @@
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include <assert.h>
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#include <assert.h>
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#include "hud.h"
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#include "hud.h"
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#include "cl_util.h"
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#include "cl_util.h"
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@ -22,7 +29,7 @@
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//
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//
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// Override the StudioModelRender virtual member functions here to implement custom bone
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// Override the StudioModelRender virtual member functions here to implement custom bone
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// setup, blending, etc.
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// setup, blending, etc.
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//
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//
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// Global engine <-> studio model rendering code interface
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// Global engine <-> studio model rendering code interface
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#if !defined( GAMESTUDIOMODELRENDERER_H )
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#if !defined( GAMESTUDIOMODELRENDERER_H )
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#define GAMESTUDIOMODELRENDERER_H
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#define GAMESTUDIOMODELRENDERER_H
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#if defined( _WIN32 )
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#if defined( _WIN32 )
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@ -1,3 +1,10 @@
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include <assert.h>
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#include <assert.h>
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#include "hud.h"
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#include "hud.h"
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#include "cl_util.h"
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#include "cl_util.h"
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@ -1,3 +1,10 @@
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#if !defined( GAMESTUDIOMODELRENDERER_H )
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#if !defined( GAMESTUDIOMODELRENDERER_H )
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#define GAMESTUDIOMODELRENDERER_H
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#define GAMESTUDIOMODELRENDERER_H
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#if defined( _WIN32 )
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#if defined( _WIN32 )
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@ -1,3 +1,10 @@
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// studio_model.cpp
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// studio_model.cpp
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// routines for setting up to draw 3DStudio models
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// routines for setting up to draw 3DStudio models
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@ -1,3 +1,10 @@
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#if !defined ( STUDIOMODELRENDERER_H )
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#if !defined ( STUDIOMODELRENDERER_H )
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#define STUDIOMODELRENDERER_H
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#define STUDIOMODELRENDERER_H
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#if defined( _WIN32 )
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#if defined( _WIN32 )
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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*
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* This product contains software technology licensed from Id
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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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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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*
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* This product contains software technology licensed from Id
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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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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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|
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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*
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* This product contains software technology licensed from Id
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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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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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|
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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*
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||||||
* This product contains software technology licensed from Id
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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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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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|
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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*
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||||||
* This product contains software technology licensed from Id
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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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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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*
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* This product contains software technology licensed from Id
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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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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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|
|
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@ -1,3 +1,10 @@
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// Camera.h -- defines and such for a 3rd person camera
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// Camera.h -- defines and such for a 3rd person camera
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// NOTE: must include quakedef.h first
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// NOTE: must include quakedef.h first
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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*
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||||||
* This product contains software technology licensed from Id
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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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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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@ -32,7 +32,6 @@ extern "C"
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#include "hud_servers.h"
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#include "hud_servers.h"
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#include "vgui_int.h"
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#include "vgui_int.h"
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#include "interface.h"
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#include "interface.h"
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#include "ITrackerUser.h"
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#define DLLEXPORT __declspec( dllexport )
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#define DLLEXPORT __declspec( dllexport )
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@ -41,9 +40,6 @@ cl_enginefunc_t gEngfuncs;
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CHud gHUD;
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CHud gHUD;
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TeamFortressViewport *gViewPort = NULL;
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TeamFortressViewport *gViewPort = NULL;
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HINTERFACEMODULE g_hTrackerModule = NULL;
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ITrackerUser *g_pTrackerUser = NULL;
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void InitInput (void);
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void InitInput (void);
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void EV_HookEvents( void );
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void EV_HookEvents( void );
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void IN_Commands( void );
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void IN_Commands( void );
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@ -153,25 +149,7 @@ int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
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memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));
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memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));
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EV_HookEvents();
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EV_HookEvents();
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// get tracker interface, if any
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char szDir[512];
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if (!gEngfuncs.COM_ExpandFilename("Bin/TrackerUI.dll", szDir, sizeof(szDir)))
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{
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g_pTrackerUser = NULL;
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g_hTrackerModule = NULL;
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return 1;
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}
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g_hTrackerModule = Sys_LoadModule(szDir);
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CreateInterfaceFn trackerFactory = Sys_GetFactory(g_hTrackerModule);
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if (!trackerFactory)
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{
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g_pTrackerUser = NULL;
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g_hTrackerModule = NULL;
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return 1;
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}
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g_pTrackerUser = (ITrackerUser *)trackerFactory(TRACKERUSER_INTERFACE_VERSION, NULL);
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return 1;
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return 1;
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}
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}
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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*
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* This product contains software technology licensed from Id
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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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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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||||||
*
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*
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* This product contains software technology licensed from Id
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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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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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*
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* This product contains software technology licensed from Id
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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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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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@ -133,7 +133,7 @@ void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short event
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vec3_t ang;
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vec3_t ang;
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if ( !g_runfuncs || !g_finalstate )
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if ( !g_runfuncs || !g_finalstate )
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return;
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return;
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// Weapon prediction events are assumed to occur at the player's origin
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// Weapon prediction events are assumed to occur at the player's origin
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org = g_finalstate->playerstate.origin;
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org = g_finalstate->playerstate.origin;
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@ -1,3 +1,10 @@
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// com_weapons.h
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// com_weapons.h
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// Shared weapons common function prototypes
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// Shared weapons common function prototypes
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#if !defined( COM_WEAPONSH )
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#if !defined( COM_WEAPONSH )
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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*
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* This product contains software technology licensed from Id
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* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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@ -1,6 +1,6 @@
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/***
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/***
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*
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
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||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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|
|
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@ -1,3 +1,10 @@
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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|
//
|
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// $NoKeywords: $
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//=============================================================================
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#if !defined( DEMOH )
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#if !defined( DEMOH )
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#define DEMOH
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#define DEMOH
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#pragma once
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#pragma once
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@ -1,3 +1,10 @@
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
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|
//
|
||||||
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// Purpose:
|
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|
//
|
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// $NoKeywords: $
|
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|
//=============================================================================
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// Client side entity management functions
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// Client side entity management functions
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#include <memory.h>
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#include <memory.h>
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@ -1,6 +1,6 @@
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/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
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|
|
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@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
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@ -39,6 +39,8 @@ extern "C" char PM_FindTextureType( char *name );
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void V_PunchAxis( int axis, float punch );
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void V_PunchAxis( int axis, float punch );
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void VectorAngles( const float *forward, float *angles );
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void VectorAngles( const float *forward, float *angles );
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|
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extern cvar_t *cl_lw;
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|
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extern "C"
|
extern "C"
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||||||
{
|
{
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||||||
|
|
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|
@ -577,7 +579,7 @@ void EV_FireShotGunDouble( event_args_t *args )
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EV_GetGunPosition( args, vecSrc, origin );
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EV_GetGunPosition( args, vecSrc, origin );
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VectorCopy( forward, vecAiming );
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VectorCopy( forward, vecAiming );
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|
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if ( gEngfuncs.GetMaxClients() > 1 )
|
if ( gEngfuncs.GetMaxClients() > 1 )
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{
|
{
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EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.17365, 0.04362 );
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EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.17365, 0.04362 );
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}
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}
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@ -719,7 +721,7 @@ void EV_FireMP52( event_args_t *args )
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gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 2 );
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gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 2 );
|
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V_PunchAxis( 0, -10 );
|
V_PunchAxis( 0, -10 );
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}
|
}
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switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
|
switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
|
||||||
{
|
{
|
||||||
case 0:
|
case 0:
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|
@ -973,13 +975,13 @@ void EV_FireGauss( event_args_t *args )
|
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VectorMA( vecSrc, 8192.0, forward, vecDest );
|
VectorMA( vecSrc, 8192.0, forward, vecDest );
|
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|
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gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage * n / 255.0, flDamage * n * 0.5 * 0.1, FTENT_FADEOUT );
|
gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage * n / 255.0, flDamage * n * 0.5 * 0.1, FTENT_FADEOUT );
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|
||||||
vec3_t fwd;
|
vec3_t fwd;
|
||||||
VectorAdd( tr.endpos, tr.plane.normal, fwd );
|
VectorAdd( tr.endpos, tr.plane.normal, fwd );
|
||||||
|
|
||||||
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100,
|
gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100,
|
||||||
255, 100 );
|
255, 100 );
|
||||||
|
|
||||||
// lose energy
|
// lose energy
|
||||||
if ( n == 0 )
|
if ( n == 0 )
|
||||||
{
|
{
|
||||||
|
@ -1154,7 +1156,7 @@ void EV_Crowbar( event_args_t *args )
|
||||||
//======================
|
//======================
|
||||||
|
|
||||||
//======================
|
//======================
|
||||||
// CROSSBOW END
|
// CROSSBOW START
|
||||||
//======================
|
//======================
|
||||||
enum crossbow_e {
|
enum crossbow_e {
|
||||||
CROSSBOW_IDLE1 = 0, // full
|
CROSSBOW_IDLE1 = 0, // full
|
||||||
|
@ -1222,7 +1224,7 @@ void EV_FireCrossbow2( event_args_t *args )
|
||||||
// Now add in all of the players.
|
// Now add in all of the players.
|
||||||
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
||||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
||||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr );
|
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
|
||||||
|
|
||||||
//We hit something
|
//We hit something
|
||||||
if ( tr.fraction < 1.0 )
|
if ( tr.fraction < 1.0 )
|
||||||
|
@ -1380,7 +1382,7 @@ void EV_EgonFire( event_args_t *args )
|
||||||
iFireState = args->iparam1;
|
iFireState = args->iparam1;
|
||||||
iFireMode = args->iparam2;
|
iFireMode = args->iparam2;
|
||||||
int iStartup = args->bparam1;
|
int iStartup = args->bparam1;
|
||||||
|
|
||||||
|
|
||||||
if ( iStartup )
|
if ( iStartup )
|
||||||
{
|
{
|
||||||
|
@ -1401,7 +1403,7 @@ void EV_EgonFire( event_args_t *args )
|
||||||
if ( EV_IsLocal( idx ) )
|
if ( EV_IsLocal( idx ) )
|
||||||
gEngfuncs.pEventAPI->EV_WeaponAnimation ( g_fireAnims1[ gEngfuncs.pfnRandomLong( 0, 3 ) ], 1 );
|
gEngfuncs.pEventAPI->EV_WeaponAnimation ( g_fireAnims1[ gEngfuncs.pfnRandomLong( 0, 3 ) ], 1 );
|
||||||
|
|
||||||
if ( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 )
|
if ( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
|
||||||
{
|
{
|
||||||
vec3_t vecSrc, vecEnd, origin, angles, forward, right, up;
|
vec3_t vecSrc, vecEnd, origin, angles, forward, right, up;
|
||||||
pmtrace_t tr;
|
pmtrace_t tr;
|
||||||
|
@ -1415,21 +1417,21 @@ void EV_EgonFire( event_args_t *args )
|
||||||
AngleVectors( angles, forward, right, up );
|
AngleVectors( angles, forward, right, up );
|
||||||
|
|
||||||
EV_GetGunPosition( args, vecSrc, pl->origin );
|
EV_GetGunPosition( args, vecSrc, pl->origin );
|
||||||
|
|
||||||
VectorMA( vecSrc, 2048, forward, vecEnd );
|
|
||||||
|
|
||||||
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
|
VectorMA( vecSrc, 2048, forward, vecEnd );
|
||||||
|
|
||||||
// Store off the old count
|
|
||||||
gEngfuncs.pEventAPI->EV_PushPMStates();
|
|
||||||
|
|
||||||
// Now add in all of the players.
|
|
||||||
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
|
||||||
|
|
||||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
|
||||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
|
|
||||||
|
// Store off the old count
|
||||||
|
gEngfuncs.pEventAPI->EV_PushPMStates();
|
||||||
|
|
||||||
|
// Now add in all of the players.
|
||||||
|
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
||||||
|
|
||||||
gEngfuncs.pEventAPI->EV_PopPMStates();
|
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
||||||
|
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
|
||||||
|
|
||||||
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
||||||
|
|
||||||
int iBeamModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( EGON_BEAM_SPRITE );
|
int iBeamModelIndex = gEngfuncs.pEventAPI->EV_FindModelIndex( EGON_BEAM_SPRITE );
|
||||||
|
|
||||||
|
@ -1456,7 +1458,7 @@ void EV_EgonStop( event_args_t *args )
|
||||||
if ( args->iparam1 )
|
if ( args->iparam1 )
|
||||||
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100 );
|
gEngfuncs.pEventAPI->EV_PlaySound( idx, origin, CHAN_WEAPON, EGON_SOUND_OFF, 0.98, ATTN_NORM, 0, 100 );
|
||||||
|
|
||||||
if ( EV_IsLocal( idx ) )
|
if ( EV_IsLocal( idx ) )
|
||||||
{
|
{
|
||||||
if ( pBeam )
|
if ( pBeam )
|
||||||
{
|
{
|
||||||
|
@ -1673,4 +1675,4 @@ void EV_TrainPitchAdjust( event_args_t *args )
|
||||||
int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 )
|
int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 )
|
||||||
{
|
{
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#if !defined ( EV_HLDMH )
|
#if !defined ( EV_HLDMH )
|
||||||
#define EV_HLDMH
|
#define EV_HLDMH
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#include "hud.h"
|
#include "hud.h"
|
||||||
#include "cl_util.h"
|
#include "cl_util.h"
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
// eventscripts.h
|
// eventscripts.h
|
||||||
#if !defined ( EVENTSCRIPTSH )
|
#if !defined ( EVENTSCRIPTSH )
|
||||||
#define EVENTSCRIPTSH
|
#define EVENTSCRIPTSH
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
@ -110,78 +110,22 @@ void CSprite::Expand( float scaleSpeed, float fadeSpeed ) { }
|
||||||
|
|
||||||
|
|
||||||
CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; }
|
CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; }
|
||||||
void CBaseMonster :: Eat ( float flFullDuration ) { }
|
|
||||||
BOOL CBaseMonster :: FShouldEat ( void ) { return TRUE; }
|
|
||||||
void CBaseMonster :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { }
|
|
||||||
void CBaseMonster :: BarnacleVictimReleased ( void ) { }
|
|
||||||
void CBaseMonster :: Listen ( void ) { }
|
|
||||||
float CBaseMonster :: FLSoundVolume ( CSound *pSound ) { return 0.0; }
|
|
||||||
BOOL CBaseMonster :: FValidateHintType ( short sHint ) { return FALSE; }
|
|
||||||
void CBaseMonster :: Look ( int iDistance ) { }
|
void CBaseMonster :: Look ( int iDistance ) { }
|
||||||
int CBaseMonster :: ISoundMask ( void ) { return 0; }
|
|
||||||
CSound* CBaseMonster :: PBestSound ( void ) { return NULL; }
|
|
||||||
CSound* CBaseMonster :: PBestScent ( void ) { return NULL; }
|
|
||||||
float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; }
|
float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; }
|
||||||
void CBaseMonster :: MonsterThink ( void ) { }
|
|
||||||
void CBaseMonster :: MonsterUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { }
|
|
||||||
int CBaseMonster :: IgnoreConditions ( void ) { return 0; }
|
|
||||||
void CBaseMonster :: RouteClear ( void ) { }
|
|
||||||
void CBaseMonster :: RouteNew ( void ) { }
|
|
||||||
BOOL CBaseMonster :: FRouteClear ( void ) { return FALSE; }
|
|
||||||
BOOL CBaseMonster :: FRefreshRoute ( void ) { return 0; }
|
|
||||||
BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) { return FALSE; }
|
|
||||||
BOOL CBaseMonster::MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
|
|
||||||
BOOL CBaseMonster::MoveToTarget( Activity movementAct, float waitTime ) { return FALSE; }
|
|
||||||
BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
|
|
||||||
int ShouldSimplify( int routeType ) { return TRUE; }
|
|
||||||
void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) { }
|
|
||||||
BOOL CBaseMonster :: FBecomeProne ( void ) { return TRUE; }
|
|
||||||
BOOL CBaseMonster :: CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
|
|
||||||
BOOL CBaseMonster :: CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
|
|
||||||
BOOL CBaseMonster :: CheckMeleeAttack1 ( float flDot, float flDist ) { return FALSE; }
|
|
||||||
BOOL CBaseMonster :: CheckMeleeAttack2 ( float flDot, float flDist ) { return FALSE; }
|
|
||||||
void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) { }
|
|
||||||
BOOL CBaseMonster :: FCanCheckAttacks ( void ) { return FALSE; }
|
|
||||||
int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) { return 0; }
|
|
||||||
void CBaseMonster :: PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { }
|
|
||||||
BOOL CBaseMonster :: PopEnemy( ) { return FALSE; }
|
|
||||||
void CBaseMonster :: SetActivity ( Activity NewActivity ) { }
|
|
||||||
void CBaseMonster :: SetSequenceByName ( char *szSequence ) { }
|
|
||||||
int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { return 0; }
|
|
||||||
float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) { return 0.0; }
|
|
||||||
void CBaseMonster :: AdvanceRoute ( float distance ) { }
|
|
||||||
int CBaseMonster :: RouteClassify( int iMoveFlag ) { return 0; }
|
|
||||||
BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { return FALSE; }
|
|
||||||
void CBaseMonster :: InsertWaypoint ( Vector vecLocation, int afMoveFlags ) { }
|
|
||||||
BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return FALSE; }
|
|
||||||
void CBaseMonster :: Move ( float flInterval ) { }
|
|
||||||
BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) { return FALSE; }
|
|
||||||
void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { }
|
|
||||||
void CBaseMonster :: MonsterInit ( void ) { }
|
|
||||||
void CBaseMonster :: MonsterInitThink ( void ) { }
|
|
||||||
void CBaseMonster :: StartMonster ( void ) { }
|
|
||||||
void CBaseMonster :: MovementComplete( void ) { }
|
|
||||||
int CBaseMonster::TaskIsRunning( void ) { return 0; }
|
|
||||||
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
|
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
|
||||||
BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
|
|
||||||
BOOL CBaseMonster :: BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
|
|
||||||
CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) { return NULL; }
|
CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) { return NULL; }
|
||||||
BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) { return FALSE; }
|
BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) { return FALSE; }
|
||||||
BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) { return FALSE; }
|
BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) { return FALSE; }
|
||||||
BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) { return FALSE; }
|
BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) { return FALSE; }
|
||||||
BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { return FALSE; }
|
BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { return FALSE; }
|
||||||
void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { }
|
void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { }
|
||||||
float CBaseMonster::FlYawDiff ( void ) { return 0.0; }
|
|
||||||
float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
|
float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
|
||||||
float CBaseMonster::VecToYaw ( Vector vecDir ) { return 0.0; }
|
|
||||||
int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
|
int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
|
||||||
int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
|
int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
|
||||||
void CBaseMonster :: SetEyePosition ( void ) { }
|
|
||||||
int CBaseAnimating :: LookupSequence ( const char *label ) { return 0; }
|
int CBaseAnimating :: LookupSequence ( const char *label ) { return 0; }
|
||||||
void CBaseAnimating :: ResetSequenceInfo ( ) { }
|
void CBaseAnimating :: ResetSequenceInfo ( ) { }
|
||||||
BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
|
BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
|
||||||
void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
|
void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
|
||||||
void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { }
|
|
||||||
float CBaseAnimating :: SetBoneController ( int iController, float flValue ) { return 0.0; }
|
float CBaseAnimating :: SetBoneController ( int iController, float flValue ) { return 0.0; }
|
||||||
void CBaseAnimating :: InitBoneControllers ( void ) { }
|
void CBaseAnimating :: InitBoneControllers ( void ) { }
|
||||||
float CBaseAnimating :: SetBlending ( int iBlender, float flValue ) { return 0; }
|
float CBaseAnimating :: SetBlending ( int iBlender, float flValue ) { return 0; }
|
||||||
|
@ -191,30 +135,16 @@ int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, in
|
||||||
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { }
|
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { }
|
||||||
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue ) { }
|
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue ) { }
|
||||||
int CBaseAnimating :: GetBodygroup( int iGroup ) { return 0; }
|
int CBaseAnimating :: GetBodygroup( int iGroup ) { return 0; }
|
||||||
Vector CBaseMonster :: GetGunPosition( void ) { return g_vecZero; }
|
|
||||||
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||||
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { }
|
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { }
|
||||||
void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { }
|
void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { }
|
||||||
void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { }
|
void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { }
|
||||||
BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) { return TRUE; }
|
|
||||||
int CBaseMonster :: FindHintNode ( void ) { return NO_NODE; }
|
|
||||||
void CBaseMonster::ReportAIState( void ) { }
|
void CBaseMonster::ReportAIState( void ) { }
|
||||||
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
|
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
|
||||||
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
|
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
|
||||||
int CBaseMonster :: CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { return FALSE; }
|
|
||||||
BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset ) { return FALSE; }
|
|
||||||
Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) { return g_vecZero; }
|
|
||||||
BOOL CBaseMonster :: FacingIdeal( void ) { return FALSE; }
|
|
||||||
BOOL CBaseMonster :: FCanActiveIdle ( void ) { return FALSE; }
|
|
||||||
void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { }
|
|
||||||
void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { }
|
|
||||||
void CBaseMonster::SentenceStop( void ) { }
|
|
||||||
void CBaseMonster::CorpseFallThink( void ) { }
|
void CBaseMonster::CorpseFallThink( void ) { }
|
||||||
void CBaseMonster :: MonsterInitDead( void ) { }
|
void CBaseMonster :: MonsterInitDead( void ) { }
|
||||||
BOOL CBaseMonster :: BBoxFlat ( void ) { return TRUE; }
|
|
||||||
BOOL CBaseMonster :: GetEnemy ( void ) { return FALSE; }
|
|
||||||
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||||
CBaseEntity* CBaseMonster :: DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { return NULL; }
|
|
||||||
BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { return FALSE; }
|
BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { return FALSE; }
|
||||||
void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
||||||
void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
||||||
|
@ -223,26 +153,16 @@ void CBaseMonster :: GibMonster( void ) { }
|
||||||
BOOL CBaseMonster :: HasHumanGibs( void ) { return FALSE; }
|
BOOL CBaseMonster :: HasHumanGibs( void ) { return FALSE; }
|
||||||
BOOL CBaseMonster :: HasAlienGibs( void ) { return FALSE; }
|
BOOL CBaseMonster :: HasAlienGibs( void ) { return FALSE; }
|
||||||
Activity CBaseMonster :: GetDeathActivity ( void ) { return ACT_DIE_HEADSHOT; }
|
Activity CBaseMonster :: GetDeathActivity ( void ) { return ACT_DIE_HEADSHOT; }
|
||||||
MONSTERSTATE CBaseMonster :: GetIdealState ( void ) { return MONSTERSTATE_ALERT; }
|
|
||||||
Schedule_t* CBaseMonster :: GetScheduleOfType ( int Type ) { return NULL; }
|
|
||||||
Schedule_t *CBaseMonster :: GetSchedule ( void ) { return NULL; }
|
|
||||||
void CBaseMonster :: RunTask ( Task_t *pTask ) { }
|
|
||||||
void CBaseMonster :: StartTask ( Task_t *pTask ) { }
|
|
||||||
Schedule_t *CBaseMonster::ScheduleFromName( const char *pName ) { return NULL;}
|
|
||||||
void CBaseMonster::BecomeDead( void ) {}
|
void CBaseMonster::BecomeDead( void ) {}
|
||||||
void CBaseMonster :: RunAI ( void ) {}
|
|
||||||
void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) {}
|
void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) {}
|
||||||
int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) { return 0; }
|
int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) { return 0; }
|
||||||
int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
||||||
int CBaseMonster::Restore( class CRestore & ) { return 1; }
|
|
||||||
int CBaseMonster::Save( class CSave & ) { return 1; }
|
|
||||||
|
|
||||||
int TrainSpeed(int iSpeed, int iMax) { return 0; }
|
int TrainSpeed(int iSpeed, int iMax) { return 0; }
|
||||||
void CBasePlayer :: DeathSound( void ) { }
|
void CBasePlayer :: DeathSound( void ) { }
|
||||||
int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType ) { return 0; }
|
int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType ) { return 0; }
|
||||||
void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||||
int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
||||||
void CBasePlayer::PackDeadPlayerItems( void ) { }
|
|
||||||
void CBasePlayer::RemoveAllItems( BOOL removeSuit ) { }
|
void CBasePlayer::RemoveAllItems( BOOL removeSuit ) { }
|
||||||
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { }
|
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { }
|
||||||
void CBasePlayer::WaterMove() { }
|
void CBasePlayer::WaterMove() { }
|
||||||
|
@ -344,4 +264,4 @@ int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
||||||
int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
||||||
void CBasePlayerWeapon::RetireWeapon( void ) { }
|
void CBasePlayerWeapon::RetireWeapon( void ) { }
|
||||||
void CSoundEnt::InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) {}
|
void CSoundEnt::InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) {}
|
||||||
void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ){}
|
void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ){}
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
@ -46,6 +46,8 @@ void UpdateBeams ( void )
|
||||||
|
|
||||||
AngleVectors( angles, forward, right, up );
|
AngleVectors( angles, forward, right, up );
|
||||||
|
|
||||||
|
VectorCopy( origin, vecSrc );
|
||||||
|
|
||||||
VectorMA( vecSrc, 2048, forward, vecEnd );
|
VectorMA( vecSrc, 2048, forward, vecEnd );
|
||||||
|
|
||||||
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
|
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
|
||||||
|
@ -62,11 +64,16 @@ void UpdateBeams ( void )
|
||||||
gEngfuncs.pEventAPI->EV_PopPMStates();
|
gEngfuncs.pEventAPI->EV_PopPMStates();
|
||||||
|
|
||||||
if ( pBeam )
|
if ( pBeam )
|
||||||
|
{
|
||||||
pBeam->target = tr.endpos;
|
pBeam->target = tr.endpos;
|
||||||
|
pBeam->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case.
|
||||||
|
}
|
||||||
|
|
||||||
if ( pBeam2 )
|
if ( pBeam2 )
|
||||||
|
{
|
||||||
pBeam2->target = tr.endpos;
|
pBeam2->target = tr.endpos;
|
||||||
|
pBeam2->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case.
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
@ -141,7 +141,7 @@ void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
|
||||||
CBasePlayerWeapon :: DefaultReload
|
CBasePlayerWeapon :: DefaultReload
|
||||||
=====================
|
=====================
|
||||||
*/
|
*/
|
||||||
BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay )
|
BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay, int body )
|
||||||
{
|
{
|
||||||
|
|
||||||
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] <= 0)
|
||||||
|
@ -155,7 +155,7 @@ BOOL CBasePlayerWeapon :: DefaultReload( int iClipSize, int iAnim, float fDelay
|
||||||
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
|
m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + fDelay;
|
||||||
|
|
||||||
//!!UNDONE -- reload sound goes here !!!
|
//!!UNDONE -- reload sound goes here !!!
|
||||||
SendWeaponAnim( iAnim );
|
SendWeaponAnim( iAnim, UseDecrement(), body );
|
||||||
|
|
||||||
m_fInReload = TRUE;
|
m_fInReload = TRUE;
|
||||||
|
|
||||||
|
@ -204,14 +204,14 @@ CBasePlayerWeapon :: DefaultDeploy
|
||||||
|
|
||||||
=====================
|
=====================
|
||||||
*/
|
*/
|
||||||
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal )
|
BOOL CBasePlayerWeapon :: DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal, int body )
|
||||||
{
|
{
|
||||||
if ( !CanDeploy() )
|
if ( !CanDeploy() )
|
||||||
return FALSE;
|
return FALSE;
|
||||||
|
|
||||||
gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
|
gEngfuncs.CL_LoadModel( szViewModel, &m_pPlayer->pev->viewmodel );
|
||||||
|
|
||||||
SendWeaponAnim( iAnim );
|
SendWeaponAnim( iAnim, skiplocal, body );
|
||||||
|
|
||||||
m_pPlayer->m_flNextAttack = 0.5;
|
m_pPlayer->m_flNextAttack = 0.5;
|
||||||
m_flTimeWeaponIdle = 1.0;
|
m_flTimeWeaponIdle = 1.0;
|
||||||
|
@ -796,11 +796,11 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
|
||||||
pCurrent->m_chargeReady = pfrom->iuser1;
|
pCurrent->m_chargeReady = pfrom->iuser1;
|
||||||
pCurrent->m_fInAttack = pfrom->iuser2;
|
pCurrent->m_fInAttack = pfrom->iuser2;
|
||||||
pCurrent->m_fireState = pfrom->iuser3;
|
pCurrent->m_fireState = pfrom->iuser3;
|
||||||
|
|
||||||
pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[2];
|
pCurrent->m_iSecondaryAmmoType = (int)from->client.vuser3[ 2 ];
|
||||||
pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[0];
|
pCurrent->m_iPrimaryAmmoType = (int)from->client.vuser4[ 0 ];
|
||||||
player.m_rgAmmo[ pCurrent->m_iPrimaryAmmoType ] = (int)from->client.vuser4[1];
|
player.m_rgAmmo[ pCurrent->m_iPrimaryAmmoType ] = (int)from->client.vuser4[ 1 ];
|
||||||
player.m_rgAmmo[ pCurrent->m_iSecondaryAmmoType ] = (int)from->client.vuser4[2];
|
player.m_rgAmmo[ pCurrent->m_iSecondaryAmmoType ] = (int)from->client.vuser4[ 2 ];
|
||||||
}
|
}
|
||||||
|
|
||||||
// For random weapon events, use this seed to seed random # generator
|
// For random weapon events, use this seed to seed random # generator
|
||||||
|
@ -856,7 +856,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
|
||||||
( ( CRpg * )player.m_pActiveItem)->m_fSpotActive = (int)from->client.vuser2[ 1 ];
|
( ( CRpg * )player.m_pActiveItem)->m_fSpotActive = (int)from->client.vuser2[ 1 ];
|
||||||
( ( CRpg * )player.m_pActiveItem)->m_cActiveRockets = (int)from->client.vuser2[ 2 ];
|
( ( CRpg * )player.m_pActiveItem)->m_cActiveRockets = (int)from->client.vuser2[ 2 ];
|
||||||
}
|
}
|
||||||
|
|
||||||
// Don't go firing anything if we have died.
|
// Don't go firing anything if we have died.
|
||||||
// Or if we don't have a weapon model deployed
|
// Or if we don't have a weapon model deployed
|
||||||
if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && !CL_IsDead() && player.pev->viewmodel )
|
if ( ( player.pev->deadflag != ( DEAD_DISCARDBODY + 1 ) ) && !CL_IsDead() && player.pev->viewmodel )
|
||||||
|
@ -932,7 +932,11 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
|
||||||
|
|
||||||
//Pop the model to body 0.
|
//Pop the model to body 0.
|
||||||
if ( pWeapon == &g_Tripmine )
|
if ( pWeapon == &g_Tripmine )
|
||||||
body = 0;
|
body = 0;
|
||||||
|
|
||||||
|
//Show laser sight/scope combo
|
||||||
|
if ( pWeapon == &g_Python && bIsMultiplayer() )
|
||||||
|
body = 1;
|
||||||
|
|
||||||
// Force a fixed anim down to viewmodel
|
// Force a fixed anim down to viewmodel
|
||||||
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
|
HUD_SendWeaponAnim( to->client.weaponanim, body, 1 );
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#if !defined( HUD_IFACEH )
|
#if !defined( HUD_IFACEH )
|
||||||
#define HUD_IFACEH
|
#define HUD_IFACEH
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
@ -23,10 +23,9 @@
|
||||||
|
|
||||||
#define MAX_CLIENTS 32
|
#define MAX_CLIENTS 32
|
||||||
|
|
||||||
#if !defined( _TFC )
|
|
||||||
extern BEAM *pBeam;
|
extern BEAM *pBeam;
|
||||||
extern BEAM *pBeam2;
|
extern BEAM *pBeam2;
|
||||||
#endif
|
|
||||||
/// USER-DEFINED SERVER MESSAGE HANDLERS
|
/// USER-DEFINED SERVER MESSAGE HANDLERS
|
||||||
|
|
||||||
int CHud :: MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf )
|
int CHud :: MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf )
|
||||||
|
@ -63,10 +62,9 @@ void CHud :: MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
|
||||||
pList->p->InitHUDData();
|
pList->p->InitHUDData();
|
||||||
pList = pList->pNext;
|
pList = pList->pNext;
|
||||||
}
|
}
|
||||||
#if !defined( _TFC )
|
|
||||||
//Probably not a good place to put this.
|
//Probably not a good place to put this.
|
||||||
pBeam = pBeam2 = NULL;
|
pBeam = pBeam2 = NULL;
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
// hud_servers.cpp
|
// hud_servers.cpp
|
||||||
#include "hud.h"
|
#include "hud.h"
|
||||||
#include "cl_util.h"
|
#include "cl_util.h"
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#if !defined( HUD_SERVERSH )
|
#if !defined( HUD_SERVERSH )
|
||||||
#define HUD_SERVERSH
|
#define HUD_SERVERSH
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#if !defined( HUD_SERVERS_PRIVH )
|
#if !defined( HUD_SERVERS_PRIVH )
|
||||||
#define HUD_SERVERS_PRIVH
|
#define HUD_SERVERS_PRIVH
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
|
@ -213,7 +213,11 @@ int CHudSpectator::Draw(float flTime)
|
||||||
|
|
||||||
char string[256];
|
char string[256];
|
||||||
float red, green, blue;
|
float red, green, blue;
|
||||||
|
|
||||||
|
// draw only in spectator mode
|
||||||
|
if ( gEngfuncs.IsSpectateOnly()!=1 )
|
||||||
|
return 1;
|
||||||
|
|
||||||
// if user pressed zoom, aplly changes
|
// if user pressed zoom, aplly changes
|
||||||
if ( m_zoomDelta != 0.0f && m_iMainMode != MAIN_ROAMING )
|
if ( m_zoomDelta != 0.0f && m_iMainMode != MAIN_ROAMING )
|
||||||
{
|
{
|
||||||
|
@ -1039,7 +1043,7 @@ void CHudSpectator::DrawOverviewEntities()
|
||||||
if ( m_iInsetMode == INSET_OFF )
|
if ( m_iInsetMode == INSET_OFF )
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if ( m_iInsetMode == INSET_IN_EYE )
|
if ( m_iInsetMode == INSET_IN_EYE || m_iMainMode == MAIN_IN_EYE )
|
||||||
{
|
{
|
||||||
V_GetInEyePos(m_iObserverTarget, vecNewViewOrigin, vecNewViewAngles );
|
V_GetInEyePos(m_iObserverTarget, vecNewViewOrigin, vecNewViewAngles );
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#include "hud.h"
|
#include "hud.h"
|
||||||
#include "cl_util.h"
|
#include "cl_util.h"
|
||||||
#include "camera.h"
|
#include "camera.h"
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#if !defined( IN_DEFSH )
|
#if !defined( IN_DEFSH )
|
||||||
#define IN_DEFSH
|
#define IN_DEFSH
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
// cl.input.c -- builds an intended movement command to send to the server
|
// cl.input.c -- builds an intended movement command to send to the server
|
||||||
|
|
||||||
//xxxxxx Move bob and pitch drifting code here and other stuff from view if needed
|
//xxxxxx Move bob and pitch drifting code here and other stuff from view if needed
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
// in_win.c -- windows 95 mouse and joystick code
|
// in_win.c -- windows 95 mouse and joystick code
|
||||||
// 02/21/97 JCB Added extended DirectInput code to support external controllers.
|
// 02/21/97 JCB Added extended DirectInput code to support external controllers.
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#if !defined( KBUTTONH )
|
#if !defined( KBUTTONH )
|
||||||
#define KBUTTONH
|
#define KBUTTONH
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#if !defined( R_STUDIOINT_H )
|
#if !defined( R_STUDIOINT_H )
|
||||||
#define R_STUDIOINT_H
|
#define R_STUDIOINT_H
|
||||||
#if defined( _WIN32 )
|
#if defined( _WIN32 )
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
//======== (C) Copyright 1999, 2000 Valve, L.L.C. All rights reserved. ========
|
//======== (C) Copyright 1996-2001 Valve, L.L.C. All rights reserved. ========
|
||||||
//
|
//
|
||||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||||
// The contents may be used and/or copied only with the written permission of
|
// The contents may be used and/or copied only with the written permission of
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#include <memory.h>
|
#include <memory.h>
|
||||||
#include "hud.h"
|
#include "hud.h"
|
||||||
#include "cl_util.h"
|
#include "cl_util.h"
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#if !defined( STUDIO_UTIL_H )
|
#if !defined( STUDIO_UTIL_H )
|
||||||
#define STUDIO_UTIL_H
|
#define STUDIO_UTIL_H
|
||||||
#if defined( WIN32 )
|
#if defined( WIN32 )
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1998, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
// Triangle rendering, if any
|
// Triangle rendering, if any
|
||||||
|
|
||||||
#include "hud.h"
|
#include "hud.h"
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
|
//=========== (C) Copyright 1996-2001 Valve, L.L.C. All rights reserved. ===========
|
||||||
//
|
//
|
||||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||||
// The contents may be used and/or copied only with the written permission of
|
// The contents may be used and/or copied only with the written permission of
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#include"vgui_ConsolePanel.h"
|
#include"vgui_ConsolePanel.h"
|
||||||
#include"hud.h"
|
#include"hud.h"
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#ifndef CONSOLEPANEL_H
|
#ifndef CONSOLEPANEL_H
|
||||||
#define CONSOLEPANEL_H
|
#define CONSOLEPANEL_H
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#include<stdio.h>
|
#include<stdio.h>
|
||||||
#include"vgui_ControlConfigPanel.h"
|
#include"vgui_ControlConfigPanel.h"
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#ifndef CONTROLCONFIGPANEL_H
|
#ifndef CONTROLCONFIGPANEL_H
|
||||||
#define CONTROLCONFIGPANEL_H
|
#define CONTROLCONFIGPANEL_H
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
|
//=========== (C) Copyright 1996-2001 Valve, L.L.C. All rights reserved. ===========
|
||||||
//
|
//
|
||||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||||
// The contents may be used and/or copied only with the written permission of
|
// The contents may be used and/or copied only with the written permission of
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
|
//=========== (C) Copyright 1996-2001 Valve, L.L.C. All rights reserved. ===========
|
||||||
//
|
//
|
||||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||||
// The contents may be used and/or copied only with the written permission of
|
// The contents may be used and/or copied only with the written permission of
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
|
//=========== (C) Copyright 1996-2001 Valve, L.L.C. All rights reserved. ===========
|
||||||
//
|
//
|
||||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||||
// The contents may be used and/or copied only with the written permission of
|
// The contents may be used and/or copied only with the written permission of
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#include <VGUI_Font.h>
|
#include <VGUI_Font.h>
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
|
//=========== (C) Copyright 1996-2001 Valve, L.L.C. All rights reserved. ===========
|
||||||
//
|
//
|
||||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||||
// The contents may be used and/or copied only with the written permission of
|
// The contents may be used and/or copied only with the written permission of
|
||||||
|
@ -29,9 +29,6 @@
|
||||||
#include "..\game_shared\vgui_helpers.h"
|
#include "..\game_shared\vgui_helpers.h"
|
||||||
#include "..\game_shared\vgui_loadtga.h"
|
#include "..\game_shared\vgui_loadtga.h"
|
||||||
|
|
||||||
#include "ITrackerUser.h"
|
|
||||||
extern ITrackerUser *g_pTrackerUser;
|
|
||||||
|
|
||||||
hud_player_info_t g_PlayerInfoList[MAX_PLAYERS+1]; // player info from the engine
|
hud_player_info_t g_PlayerInfoList[MAX_PLAYERS+1]; // player info from the engine
|
||||||
extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS+1]; // additional player info sent directly to the client dll
|
extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS+1]; // additional player info sent directly to the client dll
|
||||||
team_info_t g_TeamInfo[MAX_TEAMS+1];
|
team_info_t g_TeamInfo[MAX_TEAMS+1];
|
||||||
|
@ -58,7 +55,7 @@ public:
|
||||||
|
|
||||||
SBColumnInfo g_ColumnInfo[NUM_COLUMNS] =
|
SBColumnInfo g_ColumnInfo[NUM_COLUMNS] =
|
||||||
{
|
{
|
||||||
{NULL, 24, Label::a_east}, // tracker column
|
{NULL, 24, Label::a_east},
|
||||||
{NULL, 140, Label::a_east}, // name
|
{NULL, 140, Label::a_east}, // name
|
||||||
{NULL, 56, Label::a_east}, // class
|
{NULL, 56, Label::a_east}, // class
|
||||||
{"#SCORE", 40, Label::a_east},
|
{"#SCORE", 40, Label::a_east},
|
||||||
|
@ -104,9 +101,6 @@ ScorePanel::ScorePanel(int x,int y,int wide,int tall) : Panel(x,y,wide,tall)
|
||||||
m_pCurrentHighlightLabel = NULL;
|
m_pCurrentHighlightLabel = NULL;
|
||||||
m_iHighlightRow = -1;
|
m_iHighlightRow = -1;
|
||||||
|
|
||||||
m_pTrackerIcon = NULL;
|
|
||||||
m_pTrackerIcon = vgui_LoadTGANoInvertAlpha("gfx/vgui/640_scoreboardtracker.tga");
|
|
||||||
|
|
||||||
// Initialize the top title.
|
// Initialize the top title.
|
||||||
m_TitleLabel.setFont(tfont);
|
m_TitleLabel.setFont(tfont);
|
||||||
m_TitleLabel.setText("");
|
m_TitleLabel.setText("");
|
||||||
|
@ -154,7 +148,6 @@ ScorePanel::ScorePanel(int x,int y,int wide,int tall) : Panel(x,y,wide,tall)
|
||||||
}
|
}
|
||||||
else if (i == 0)
|
else if (i == 0)
|
||||||
{
|
{
|
||||||
// tracker icon cell
|
|
||||||
xwide -= 8;
|
xwide -= 8;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -725,19 +718,6 @@ void ScorePanel::FillGrid()
|
||||||
switch (col)
|
switch (col)
|
||||||
{
|
{
|
||||||
case COLUMN_NAME:
|
case COLUMN_NAME:
|
||||||
/*
|
|
||||||
if (g_pTrackerUser)
|
|
||||||
{
|
|
||||||
int playerSlot = m_iSortedRows[row];
|
|
||||||
int trackerID = gEngfuncs.GetTrackerIDForPlayer(playerSlot);
|
|
||||||
const char *trackerName = g_pTrackerUser->GetUserName(trackerID);
|
|
||||||
if (trackerName && *trackerName)
|
|
||||||
{
|
|
||||||
sprintf(sz, " (%s)", trackerName);
|
|
||||||
pLabel->setText2(sz);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
sprintf(sz, "%s ", pl_info->name);
|
sprintf(sz, "%s ", pl_info->name);
|
||||||
break;
|
break;
|
||||||
case COLUMN_VOICE:
|
case COLUMN_VOICE:
|
||||||
|
@ -755,11 +735,6 @@ void ScorePanel::FillGrid()
|
||||||
// Don't show classes if this client hasnt picked a team yet
|
// Don't show classes if this client hasnt picked a team yet
|
||||||
if ( g_iTeamNumber == 0 )
|
if ( g_iTeamNumber == 0 )
|
||||||
bShowClass = false;
|
bShowClass = false;
|
||||||
#ifdef _TFC
|
|
||||||
// in TFC show all classes in spectator mode
|
|
||||||
if ( g_iUser1 )
|
|
||||||
bShowClass = true;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (bShowClass)
|
if (bShowClass)
|
||||||
{
|
{
|
||||||
|
@ -783,44 +758,16 @@ void ScorePanel::FillGrid()
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case COLUMN_TRACKER:
|
case COLUMN_TRACKER:
|
||||||
if (g_pTrackerUser)
|
|
||||||
{
|
|
||||||
int playerSlot = m_iSortedRows[row];
|
|
||||||
int trackerID = gEngfuncs.GetTrackerIDForPlayer(playerSlot);
|
|
||||||
|
|
||||||
if (g_pTrackerUser->IsFriend(trackerID) && trackerID != g_pTrackerUser->GetTrackerID())
|
|
||||||
{
|
|
||||||
pLabel->setImage(m_pTrackerIcon);
|
|
||||||
pLabel->setFgColorAsImageColor(false);
|
|
||||||
m_pTrackerIcon->setColor(Color(255, 255, 255, 0));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
#ifdef _TFC
|
|
||||||
case COLUMN_KILLS:
|
case COLUMN_KILLS:
|
||||||
if (g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber)
|
sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].frags );
|
||||||
sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].frags );
|
|
||||||
break;
|
break;
|
||||||
case COLUMN_DEATHS:
|
case COLUMN_DEATHS:
|
||||||
if (g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber)
|
sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].deaths );
|
||||||
sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].deaths );
|
|
||||||
break;
|
break;
|
||||||
case COLUMN_LATENCY:
|
case COLUMN_LATENCY:
|
||||||
if (g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber)
|
sprintf(sz, "%d", g_PlayerInfoList[ m_iSortedRows[row] ].ping );
|
||||||
sprintf(sz, "%d", g_PlayerInfoList[ m_iSortedRows[row] ].ping );
|
|
||||||
break;
|
break;
|
||||||
#else
|
|
||||||
case COLUMN_KILLS:
|
|
||||||
sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].frags );
|
|
||||||
break;
|
|
||||||
case COLUMN_DEATHS:
|
|
||||||
sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].deaths );
|
|
||||||
break;
|
|
||||||
case COLUMN_LATENCY:
|
|
||||||
sprintf(sz, "%d", g_PlayerInfoList[ m_iSortedRows[row] ].ping );
|
|
||||||
break;
|
|
||||||
#endif
|
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#ifndef SCOREPANEL_H
|
#ifndef SCOREPANEL_H
|
||||||
#define SCOREPANEL_H
|
#define SCOREPANEL_H
|
||||||
|
@ -258,9 +264,6 @@ private:
|
||||||
|
|
||||||
CLabelHeader* GetPlayerEntry(int x, int y) {return &m_PlayerEntries[x][y];}
|
CLabelHeader* GetPlayerEntry(int x, int y) {return &m_PlayerEntries[x][y];}
|
||||||
|
|
||||||
vgui::BitmapTGA *m_pTrackerIcon;
|
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
int m_iNumTeams;
|
int m_iNumTeams;
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#include<VGUI_HeaderPanel.h>
|
#include<VGUI_HeaderPanel.h>
|
||||||
#include<VGUI_TablePanel.h>
|
#include<VGUI_TablePanel.h>
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#ifndef ServerBrowser_H
|
#ifndef ServerBrowser_H
|
||||||
#define ServerBrowser_H
|
#define ServerBrowser_H
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
|
//=========== (C) Copyright 1996-2001 Valve, L.L.C. All rights reserved. ===========
|
||||||
//
|
//
|
||||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||||
// The contents may be used and/or copied only with the written permission of
|
// The contents may be used and/or copied only with the written permission of
|
||||||
|
@ -73,7 +73,6 @@ int g_iUser3;
|
||||||
#define SBOARD_INDENT_X_400 0
|
#define SBOARD_INDENT_X_400 0
|
||||||
#define SBOARD_INDENT_Y_400 20
|
#define SBOARD_INDENT_Y_400 20
|
||||||
|
|
||||||
|
|
||||||
void IN_ResetMouse( void );
|
void IN_ResetMouse( void );
|
||||||
extern CMenuPanel *CMessageWindowPanel_Create( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int x, int y, int wide, int tall );
|
extern CMenuPanel *CMessageWindowPanel_Create( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int x, int y, int wide, int tall );
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#ifndef TEAMFORTRESSVIEWPORT_H
|
#ifndef TEAMFORTRESSVIEWPORT_H
|
||||||
#define TEAMFORTRESSVIEWPORT_H
|
#define TEAMFORTRESSVIEWPORT_H
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#include"vgui_int.h"
|
#include"vgui_int.h"
|
||||||
#include<VGUI_Label.h>
|
#include<VGUI_Label.h>
|
||||||
|
|
|
@ -1,3 +1,9 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#ifndef VGUI_INT_H
|
#ifndef VGUI_INT_H
|
||||||
#define VGUI_INT_H
|
#define VGUI_INT_H
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
|
//=========== (C) Copyright 1996-2001 Valve, L.L.C. All rights reserved. ===========
|
||||||
//
|
//
|
||||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||||
// The contents may be used and/or copied only with the written permission of
|
// The contents may be used and/or copied only with the written permission of
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
// view/refresh setup functions
|
// view/refresh setup functions
|
||||||
|
|
||||||
#include "hud.h"
|
#include "hud.h"
|
||||||
|
@ -878,7 +885,8 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams )
|
||||||
v_origin = pparams->vieworg;
|
v_origin = pparams->vieworg;
|
||||||
|
|
||||||
}
|
}
|
||||||
void V_GetInEyePos(int entity, float *origin, float * angles )
|
|
||||||
|
void V_GetInEyePos(int entity, float * origin, float * angles )
|
||||||
{
|
{
|
||||||
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( entity );
|
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( entity );
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#if !defined ( VIEWH )
|
#if !defined ( VIEWH )
|
||||||
#define VIEWH
|
#define VIEWH
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
#if !defined( WRECTH )
|
#if !defined( WRECTH )
|
||||||
#define WRECTH
|
#define WRECTH
|
||||||
|
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
// com_model.h
|
// com_model.h
|
||||||
#if !defined( COM_MODEL_H )
|
#if !defined( COM_MODEL_H )
|
||||||
#define COM_MODEL_H
|
#define COM_MODEL_H
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
// director_cmds.h
|
// director_cmds.h
|
||||||
// sub commands for svc_director
|
// sub commands for svc_director
|
||||||
|
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
/***
|
/***
|
||||||
*
|
*
|
||||||
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
|
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||||
*
|
*
|
||||||
* This product contains software technology licensed from Id
|
* This product contains software technology licensed from Id
|
||||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
//DLL State Flags
|
//DLL State Flags
|
||||||
|
|
||||||
#define DLL_INACTIVE 0 // no dll
|
#define DLL_INACTIVE 0 // no dll
|
||||||
|
|
|
@ -1,3 +1,10 @@
|
||||||
|
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||||
|
//
|
||||||
|
// Purpose:
|
||||||
|
//
|
||||||
|
// $NoKeywords: $
|
||||||
|
//=============================================================================
|
||||||
|
|
||||||
// engine/launcher interface
|
// engine/launcher interface
|
||||||
#if !defined( ENGINE_LAUNCHER_APIH )
|
#if !defined( ENGINE_LAUNCHER_APIH )
|
||||||
#define ENGINE_LAUNCHER_APIH
|
#define ENGINE_LAUNCHER_APIH
|
||||||
|
|
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Reference in a new issue