VGUI Buy-Menu: Fix not being able to buy SG-550 as CT.
Set the skull icon next to the player names in the scoreboard.
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parent
b6a4fb9fdb
commit
0f445d8e2b
12 changed files with 51 additions and 23 deletions
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@ -46,17 +46,15 @@ switch (fHeader) {
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float fSender = readbyte();
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float fTeam = readbyte();
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string sMessage = readstring();
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string strName = strcat(HUD_GetChatColorHEX(getplayerkeyfloat(fSender, "*team")), getplayerkeyvalue(fSender, "name"));
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CSQC_Parse_Print(sprintf("%s^xF80: %s", strName, sMessage), PRINT_CHAT);
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CSQC_Parse_Print(Util_ChatFormat(fSender, 0, sMessage), PRINT_CHAT);
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break;
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case EV_CHAT_TEAM:
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float fSender2 = readbyte();
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float fTeam2 = readbyte();
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string sMessage2 = readstring();
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string strName2 = strcat(HUD_GetChatColorHEX(getplayerkeyfloat(fSender2, "*team")), getplayerkeyvalue(fSender2, "name"));
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CSQC_Parse_Print(sprintf("^xF80[TEAM] ^7%s^7^xF80: %s", strName2, sMessage2), PRINT_CHAT);
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CSQC_Parse_Print(Util_ChatFormat(fSender2, fTeam2, sMessage2), PRINT_CHAT);
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break;
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case EV_VIEWMODEL:
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View_PlayAnimation(readbyte());
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@ -14,6 +14,8 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void View_ForceChange(player pl, int targetWeapon);
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vector g_vecHUDNums[6] =
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{
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[168 / 256, 72 / 256],
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@ -35,9 +37,10 @@ HUD_DrawWeaponSelect_Forward(void)
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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pSeat->m_iHUDWeaponSelected = pl.activeweapon;
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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pl.StartSoundDef("Player.WeaponSelectionOpen", CHAN_ITEM, false);
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} else {
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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pl.StartSoundDef("Player.WeaponSelectionMoveSlot", CHAN_ITEM, false);
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pSeat->m_iHUDWeaponSelected--;
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if (pSeat->m_iHUDWeaponSelected <= 0) {
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pSeat->m_iHUDWeaponSelected = g_weapons.length - 1;
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@ -62,9 +65,10 @@ HUD_DrawWeaponSelect_Back(void)
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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pSeat->m_iHUDWeaponSelected = pl.activeweapon;
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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pl.StartSoundDef("Player.WeaponSelectionOpen", CHAN_ITEM, false);
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} else {
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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pl.StartSoundDef("Player.WeaponSelectionMoveSlot", CHAN_ITEM, false);
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pSeat->m_iHUDWeaponSelected++;
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if (pSeat->m_iHUDWeaponSelected >= g_weapons.length) {
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pSeat->m_iHUDWeaponSelected = 1;
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@ -84,11 +88,10 @@ HUD_DrawWeaponSelect_Trigger(void)
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player pl = (player)pSeat->m_ePlayer;
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if (pl.activeweapon != pSeat->m_iHUDWeaponSelected)
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sendevent("PlayerSwitchWeapon", "i", pSeat->m_iHUDWeaponSelected);
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View_ForceChange(pl, pSeat->m_iHUDWeaponSelected);
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pl.activeweapon = pSeat->m_iHUDWeaponSelected;
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_select.wav", 0.5f, ATTN_NONE);
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pl.StartSoundDef("Player.WeaponSelected", CHAN_ITEM, false);
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pSeat->m_iHUDWeaponSelected = pSeat->m_flHUDWeaponSelectTime = 0;
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}
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@ -142,9 +145,9 @@ HUD_SlotSelect(int slot)
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}
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE);
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pl.StartSoundDef("Player.WeaponSelectionOpen", CHAN_ITEM, false);
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} else {
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE);
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pl.StartSoundDef("Player.WeaponSelectionMoveSlot", CHAN_ITEM, false);
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}
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/* weren't in that slot? select the first one then */
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@ -187,7 +190,7 @@ HUD_DrawWeaponSelect(void)
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}
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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if (pSeat->m_iHUDWeaponSelected) {
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sound(pSeat->m_ePlayer, CHAN_ITEM, "common/wpn_hudoff.wav", 0.5, ATTN_NONE);
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pl.StartSoundDef("Player.WeaponSelectionClose", CHAN_ITEM, false);
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pSeat->m_iHUDWeaponSelected = 0;
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}
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return;
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@ -135,6 +135,7 @@ ClientGame_InitDone(void)
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VGUI_ShowMOTD();
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}
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void HLSprite_Init(void);
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void
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ClientGame_RendererRestart(string rstr)
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{
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@ -167,6 +168,7 @@ ClientGame_RendererRestart(string rstr)
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FX_Blood_Init();
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FX_Smokenade_Init();
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HLSprite_Init();
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Radar_Init();
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}
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@ -401,7 +401,7 @@ VGUI_BuyMenu_Page(int buyPage)
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btnBuyItem7.SetTitle(Titles_GetTextBody("D3AU1"));
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btnBuyItem7.SetTag(BUYITEM_G3SG1);
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btnBuyItem8.SetTitle(Titles_GetTextBody("Krieg550"));
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btnBuyItem8.SetTag(BUYITEM_G3SG1);
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btnBuyItem8.SetTag(BUYITEM_SG550);
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break;
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case BUYPAGE_MGS:
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lblBuyScreenTitle.SetTitle(Titles_GetTextBody("Title_machinegun_selection"));
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@ -400,7 +400,7 @@ csbot::WeaponThink(void)
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/** @brief Get entity by class name and index **/
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entity
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csbot::GetEntityByNameAndIndex(const string name, int index)
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csbot::GetEntityByNameAndIndex(string name, int index)
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{
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int curIndex = 0;
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for (entity a = world; (a = find(a, ::classname, name));) {
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@ -128,7 +128,7 @@ CSDeathmatchRules::PlayerDeath(NSClientPlayer pl)
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float gibStrength = g_dmg_iDamage * 2.0f;
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BreakModel_Entity(pl, gibDir, gibStrength);
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} else {
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FX_Corpse_Spawn(pl, ANIM_DEATH1);
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FX_Corpse_Spawn((player)pl, ANIM_DEATH1);
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//FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
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}
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@ -84,6 +84,14 @@ CSMultiplayerRules::PlayerDeath(NSClientPlayer pl)
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}
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}
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/* scoreboard death icon */
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if (g_dmg_eTarget.flags & FL_CLIENT) {
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targ.SetInfoKey("*icon1", "d_skull");
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targ.SetInfoKey("*icon1_r", "1");
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targ.SetInfoKey("*icon1_g", "0");
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targ.SetInfoKey("*icon1_b", "0");
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}
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Weapon_DropCurrentWeapon(targ);
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/* if we're the bomb carrier, make sure we drop the bomb. */
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@ -880,6 +888,11 @@ CSMultiplayerRules::PlayerRespawn(NSClientPlayer pp, int fTeam)
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pl.SendFlags = UPDATE_ALL;
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Client_FixAngle(pl, pl.angles);
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pl.SetInfoKey("*icon1", "");
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pl.SetInfoKey("*icon1_r", "1");
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pl.SetInfoKey("*icon1_g", "1");
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pl.SetInfoKey("*icon1_b", "1");
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switch (pl.charmodel) {
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case 1:
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pl.model = "models/player/terror/terror.mdl";
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@ -151,7 +151,7 @@ item_c4::Logic(void)
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if (dist < bestDist) {
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bestDist = dist;
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bestTarget = e;
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bestTarget = (NSEntity)e;
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}
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}
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@ -145,7 +145,6 @@ w_awp_draw(player pl)
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void
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w_awp_release(player pl)
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{
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w_cstrike_weaponrelease();
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/* auto-reload if need be */
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@ -143,7 +143,6 @@ w_deagle_draw(player pl)
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void
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w_deagle_primary(player pl)
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{
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if (pl.w_attack_next > 0.0)
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return;
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if (pl.gflags & GF_SEMI_TOGGLED)
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@ -153,7 +152,6 @@ w_deagle_primary(player pl)
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float accuracy = Cstrike_CalculateAccuracy(pl, 55,1.5)+0.005;
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int dmg;
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pl.deagle_mag--;
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if (pl.deagle_mag <= 0) {
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@ -179,7 +177,7 @@ w_deagle_primary(player pl)
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View_SetMuzzleflash(MUZZLE_RIFLE);
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View_AddEvent(w_pistol_ejectshell, 0.0f);
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#else
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dmg = Skill_GetValue("plr_deagle_dmg", 54);
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int dmg = Skill_GetValue("plr_deagle_dmg", 54);
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TraceAttack_SetRangeModifier(1.875); /* 14 but not 15 */
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TraceAttack_SetPenetrationPower(1);
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Cstrike_BulletRecoil_ApplyPre(pl,0.5);
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@ -111,7 +111,6 @@ w_scout_draw(player pl)
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void
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w_scout_release(player pl)
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{
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w_cstrike_weaponrelease();
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/* auto-reload if need be */
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@ -118,4 +118,20 @@ Player.FlashLightOff
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SprayCan.Paint
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{
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sample player/sprayer.wav
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}
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Player.Wade
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{
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sample player/pl_wade1.wav
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sample player/pl_wade2.wav
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sample player/pl_wade3.wav
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sample player/pl_wade4.wav
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}
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Player.Swim
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{
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sample player/pl_swim1.wav
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sample player/pl_swim2.wav
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sample player/pl_swim3.wav
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sample player/pl_swim4.wav
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}
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