Client: Enable the damage/item notifications from Half-Life.
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parent
7a91fda437
commit
e501dbe814
5 changed files with 111 additions and 5 deletions
88
src/client/hud_itemnotify.qc
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88
src/client/hud_itemnotify.qc
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@ -0,0 +1,88 @@
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#define ITEM_COUNT 3
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string g_item_spr;
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typedef struct
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{
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float alpha;
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int count;
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} itemnote_t;
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itemnote_t g_itemnotify[ITEM_COUNT];
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vector g_itemtype[ITEM_COUNT] = {
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[176/256, 0/256], // battery
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[176/256, 48/256], // medkit
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[176/256, 96/256], // longjump
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};
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void
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HUD_ItemNotify_Init(void)
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{
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g_item_spr = spriteframe("sprites/640hud2.spr", 0, 0.0f);
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}
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void
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HUD_ItemNotify_Draw(__inout vector pos)
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{
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pos[0] = g_hudmins[0] + g_hudres[0] - 44;
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for (int i = 0; i < ITEM_COUNT; i++) {
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vector srcpos;
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float a;
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/* make sure we skip any faded entries, and also null them */
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if (g_itemnotify[i].alpha <= 0.0f) {
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g_itemnotify[i].count = 0;
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continue;
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}
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/* let's get the src img pos for our type */
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srcpos = g_itemtype[i];
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a = bound(0, g_itemnotify[i].alpha, 1.0);
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/* we'll use the alpha to control the offset so it gently glides down when fading out */
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pos -= [0, 52 * a]; /* go up a notch */
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drawsubpic(pos + [-20,0],
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[44,44],
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g_item_spr,
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srcpos,
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[44/256, 44/256],
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g_hud_color,
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a,
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DRAWFLAG_ADDITIVE
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);
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if (g_itemnotify[i].count > 1) {
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drawfont = Font_GetID(FONT_20);
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string txt = sprintf("%i", g_itemnotify[i].count);
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float offs = stringwidth(txt, FALSE, [20,20]) + 16;
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drawstring(pos + [-offs - 8,12], sprintf("%i", g_itemnotify[i].count), [20,20], g_hud_color, a, DRAWFLAG_ADDITIVE);
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}
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g_itemnotify[i].alpha -= (clframetime * 0.5);
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}
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}
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void
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HUD_ItemNotify_Insert(int type, int count)
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{
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if (count <= 0)
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return;
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g_itemnotify[type].count += count;
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g_itemnotify[type].alpha = 2.5f;
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}
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/* called whenever we should check for pickup updates */
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void
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HUD_ItemNotify_Check(player pl)
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{
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int healthdiff = bound(0, pl.health - pl.health_net, 100);
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int armordiff = bound(0, pl.armor - pl.armor_net, 100);
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if (healthdiff > 1)
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HUD_ItemNotify_Insert(1, 1);
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if (armordiff > 1)
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HUD_ItemNotify_Insert(0, 1);
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}
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@ -31,6 +31,8 @@ entities.qc
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../../../valve/src/client/viewmodel.qc
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../../../valve/src/client/viewmodel.qc
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../../../valve/src/client/view.qc
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../../../valve/src/client/view.qc
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../../../valve/src/client/obituary.qc
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../../../valve/src/client/obituary.qc
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../../../valve/src/client/hud_dmgnotify.qc
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hud_itemnotify.qc
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hud_ammonotify.qc
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hud_ammonotify.qc
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../../../valve/src/client/hud.qc
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../../../valve/src/client/hud.qc
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../../../valve/src/client/hud_weaponselect.qc
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../../../valve/src/client/hud_weaponselect.qc
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@ -32,6 +32,7 @@ Game_Worldspawn(void)
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precache_model("models/w_weaponbox.mdl");
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precache_model("models/w_weaponbox.mdl");
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Weapons_Init();
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Weapons_Init();
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Player_Precache();
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Player_Precache();
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FX_Corpse_Init();
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}
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}
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void weaponbox_spawn(player pl)
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void weaponbox_spawn(player pl)
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@ -15,6 +15,7 @@ player.qc
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../../../valve/src/shared/fx_gibhuman.qc
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../../../valve/src/shared/fx_gibhuman.qc
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../../../base/src/shared/fx_spark.qc
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../../../base/src/shared/fx_spark.qc
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../../../valve/src/shared/fx_impact.qc
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../../../valve/src/shared/fx_impact.qc
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../../../base/src/shared/fx_corpse.qc
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items.h
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items.h
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weapons.h
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weapons.h
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@ -98,7 +98,8 @@ class player:base_player
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#ifdef CLIENT
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#ifdef CLIENT
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void Weapons_AmmoUpdate(entity);
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void Weapons_AmmoUpdate(entity);
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void HUD_AmmoNotify_Check(player);
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void HUD_AmmoNotify_Check(player pl);
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void HUD_ItemNotify_Check(player pl);
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/*
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/*
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=================
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=================
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player::ReceiveEntity
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player::ReceiveEntity
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@ -140,13 +141,26 @@ player::ReceiveEntity(float new, float fl)
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mode_tempstate = readbyte();
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mode_tempstate = readbyte();
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}
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}
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3)
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Weapons_AmmoUpdate(this);
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setorigin(this, origin);
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setorigin(this, origin);
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/* these only concern the current player */
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CSQC_UpdateSeat();
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if (this != pSeat->m_ePlayer)
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return;
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/* do not notify us of updates when spawning initially */
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if (fl == UPDATE_ALL)
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PredictPreFrame();
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3) {
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Weapons_AmmoUpdate(this);
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HUD_AmmoNotify_Check(this);
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HUD_AmmoNotify_Check(this);
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}
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}
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if (fl & PLAYER_ITEMS || fl & PLAYER_HEALTH || fl & PLAYER_ARMOR)
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HUD_ItemNotify_Check(this);
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}
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/*
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/*
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=================
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=================
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player::PredictPostFrame
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player::PredictPostFrame
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