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56 lines
1.3 KiB
C++
56 lines
1.3 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// hud_update.cpp
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//
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#include <math.h>
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#include "hud.h"
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#include "cl_util.h"
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#include <stdlib.h>
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#include <memory.h>
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int CL_ButtonBits( int );
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void CL_ResetButtonBits( int bits );
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extern float v_idlescale;
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float in_fov;
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extern void HUD_SetCmdBits( int bits );
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int iCarriedWeapons;
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int CHud::UpdateClientData(client_data_t *cdata, float time)
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{
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memcpy(m_vecOrigin, cdata->origin, sizeof(vec3_t));
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memcpy(m_vecAngles, cdata->viewangles, sizeof(vec3_t));
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m_iKeyBits = CL_ButtonBits( 0 );
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m_iWeaponBits = cdata->iWeaponBits;
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in_fov = cdata->fov;
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Think();
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cdata->fov = m_iFOV;
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v_idlescale = m_iConcussionEffect;
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CL_ResetButtonBits( m_iKeyBits );
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// return 1 if in anything in the client_data struct has been changed, 0 otherwise
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return 1;
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}
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