as released 2001-11-08

This commit is contained in:
archive 2001-11-08 00:00:00 +00:00
parent d4fc7e405f
commit 4ec16cce0e
457 changed files with 1529 additions and 62884 deletions

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include <assert.h> #include <assert.h>
#include "hud.h" #include "hud.h"
#include "cl_util.h" #include "cl_util.h"
@ -22,7 +29,7 @@
// //
// Override the StudioModelRender virtual member functions here to implement custom bone // Override the StudioModelRender virtual member functions here to implement custom bone
// setup, blending, etc. // setup, blending, etc.
// //
// Global engine <-> studio model rendering code interface // Global engine <-> studio model rendering code interface

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( GAMESTUDIOMODELRENDERER_H ) #if !defined( GAMESTUDIOMODELRENDERER_H )
#define GAMESTUDIOMODELRENDERER_H #define GAMESTUDIOMODELRENDERER_H
#if defined( _WIN32 ) #if defined( _WIN32 )

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include <assert.h> #include <assert.h>
#include "hud.h" #include "hud.h"
#include "cl_util.h" #include "cl_util.h"

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( GAMESTUDIOMODELRENDERER_H ) #if !defined( GAMESTUDIOMODELRENDERER_H )
#define GAMESTUDIOMODELRENDERER_H #define GAMESTUDIOMODELRENDERER_H
#if defined( _WIN32 ) #if defined( _WIN32 )

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// studio_model.cpp // studio_model.cpp
// routines for setting up to draw 3DStudio models // routines for setting up to draw 3DStudio models

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined ( STUDIOMODELRENDERER_H ) #if !defined ( STUDIOMODELRENDERER_H )
#define STUDIOMODELRENDERER_H #define STUDIOMODELRENDERER_H
#if defined( _WIN32 ) #if defined( _WIN32 )

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// Camera.h -- defines and such for a 3rd person camera // Camera.h -- defines and such for a 3rd person camera
// NOTE: must include quakedef.h first // NOTE: must include quakedef.h first

View file

@ -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.
@ -32,7 +32,6 @@ extern "C"
#include "hud_servers.h" #include "hud_servers.h"
#include "vgui_int.h" #include "vgui_int.h"
#include "interface.h" #include "interface.h"
#include "ITrackerUser.h"
#define DLLEXPORT __declspec( dllexport ) #define DLLEXPORT __declspec( dllexport )
@ -41,9 +40,6 @@ cl_enginefunc_t gEngfuncs;
CHud gHUD; CHud gHUD;
TeamFortressViewport *gViewPort = NULL; TeamFortressViewport *gViewPort = NULL;
HINTERFACEMODULE g_hTrackerModule = NULL;
ITrackerUser *g_pTrackerUser = NULL;
void InitInput (void); void InitInput (void);
void EV_HookEvents( void ); void EV_HookEvents( void );
void IN_Commands( void ); void IN_Commands( void );
@ -153,25 +149,7 @@ int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t)); memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));
EV_HookEvents(); EV_HookEvents();
// get tracker interface, if any
char szDir[512];
if (!gEngfuncs.COM_ExpandFilename("Bin/TrackerUI.dll", szDir, sizeof(szDir)))
{
g_pTrackerUser = NULL;
g_hTrackerModule = NULL;
return 1;
}
g_hTrackerModule = Sys_LoadModule(szDir);
CreateInterfaceFn trackerFactory = Sys_GetFactory(g_hTrackerModule);
if (!trackerFactory)
{
g_pTrackerUser = NULL;
g_hTrackerModule = NULL;
return 1;
}
g_pTrackerUser = (ITrackerUser *)trackerFactory(TRACKERUSER_INTERFACE_VERSION, NULL);
return 1; return 1;
} }

View file

@ -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.

View file

@ -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.

View file

@ -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.
@ -133,7 +133,7 @@ void HUD_PlaybackEvent( int flags, const edict_t *pInvoker, unsigned short event
vec3_t ang; vec3_t ang;
if ( !g_runfuncs || !g_finalstate ) if ( !g_runfuncs || !g_finalstate )
return; return;
// Weapon prediction events are assumed to occur at the player's origin // Weapon prediction events are assumed to occur at the player's origin
org = g_finalstate->playerstate.origin; org = g_finalstate->playerstate.origin;

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// com_weapons.h // com_weapons.h
// Shared weapons common function prototypes // Shared weapons common function prototypes
#if !defined( COM_WEAPONSH ) #if !defined( COM_WEAPONSH )

View file

@ -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.

View file

@ -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.

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( DEMOH ) #if !defined( DEMOH )
#define DEMOH #define DEMOH
#pragma once #pragma once

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
// Client side entity management functions // Client side entity management functions
#include <memory.h> #include <memory.h>

View file

@ -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.

View file

@ -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.
@ -39,6 +39,8 @@ extern "C" char PM_FindTextureType( char *name );
void V_PunchAxis( int axis, float punch ); void V_PunchAxis( int axis, float punch );
void VectorAngles( const float *forward, float *angles ); void VectorAngles( const float *forward, float *angles );
extern cvar_t *cl_lw;
extern "C" extern "C"
{ {
@ -577,7 +579,7 @@ void EV_FireShotGunDouble( event_args_t *args )
EV_GetGunPosition( args, vecSrc, origin ); EV_GetGunPosition( args, vecSrc, origin );
VectorCopy( forward, vecAiming ); VectorCopy( forward, vecAiming );
if ( gEngfuncs.GetMaxClients() > 1 ) if ( gEngfuncs.GetMaxClients() > 1 )
{ {
EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.17365, 0.04362 ); EV_HLDM_FireBullets( idx, forward, right, up, 8, vecSrc, vecAiming, 2048, BULLET_PLAYER_BUCKSHOT, 0, &tracerCount[idx-1], 0.17365, 0.04362 );
} }
@ -719,7 +721,7 @@ void EV_FireMP52( event_args_t *args )
gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 2 ); gEngfuncs.pEventAPI->EV_WeaponAnimation( MP5_LAUNCH, 2 );
V_PunchAxis( 0, -10 ); V_PunchAxis( 0, -10 );
} }
switch( gEngfuncs.pfnRandomLong( 0, 1 ) ) switch( gEngfuncs.pfnRandomLong( 0, 1 ) )
{ {
case 0: case 0:
@ -973,13 +975,13 @@ void EV_FireGauss( event_args_t *args )
VectorMA( vecSrc, 8192.0, forward, vecDest ); VectorMA( vecSrc, 8192.0, forward, vecDest );
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 );
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;
} }

View file

@ -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

View file

@ -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"

View file

@ -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

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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 ){}

View file

@ -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.

View file

@ -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.
}
} }
/* /*

View file

@ -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 );

View file

@ -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.

View file

@ -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.

View file

@ -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

View file

@ -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
} }

View file

@ -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.

View file

@ -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"

View file

@ -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

View file

@ -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

View file

@ -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 );
} }

View file

@ -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.

View file

@ -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"

View file

@ -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

View file

@ -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

View file

@ -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.

View file

@ -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

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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 )

View file

@ -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.

View file

@ -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

View file

@ -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.

View file

@ -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.

View file

@ -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"

View file

@ -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 )

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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"

View file

@ -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.

View file

@ -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.

View file

@ -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

View file

@ -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"

View file

@ -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

View file

@ -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"

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include <VGUI_Font.h> #include <VGUI_Font.h>

View file

@ -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;
} }

View file

@ -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;

View file

@ -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>

View file

@ -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

View file

@ -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 );

View file

@ -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

View file

@ -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>

View file

@ -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

View file

@ -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

View file

@ -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 );

View file

@ -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

View file

@ -1,3 +1,10 @@
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#if !defined( WRECTH ) #if !defined( WRECTH )
#define WRECTH #define WRECTH

View file

@ -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.

View file

@ -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.

View file

@ -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

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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.

View file

@ -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

View file

@ -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.

View file

@ -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

View file

@ -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

Some files were not shown because too many files have changed in this diff Show more