Progs update
This commit is contained in:
parent
3933b256b0
commit
61fcdfcf07
8 changed files with 147 additions and 106 deletions
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@ -8,7 +8,7 @@
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#include "VGUI.h"
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vguiweaponobject_t vguiWeaponTable[ CS_WEAPON_COUNT ] = {
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vguiweaponobject_t vguiWeaponTable[CS_WEAPON_COUNT] = {
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{ _("WEAPON_NONE"), "" },
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{ _("WEAPON_KNIFE"), "" },
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{ _("WEAPON_USP"), "gfx/vgui/640_usp" },
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@ -35,7 +35,7 @@ vguiweaponobject_t vguiWeaponTable[ CS_WEAPON_COUNT ] = {
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{ _("WEAPON_PARA"), "gfx/vgui/640_m249" }
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};
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vguiequipobject_t vguiEquipmentTable[ 7 ] = {
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vguiequipobject_t vguiEquipmentTable[7] = {
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{ EQUIPMENT_KEVLAR, _("EQUIPMENT_KEVLAR"), "gfx/vgui/640_kevlar" },
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{ EQUIPMENT_HELMET, _("EQUIPMENT_HELMET"), "gfx/vgui/640_kevlar_helmet" },
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{ WEAPON_FLASHBANG, _("WEAPON_FLASHBANG"), "gfx/vgui/640_flashbang" },
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@ -46,51 +46,51 @@ vguiequipobject_t vguiEquipmentTable[ 7 ] = {
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};
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// TODO: Clean this up
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void VGUI_BuyMenu_Main( vector vPos ) {
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static void BuyMenu_Main_1( void ) {
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void VGUI_BuyMenu_Main(vector vPos) {
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static void BuyMenu_Main_1(void) {
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pSeat->fVGUI_Display = VGUI_BM_HANDGUNS;
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}
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static void BuyMenu_Main_2( void ) {
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static void BuyMenu_Main_2(void) {
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pSeat->fVGUI_Display = VGUI_BM_SHOTGUNS;
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}
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static void BuyMenu_Main_3( void ) {
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static void BuyMenu_Main_3(void) {
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pSeat->fVGUI_Display = VGUI_BM_SMG;
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}
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static void BuyMenu_Main_4( void ) {
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static void BuyMenu_Main_4(void) {
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pSeat->fVGUI_Display = VGUI_BM_RIFLES;
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}
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static void BuyMenu_Main_5( void ) {
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static void BuyMenu_Main_5(void) {
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pSeat->fVGUI_Display = VGUI_BM_MGS;
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}
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static void BuyMenu_Main_6( void ) {
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sendevent( "GamePlayerBuyAmmo", "f", 0 );
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static void BuyMenu_Main_6(void) {
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sendevent("GamePlayerBuyAmmo", "f", 0);
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pSeat->fVGUI_Display = VGUI_NONE;
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}
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static void BuyMenu_Main_7( void ) {
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sendevent( "GamePlayerBuyAmmo", "f", 1 );
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static void BuyMenu_Main_7(void) {
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sendevent("GamePlayerBuyAmmo", "f", 1);
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pSeat->fVGUI_Display = VGUI_NONE;
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}
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static void BuyMenu_Main_8( void ) {
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static void BuyMenu_Main_8(void) {
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pSeat->fVGUI_Display = VGUI_BM_EQUIPMENT;
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}
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static void BuyMenu_Main_9( void ) {
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static void BuyMenu_Main_9(void) {
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pSeat->fVGUI_Display = VGUI_NONE;
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}
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VGUI_Button( _("VGUI_TITLE_HANDGUN"), BuyMenu_Main_1, vPos + '16 116 0', '180 24 0' );
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VGUI_Button( _("VGUI_TITLE_SHOTGUN"), BuyMenu_Main_2, vPos + '16 148 0', '180 24 0' );
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VGUI_Button( _("VGUI_TITLE_SMG"), BuyMenu_Main_3, vPos + '16 180 0', '180 24 0' );
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VGUI_Button( _("VGUI_TITLE_RIFLE"), BuyMenu_Main_4, vPos + '16 212 0', '180 24 0' );
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VGUI_Button( _("VGUI_TITLE_MG"), BuyMenu_Main_5, vPos + '16 244 0', '180 24 0' );
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VGUI_Button(_("VGUI_TITLE_HANDGUN"), BuyMenu_Main_1, vPos + [16,116], [180,24]);
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VGUI_Button(_("VGUI_TITLE_SHOTGUN"), BuyMenu_Main_2, vPos + [16,148], [180,24]);
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VGUI_Button(_("VGUI_TITLE_SMG"), BuyMenu_Main_3, vPos + [16,180], [180,24]);
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VGUI_Button(_("VGUI_TITLE_RIFLE"), BuyMenu_Main_4, vPos + [16,212], [180,24]);
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VGUI_Button(_("VGUI_TITLE_MG"), BuyMenu_Main_5, vPos + [16,244], [180,24]);
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VGUI_Button( _("VGUI_TITLE_AMMO1"), BuyMenu_Main_6, vPos + '16 308 0', '180 24 0' );
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VGUI_Button( _("VGUI_TITLE_AMMO2"), BuyMenu_Main_7, vPos + '16 340 0', '180 24 0' );
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VGUI_Button( _("VGUI_TITLE_EQUIPMENT"), BuyMenu_Main_8, vPos + '16 372 0', '180 24 0' );
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VGUI_Button(_("VGUI_TITLE_AMMO1"), BuyMenu_Main_6, vPos + [16,308], [180,24]);
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VGUI_Button(_("VGUI_TITLE_AMMO2"), BuyMenu_Main_7, vPos + [16,340], [180,24]);
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VGUI_Button(_("VGUI_TITLE_EQUIPMENT"), BuyMenu_Main_8, vPos + [16,372], [180,24]);
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VGUI_Button( _("VGUI_EXIT"), BuyMenu_Main_9, vPos + '16 440 0', '180 24 0' );
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VGUI_Button(_("VGUI_EXIT"), BuyMenu_Main_9, vPos + [16,440], [180,24]);
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}
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void VGUI_BuyMenu_Back( void ) {
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void VGUI_BuyMenu_Back(void) {
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pSeat->fVGUI_Display = VGUI_BM_MAIN;
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}
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@ -102,9 +102,9 @@ This is kinda ugly, but it will work for now
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====================
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*/
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float iLastSelected;
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void VGUI_BuyMenu_BuyWeapon( void ) {
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if( iLastSelected ) {
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sendevent( "PlayerBuyWeapon", "f", iLastSelected );
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void VGUI_BuyMenu_BuyWeapon(void) {
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if(iLastSelected) {
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sendevent("PlayerBuyWeapon", "f", iLastSelected);
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pSeat->fVGUI_Display = VGUI_NONE;
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}
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}
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@ -114,8 +114,8 @@ void VGUI_BuyMenu_BuyWeapon( void ) {
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VGUI_BuyMenu_BuyEquipment
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====================
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*/
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void VGUI_BuyMenu_BuyEquipment( void ) {
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sendevent( "PlayerBuyEquipment", "f", iLastSelected );
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void VGUI_BuyMenu_BuyEquipment(void) {
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sendevent("PlayerBuyEquipment", "f", iLastSelected);
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pSeat->fVGUI_Display = VGUI_NONE;
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}
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@ -126,18 +126,18 @@ VGUI_BuyMenu_WeaponButton
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Draws a button that displays whether or not you can purchase said weapon etc.
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====================
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*/
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void VGUI_BuyMenu_WeaponButton( float fWeapon ) {
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void VGUI_BuyMenu_WeaponButton(float fWeapon) {
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iLastSelected = fWeapon;
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if ( wptTable[ fWeapon ].iPrice <= getstatf( STAT_MONEY ) ) {
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if ( VGUI_Button( vguiWeaponTable[ fWeapon ].sName, VGUI_BuyMenu_BuyWeapon, vVGUIButtonPos, '264 24 0' ) == TRUE ) {
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drawpic( vVGUIWindowPos + '328 116', vguiWeaponTable[ fWeapon ].sImage, '256 64', '1 1 1', 1 );
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VGUI_Text( sprintf( _("BUY_PRICETAG"), wptTable[ fWeapon ].iPrice ), vVGUIWindowPos + '328 250', '12 12', FONT_CON );
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VGUI_Text( sprintf( _("BUY_CALIBER"), wptTable[ fWeapon ].iCaliber ), vVGUIWindowPos + '328 260', '12 12', FONT_CON );
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VGUI_Text( sprintf( _("BUY_RPM"), ( wptTable[ fWeapon ].fAttackFinished) * 3600 ), vVGUIWindowPos + '328 270', '12 12', FONT_CON );
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if (wptTable[fWeapon].iPrice <= getstatf(STAT_MONEY)) {
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if (VGUI_Button(vguiWeaponTable[fWeapon].sName, VGUI_BuyMenu_BuyWeapon, vVGUIButtonPos, [264,24]) == TRUE) {
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drawpic(vVGUIWindowPos + [328,116], vguiWeaponTable[fWeapon].sImage, [256,64], [1,1,1], 1);
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VGUI_Text(sprintf(_("BUY_PRICETAG"), wptTable[fWeapon].iPrice), vVGUIWindowPos + [328,250], [12,12], FONT_CON);
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VGUI_Text(sprintf(_("BUY_CALIBER"), wptTable[fWeapon].iCaliber), vVGUIWindowPos + [328,260], [12,12], FONT_CON);
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VGUI_Text(sprintf(_("BUY_RPM"), (wptTable[fWeapon].fAttackFinished) * 3600), vVGUIWindowPos + [328,270], [12,12], FONT_CON);
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}
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} else {
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VGUI_FakeButton( vguiWeaponTable[ fWeapon ].sName, vVGUIButtonPos, '264 24 0' );
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VGUI_FakeButton(vguiWeaponTable[fWeapon].sName, vVGUIButtonPos, [264,24]);
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}
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vVGUIButtonPos_y += 32;
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@ -150,16 +150,16 @@ VGUI_BuyMenu_EquipmentButton
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Draws a button that displays whether or not you can purchase said equipment
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====================
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*/
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void VGUI_BuyMenu_EquipmentButton( float fID ) {
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void VGUI_BuyMenu_EquipmentButton(float fID) {
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iLastSelected = fID;
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if ( eqptTable[ fID ].iPrice <= getstatf( STAT_MONEY ) ) {
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if ( VGUI_Button( vguiEquipmentTable[ fID ].sName, VGUI_BuyMenu_BuyEquipment, vVGUIButtonPos, '180 24 0' ) == TRUE ) {
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drawpic( vVGUIWindowPos + '290 116', vguiEquipmentTable[ fID ].sImage, '256 64', '1 1 1', 1 );
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VGUI_Text( sprintf( _("BUY_PRICETAG"), eqptTable[ fID ].iPrice ) , vVGUIWindowPos + '256 250', '12 12', FONT_CON );
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if (eqptTable[fID].iPrice <= getstatf(STAT_MONEY)) {
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if (VGUI_Button(vguiEquipmentTable[fID].sName, VGUI_BuyMenu_BuyEquipment, vVGUIButtonPos, [180,24]) == TRUE) {
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drawpic(vVGUIWindowPos + [290,116], vguiEquipmentTable[fID].sImage, [256,64], [1,1,1], 1);
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VGUI_Text(sprintf(_("BUY_PRICETAG"), eqptTable[fID].iPrice) , vVGUIWindowPos + [256,250], [12,12], FONT_CON);
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}
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} else {
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VGUI_FakeButton( vguiEquipmentTable[ fID ].sName, vVGUIButtonPos, '180 24 0' );
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VGUI_FakeButton(vguiEquipmentTable[fID].sName, vVGUIButtonPos, [180,24]);
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}
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vVGUIButtonPos_y += 32;
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@ -170,23 +170,23 @@ void VGUI_BuyMenu_EquipmentButton( float fID ) {
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VGUI_BuyMenu_Handguns
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====================
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*/
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void VGUI_BuyMenu_Handguns( vector vPos ) {
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vVGUIButtonPos = vPos + '16 116 0';
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void VGUI_BuyMenu_Handguns(vector vPos) {
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vVGUIButtonPos = vPos + [16,116];
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VGUI_BuyMenu_WeaponButton( WEAPON_USP45 );
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VGUI_BuyMenu_WeaponButton( WEAPON_GLOCK18 );
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VGUI_BuyMenu_WeaponButton( WEAPON_DEAGLE );
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VGUI_BuyMenu_WeaponButton( WEAPON_P228 );
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VGUI_BuyMenu_WeaponButton(WEAPON_USP45);
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VGUI_BuyMenu_WeaponButton(WEAPON_GLOCK18);
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VGUI_BuyMenu_WeaponButton(WEAPON_DEAGLE);
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VGUI_BuyMenu_WeaponButton(WEAPON_P228);
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vVGUIButtonPos_y += 32;
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if ( stof( getplayerkeyvalue( player_localnum, "*team" ) ) == TEAM_T ) {
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VGUI_BuyMenu_WeaponButton( WEAPON_ELITES );
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} else if ( stof( getplayerkeyvalue( player_localnum, "*team" ) ) == TEAM_CT ) {
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VGUI_BuyMenu_WeaponButton( WEAPON_FIVESEVEN );
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if (stof(getplayerkeyvalue(player_localnum, "*team")) == TEAM_T) {
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VGUI_BuyMenu_WeaponButton(WEAPON_ELITES);
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} else if (stof(getplayerkeyvalue(player_localnum, "*team")) == TEAM_CT) {
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VGUI_BuyMenu_WeaponButton(WEAPON_FIVESEVEN);
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}
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VGUI_Button( _("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + '16 440 0', '180 24 0' );
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VGUI_Button(_("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + [16,440], [180,24]);
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}
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/*
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@ -194,13 +194,13 @@ void VGUI_BuyMenu_Handguns( vector vPos ) {
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VGUI_BuyMenu_Shotguns
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====================
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*/
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void VGUI_BuyMenu_Shotguns( vector vPos ) {
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vVGUIButtonPos = vPos + '16 116 0';
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void VGUI_BuyMenu_Shotguns(vector vPos) {
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vVGUIButtonPos = vPos + [16,116];
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VGUI_BuyMenu_WeaponButton( WEAPON_M3 );
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VGUI_BuyMenu_WeaponButton( WEAPON_XM1014 );
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VGUI_BuyMenu_WeaponButton(WEAPON_M3);
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VGUI_BuyMenu_WeaponButton(WEAPON_XM1014);
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VGUI_Button( _("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + '16 440 0', '180 24 0' );
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VGUI_Button(_("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + [16,440], [180,24]);
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}
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/*
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@ -208,23 +208,23 @@ void VGUI_BuyMenu_Shotguns( vector vPos ) {
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VGUI_BuyMenu_SMGs
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====================
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*/
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void VGUI_BuyMenu_SMGs( vector vPos ) {
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vVGUIButtonPos = vPos + '16 116 0';
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void VGUI_BuyMenu_SMGs(vector vPos) {
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vVGUIButtonPos = vPos + [16,116];
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VGUI_BuyMenu_WeaponButton( WEAPON_MP5 );
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VGUI_BuyMenu_WeaponButton( WEAPON_P90 );
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VGUI_BuyMenu_WeaponButton( WEAPON_UMP45 );
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VGUI_BuyMenu_WeaponButton(WEAPON_MP5);
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VGUI_BuyMenu_WeaponButton(WEAPON_P90);
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VGUI_BuyMenu_WeaponButton(WEAPON_UMP45);
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vVGUIButtonPos_y += 32;
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if ( stof( getplayerkeyvalue( player_localnum, "*team" ) ) == TEAM_T ) {
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VGUI_BuyMenu_WeaponButton( WEAPON_MAC10 );
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} else if ( stof( getplayerkeyvalue( player_localnum, "*team" ) ) == TEAM_CT ) {
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VGUI_BuyMenu_WeaponButton( WEAPON_TMP );
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if (stof(getplayerkeyvalue(player_localnum, "*team")) == TEAM_T) {
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VGUI_BuyMenu_WeaponButton(WEAPON_MAC10);
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} else if (stof(getplayerkeyvalue(player_localnum, "*team")) == TEAM_CT) {
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VGUI_BuyMenu_WeaponButton(WEAPON_TMP);
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}
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VGUI_Button( _("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + '16 440 0', '180 24 0' );
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VGUI_Button(_("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + [16,440], [180,24]);
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}
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/*
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VGUI_BuyMenu_Rifles
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====================
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*/
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void VGUI_BuyMenu_Rifles( vector vPos ) {
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vVGUIButtonPos = vPos + '16 116 0';
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void VGUI_BuyMenu_Rifles(vector vPos) {
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vVGUIButtonPos = vPos + [16,116];
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if ( stof( getplayerkeyvalue( player_localnum, "*team" ) ) == TEAM_T ) {
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VGUI_BuyMenu_WeaponButton( WEAPON_AK47 );
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VGUI_BuyMenu_WeaponButton( WEAPON_SG552 );
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if (stof(getplayerkeyvalue(player_localnum, "*team")) == TEAM_T) {
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VGUI_BuyMenu_WeaponButton(WEAPON_AK47);
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VGUI_BuyMenu_WeaponButton(WEAPON_SG552);
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VGUI_BuyMenu_WeaponButton( WEAPON_SCOUT );
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VGUI_BuyMenu_WeaponButton( WEAPON_AWP );
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VGUI_BuyMenu_WeaponButton(WEAPON_SCOUT);
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VGUI_BuyMenu_WeaponButton(WEAPON_AWP);
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VGUI_BuyMenu_WeaponButton( WEAPON_G3SG1 );
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VGUI_BuyMenu_WeaponButton(WEAPON_G3SG1);
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}
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if ( stof( getplayerkeyvalue( player_localnum, "*team" ) ) == TEAM_CT ) {
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VGUI_BuyMenu_WeaponButton( WEAPON_M4A1 );
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VGUI_BuyMenu_WeaponButton( WEAPON_AUG );
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if (stof(getplayerkeyvalue(player_localnum, "*team")) == TEAM_CT) {
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VGUI_BuyMenu_WeaponButton(WEAPON_M4A1);
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VGUI_BuyMenu_WeaponButton(WEAPON_AUG);
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VGUI_BuyMenu_WeaponButton( WEAPON_SCOUT );
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VGUI_BuyMenu_WeaponButton( WEAPON_AWP );
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VGUI_BuyMenu_WeaponButton(WEAPON_SCOUT);
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VGUI_BuyMenu_WeaponButton(WEAPON_AWP);
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VGUI_BuyMenu_WeaponButton( WEAPON_SG550 );
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VGUI_BuyMenu_WeaponButton(WEAPON_SG550);
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}
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VGUI_Button( _("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + '16 440 0', '180 24 0' );
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VGUI_Button(_("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + [16,440], [180,24]);
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}
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/*
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VGUI_BuyMenu_Machineguns
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====================
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*/
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void VGUI_BuyMenu_Machineguns( vector vPos ) {
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vVGUIButtonPos = vPos + '16 116 0';
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void VGUI_BuyMenu_Machineguns(vector vPos) {
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vVGUIButtonPos = vPos + [16,116];
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VGUI_BuyMenu_WeaponButton( WEAPON_PARA );
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VGUI_BuyMenu_WeaponButton(WEAPON_PARA);
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VGUI_Button( _("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + '16 440 0', '180 24 0' );
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VGUI_Button(_("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + [16,440], [180,24]);
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}
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/*
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VGUI_BuyMenu_Equipment
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====================
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*/
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void VGUI_BuyMenu_Equipment( vector vPos ) {
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vVGUIButtonPos = vPos + '16 116 0';
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void VGUI_BuyMenu_Equipment(vector vPos) {
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vVGUIButtonPos = vPos + [16,116];
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VGUI_BuyMenu_EquipmentButton( 0 );
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VGUI_BuyMenu_EquipmentButton( 1 );
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VGUI_BuyMenu_EquipmentButton( 2 );
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VGUI_BuyMenu_EquipmentButton( 3 );
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VGUI_BuyMenu_EquipmentButton( 4 );
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VGUI_BuyMenu_EquipmentButton(0);
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VGUI_BuyMenu_EquipmentButton(1);
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VGUI_BuyMenu_EquipmentButton(2);
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VGUI_BuyMenu_EquipmentButton(3);
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VGUI_BuyMenu_EquipmentButton(4);
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if ( stof( getplayerkeyvalue( player_localnum, "*team" ) ) == TEAM_CT ) {
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VGUI_BuyMenu_EquipmentButton( 5 );
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||||
if (stof(getplayerkeyvalue(player_localnum, "*team")) == TEAM_CT) {
|
||||
VGUI_BuyMenu_EquipmentButton(5);
|
||||
}
|
||||
|
||||
VGUI_BuyMenu_EquipmentButton( 6 );
|
||||
VGUI_BuyMenu_EquipmentButton(6);
|
||||
|
||||
VGUI_Button( _("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + '16 440 0', '180 24 0' );
|
||||
VGUI_Button(_("VGUI_BACK"), VGUI_BuyMenu_Back, vPos + [16,440], [180,24]);
|
||||
}
|
||||
|
|
|
@ -4,15 +4,19 @@ HALF-LIFE WON MENU - QUAKEC VERSION
|
|||
This menu logic is part of the FreeCS project.
|
||||
It's a close recreation of the Half-Life main-menu (pre-Steam), also known as
|
||||
the Half-Life WON menu (or just WON Menu - you get the idea).
|
||||
It was used between 1998 and 2004.
|
||||
|
||||
It attempts to parse string-data and bitmaps from the original paths
|
||||
whenever it can. It's a full replacement of Half-Life's original menu.
|
||||
whenever it can.
|
||||
|
||||
The original data is required for it to work.
|
||||
|
||||
It's created from scratch and is not C++ - it's QuakeC and meant to be used
|
||||
within FTE QuakeWorld. The file extensions are only changed in order to help
|
||||
with the syntax highlighting choice of your favorite editor.
|
||||
|
||||
This codebase is to be compiled with FTEQCC, no other compiler is supported.
|
||||
No engine other than FTE QuakeWorld is supported. I won't support anything else.
|
||||
|
||||
The code has a LICENSE attached to it, I'd encourage you to read it.
|
||||
If you don't want to comply with the LICENSE, you either don't use the software
|
||||
|
@ -21,8 +25,24 @@ or we could still negotiate a separate license agreement (for $$$).
|
|||
A few warnings to the uneducated:
|
||||
If you're planning on merging or using any of this code in combination with the
|
||||
original Half-Life SDK, you're violating the Half-Life SDK License Agreement.
|
||||
This includes using it in combination with the original Half-Life binaries and
|
||||
libraries. Valve has spoken out against such projects for the reason above.
|
||||
They might not take action against you, but I certainly might.
|
||||
I hope this all does not discourage you from using it in your own project.
|
||||
As long as you comply with the license, you'll be fine!
|
||||
|
||||
I hope this all does not discourage you from using it for your own project.
|
||||
Over the past decade enough Half-Life projects have sprung up that have violated
|
||||
and abused the GPL, as well as other licenses, thus discouraging entities from
|
||||
releasing their sources in fear of such behaviour.
|
||||
|
||||
In the hopes of making the community a better place, I WILL take action against
|
||||
any violation of our license. I hope that is clear.
|
||||
|
||||
If anyone was to willingly distribute content created with the Half-Life SDK
|
||||
with this component, it'd violate the Half-Life SDK.
|
||||
I recommend that you use this menu without relying on Half-Life file formats.
|
||||
FreeCS gets around this by not actually shipping the CS content as part of the
|
||||
project.
|
||||
|
||||
Thanks to Spike for FTEQCC's advanced features and his engine, FTEQW, that makes
|
||||
FreeCS and other projects even possible.
|
||||
|
|
|
@ -1,10 +1,8 @@
|
|||
FTEMANIFEST 1
|
||||
game cstrike
|
||||
name "FreeCS"
|
||||
protocolname "FREECS"
|
||||
game fn
|
||||
name "FTEQW"
|
||||
protocolname "FTEQW"
|
||||
basegame logos
|
||||
basegame valve
|
||||
basegame cstrike
|
||||
basegame fn
|
||||
basegame *freecs
|
||||
disablehomedir 1
|
||||
|
|
BIN
fn/menu.dat
BIN
fn/menu.dat
Binary file not shown.
10
fn/modinfo.txt
Normal file
10
fn/modinfo.txt
Normal file
|
@ -0,0 +1,10 @@
|
|||
game "Half-Life"
|
||||
url_info "www.icculus.org/~marco/freecs"
|
||||
version "1.0"
|
||||
size "396800000"
|
||||
svonly "0"
|
||||
cldll "1"
|
||||
hlversion "1104"
|
||||
nomodels "0"
|
||||
nohimodel "0"
|
||||
mpentity "info_player_deathmatch"
|
Binary file not shown.
13
freecs/modinfo.txt
Normal file
13
freecs/modinfo.txt
Normal file
|
@ -0,0 +1,13 @@
|
|||
game "FreeCS"
|
||||
gamedir "cstrike;freecs"
|
||||
url_info "www.icculus.org/~marco/freecs"
|
||||
version "1.5"
|
||||
size "184000000"
|
||||
svonly "0"
|
||||
cldll "1"
|
||||
hlversion "1104"
|
||||
nomodels "1"
|
||||
nohimodel "1"
|
||||
mpentity "info_player_start"
|
||||
type "multiplayer_only"
|
||||
trainmap "tr_1"
|
BIN
freecs/progs.dat
BIN
freecs/progs.dat
Binary file not shown.
Loading…
Reference in a new issue