Clean the 'valve' HUD for splitscreen.
This commit is contained in:
parent
137a44dac4
commit
6413e26786
4 changed files with 260 additions and 174 deletions
src
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@ -29,13 +29,6 @@ struct
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float fBob;
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float damage_alpha;
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vector damage_pos;
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/* Camera Bob */
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float flCamMove;
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float flCamTime;
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int iCamCycle;
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float flCamFracSin;
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float flCamDelta;
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int iZoomed;
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float flZoomTime;
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@ -52,12 +45,22 @@ struct
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vector vCameraPos;
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vector vCameraAngle;
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float fCameraTime;
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/* hud.c */
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float health_old;
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float health_alpha;
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float armor_old;
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float armor_alpha;
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float ammo1_old;
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float ammo1_alpha;
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float ammo2_old;
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float ammo2_alpha;
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float ammo3_old;
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float ammo3_alpha;
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//UI fields
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float fVGUI_Display; // The VGUI menu currently being drawn
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int iShowScores; // This is seperated from the other VGUI stuff so we can check scores while buying and whatnot
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//buy menu
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// We can only carry one item per slot, so this is hacking around the last one
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float fHUDWeaponSelected;
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float fHUDWeaponSelectTime;
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@ -14,9 +14,10 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void HUD_DrawWeaponSelect(void);
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/* Use first frame for drawing (needs precache) */
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#define HUD_NUMS "sprites/640hud7.spr_0.tga"
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#define NUMSIZE_X 24/256
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#define NUMSIZE_Y 24/128
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#define HUD_ALPHA 0.5
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@ -33,18 +34,22 @@ float spr_hudnum[10] = {
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(24*8) / 256,
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(24*9) / 256
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};
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/* pre-calculated sprite definitions */
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float spr_health[4] = {
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80 / 256, // pos x
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24 / 128, // pos u
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32 / 256, // size x
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32 / 128 // size y
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};
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float spr_suit1[4] = {
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0 / 256, // pos x
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24 / 128, // pos u
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40 / 256, // size x
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40 / 128 // size y
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};
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float spr_suit2[4] = {
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40 / 256, // pos x
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24 / 128, // pos u
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@ -52,13 +57,13 @@ float spr_suit2[4] = {
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40 / 128 // size y
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};
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float spr_flash1[4] = {
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160 / 256, // pos x
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24 / 128, // pos u
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32 / 256, // size x
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32 / 128 // size y
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};
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float spr_flash2[4] = {
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112 / 256, // pos x
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24 / 128, // pos u
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@ -66,244 +71,323 @@ float spr_flash2[4] = {
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32 / 128 // size y
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};
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void HUD_DrawWeaponSelect(void);
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void HUD_Init(void)
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/* precaches */
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void
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HUD_Init(void)
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{
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precache_model("sprites/640hud7.spr");
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precache_model("sprites/640_logo.spr");
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}
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/*
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=================
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HUD_DrawNumber
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Draws a normal number
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=================
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*/
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void HUD_DrawNumber(int iNumber, vector vPos, float fAlpha, vector vColor) {
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drawsubpic(vPos, [24,24], HUD_NUMS, [spr_hudnum[iNumber], 0],
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[NUMSIZE_X, NUMSIZE_Y], vColor, fAlpha, DRAWFLAG_ADDITIVE);
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}
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void HUD_DrawSeperator(vector pos)
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/* seperator for mainly ammo */
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void
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HUD_DrawSeperator(vector pos)
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{
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drawsubpic(pos, [2,24], HUD_NUMS, [240/256, 0],
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[2/256, 24/128], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE);
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drawsubpic(pos,
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[2,24],
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HUD_NUMS,
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[240/256, 0],
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[2/256, 24/128],
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g_hud_color,
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HUD_ALPHA,
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DRAWFLAG_ADDITIVE
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);
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}
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/*
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=================
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HUD_DrawNums
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/* handle single/multiple digits */
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void
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HUD_DrawNumber(int iNumber, vector vPos, float fAlpha, vector vColor)
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{
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drawsubpic(vPos,
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[24,24],
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HUD_NUMS,
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[spr_hudnum[iNumber], 0],
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[NUMSIZE_X, NUMSIZE_Y],
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vColor,
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fAlpha,
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DRAWFLAG_ADDITIVE
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);
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}
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Draws numerals quickly for health, armor etc.
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=================
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*/
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void HUD_DrawNums(float fNumber, vector vPos, float fAlpha, vector vColor) {
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int iNumber = fNumber;
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if (iNumber > 0) {
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while (iNumber > 0) {
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HUD_DrawNumber((float)iNumber % 10, vPos, fAlpha, vColor);
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iNumber = iNumber / 10;
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void
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HUD_DrawNums(float fNumber, vector vPos, float fAlpha, vector vColor)
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{
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int i = fNumber;
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if (i > 0) {
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while (i > 0) {
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HUD_DrawNumber((float)i % 10, vPos, fAlpha, vColor);
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i = i / 10;
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vPos[0] -= 20;
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}
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}
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} else {
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HUD_DrawNumber(0, vPos, fAlpha, vColor);
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}
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}
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/*
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=================
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HUD_DrawHealth
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Draw the current amount of health
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=================
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*/
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void HUD_DrawHealth(void) {
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/* health */
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void
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HUD_DrawHealth(void)
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{
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vector pos;
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player pl = (player)pSeat->ePlayer;
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static float fOldHealth;
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static float fHealthAlpha;
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if (pl.health != fOldHealth) {
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fHealthAlpha = 1.0;
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if (pl.health != pSeat->health_old) {
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pSeat->health_alpha = 1.0;
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}
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if (fHealthAlpha >= HUD_ALPHA) {
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fHealthAlpha -= frametime * 0.5;
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if (pSeat->health_alpha >= HUD_ALPHA) {
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pSeat->health_alpha -= clframetime * 0.5;
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} else {
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fHealthAlpha = HUD_ALPHA;
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pSeat->health_alpha = HUD_ALPHA;
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}
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vector pos = video_mins + [16, video_res[1] - 42];
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pos = video_mins + [88, video_res[1] - 42];
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if (pl.health > 25) {
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drawsubpic(pos + [0,-4], [32,32], HUD_NUMS, [spr_health[0], spr_health[1]],
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[spr_health[2], spr_health[3]], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE);
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HUD_DrawNums(pl.health, pos + [72, 0], HUD_ALPHA, g_hud_color);
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drawsubpic(
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pos + [-72,-4],
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[32,32],
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HUD_NUMS,
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[spr_health[0], spr_health[1]],
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[spr_health[2], spr_health[3]],
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g_hud_color,
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pSeat->health_alpha,
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DRAWFLAG_ADDITIVE
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);
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HUD_DrawNums(pl.health, pos, pSeat->health_alpha, g_hud_color);
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} else {
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drawsubpic(pos + [0,-4], [32,32], HUD_NUMS, [spr_health[0], spr_health[1]],
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[spr_health[2], spr_health[3]], [1,0,0], HUD_ALPHA, DRAWFLAG_ADDITIVE);
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HUD_DrawNums(pl.health, pos + [72, 0], HUD_ALPHA, [1,0,0]);
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drawsubpic(
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pos + [-72,-4],
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[32,32],
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HUD_NUMS,
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[spr_health[0], spr_health[1]],
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[spr_health[2], spr_health[3]],
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[1,0,0],
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pSeat->health_alpha,
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DRAWFLAG_ADDITIVE
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);
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HUD_DrawNums(pl.health, pos, pSeat->health_alpha, [1,0,0]);
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}
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fOldHealth = pl.health;
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pSeat->health_old = pl.health;
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}
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/*
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=================
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HUD_DrawArmor
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Draw the current amount of armor
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=================
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*/
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void HUD_DrawArmor(void)
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/* armor/suit charge */
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void
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HUD_DrawArmor(void)
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{
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vector pos;
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static float oldarmor;
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static float armoralpha;
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player pl = (player)pSeat->ePlayer;
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pos = video_mins + [72+16+30, video_res[1] - 42];
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pos = video_mins + [198, video_res[1] - 42];
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if (pl.armor != oldarmor) {
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armoralpha = 1.0;
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if (pl.armor != pSeat->armor_old) {
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pSeat->armor_alpha = 1.0;
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}
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if (armoralpha >= HUD_ALPHA) {
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armoralpha -= frametime * 0.5;
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if (pSeat->armor_alpha >= HUD_ALPHA) {
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pSeat->armor_alpha -= clframetime * 0.5;
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} else {
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armoralpha = HUD_ALPHA;
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pSeat->armor_alpha = HUD_ALPHA;
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}
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drawsubpic(pos + [0,-9], [40,40], HUD_NUMS, [spr_suit2[0], spr_suit2[1]],
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[spr_suit2[2], spr_suit2[3]], g_hud_color, armoralpha, DRAWFLAG_ADDITIVE);
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drawsubpic(
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pos + [-80,-9],
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[40,40],
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HUD_NUMS,
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[spr_suit2[0], spr_suit2[1]],
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[spr_suit2[2], spr_suit2[3]],
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g_hud_color,
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pSeat->armor_alpha,
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DRAWFLAG_ADDITIVE
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);
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float fwhat = pl.armor / 100;
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if (fwhat > 0.0) {
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drawsubpic(pos + [0,-9], [40,40*fwhat], HUD_NUMS, [spr_suit1[0], spr_suit1[1]],
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[spr_suit1[2], spr_suit1[3]*fwhat], g_hud_color, armoralpha, DRAWFLAG_ADDITIVE);
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if (pl.armor > 0) {
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drawsubpic(
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pos + [-80,-9],
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[40, 40 * (pl.armor / 100)],
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HUD_NUMS,
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[spr_suit1[0],
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spr_suit1[1]],
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[spr_suit1[2], spr_suit1[3] * (pl.armor / 100)],
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g_hud_color,
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pSeat->armor_alpha,
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DRAWFLAG_ADDITIVE
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);
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}
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HUD_DrawNums(pl.armor, pos + [80, 0], armoralpha, g_hud_color);
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oldarmor = pl.armor;
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HUD_DrawNums(pl.armor, pos, pSeat->armor_alpha, g_hud_color);
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pSeat->armor_old = pl.armor;
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}
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void HUD_DrawAmmo1(void)
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{
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player pl = (player)pSeat->ePlayer;
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vector pos;
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static int old_ammo1;
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static float ammo1_alpha;
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if (pl.a_ammo1 != old_ammo1) {
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ammo1_alpha = 1.0;
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old_ammo1 = pl.a_ammo1;
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}
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if (ammo1_alpha >= HUD_ALPHA) {
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ammo1_alpha -= frametime * 0.5;
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} else {
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ammo1_alpha = HUD_ALPHA;
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}
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pos = video_mins + [video_res[0] - 72, video_res[1] - 42];
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/* Magazine/Clip */
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if (pl.a_ammo1 != -1) {
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HUD_DrawNums(pl.a_ammo1, pos + [-80,0], ammo1_alpha, g_hud_color);
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}
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HUD_DrawSeperator(pos + [-50,0]);
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}
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void HUD_DrawAmmo2(void)
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/* magazine/clip ammo */
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void
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HUD_DrawAmmo1(void)
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{
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player pl = (player)pSeat->ePlayer;
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vector pos;
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static int old_ammo2;
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static float ammo2_alpha;
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if (pl.a_ammo2 != old_ammo2) {
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ammo2_alpha = 1.0;
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old_ammo2 = pl.a_ammo2;
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if (pl.a_ammo1 != pSeat->ammo1_old) {
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pSeat->ammo1_alpha = 1.0;
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pSeat->ammo1_old = pl.a_ammo1;
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}
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if (ammo2_alpha >= HUD_ALPHA) {
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ammo2_alpha -= frametime * 0.5;
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if (pSeat->ammo1_alpha >= HUD_ALPHA) {
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pSeat->ammo1_alpha -= clframetime * 0.5;
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} else {
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ammo2_alpha = HUD_ALPHA;
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pSeat->ammo1_alpha = HUD_ALPHA;
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}
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pos = video_mins + [video_res[0] - 152, video_res[1] - 42];
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HUD_DrawNums(pl.a_ammo1, pos, pSeat->ammo1_alpha, g_hud_color);
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HUD_DrawSeperator(pos + [30,0]);
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}
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/* leftover type ammo */
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void
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HUD_DrawAmmo2(void)
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{
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player pl = (player)pSeat->ePlayer;
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vector pos;
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if (pl.a_ammo2 != pSeat->ammo2_old) {
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pSeat->ammo2_alpha = 1.0;
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pSeat->ammo2_old = pl.a_ammo2;
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}
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if (pSeat->ammo2_alpha >= HUD_ALPHA) {
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pSeat->ammo2_alpha -= clframetime * 0.5;
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} else {
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pSeat->ammo2_alpha = HUD_ALPHA;
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}
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pos = video_mins + [video_res[0] - 72, video_res[1] - 42];
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/* Leftover Ammo */
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HUD_DrawNums(pl.a_ammo2, pos, ammo2_alpha, g_hud_color);
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HUD_DrawNums(pl.a_ammo2, pos, pSeat->ammo2_alpha, g_hud_color);
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}
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void HUD_DrawAmmo3(void)
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/* special ammo */
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void
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HUD_DrawAmmo3(void)
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{
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player pl = (player)pSeat->ePlayer;
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vector pos;
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static int old_ammo3;
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static float ammo3_alpha;
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if (pl.a_ammo3 != old_ammo3) {
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ammo3_alpha = 1.0;
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old_ammo3 = pl.a_ammo3;
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if (pl.a_ammo3 != pSeat->ammo3_old) {
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pSeat->ammo3_alpha = 1.0;
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pSeat->ammo3_old = pl.a_ammo3;
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}
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if (ammo3_alpha >= HUD_ALPHA) {
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ammo3_alpha -= frametime * 0.5;
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if (pSeat->ammo3_alpha >= HUD_ALPHA) {
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pSeat->ammo3_alpha -= clframetime * 0.5;
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} else {
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ammo3_alpha = HUD_ALPHA;
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pSeat->ammo3_alpha = HUD_ALPHA;
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}
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pos = video_mins + [video_res[0] - 72, video_res[1] - 42];
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/* Special */
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//if (pl.a_ammo3) {
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HUD_DrawNums(pl.a_ammo3, pos + [0, -32], ammo3_alpha, g_hud_color);
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//}
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pos = video_mins + [video_res[0] - 72, video_res[1] - 74];
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HUD_DrawNums(pl.a_ammo3, pos, pSeat->ammo3_alpha, g_hud_color);
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}
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void HUD_DrawFlashlight(void)
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/* flashlight/torch indicator */
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void
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HUD_DrawFlashlight(void)
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{
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vector pos;
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player pl = (player)pSeat->ePlayer;
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pos = video_mins + [video_res[0] - 48, 16];
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/* both on, draw both sprites at full intensity */
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if (pl.flags & FL_FLASHLIGHT) {
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drawsubpic(pos, [32,32], HUD_NUMS, [spr_flash1[0], spr_flash1[1]],
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[spr_flash1[2], spr_flash1[3]], g_hud_color, 1.0, DRAWFLAG_ADDITIVE);
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drawsubpic(pos, [48,32], HUD_NUMS, [spr_flash2[0], spr_flash2[1]],
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[spr_flash2[2], spr_flash2[3]], g_hud_color, 1.0, DRAWFLAG_ADDITIVE);
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drawsubpic(
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pos,
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[32,32],
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HUD_NUMS,
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||||
[spr_flash1[0], spr_flash1[1]],
|
||||
[spr_flash1[2], spr_flash1[3]],
|
||||
g_hud_color,
|
||||
1.0f,
|
||||
DRAWFLAG_ADDITIVE
|
||||
);
|
||||
|
||||
drawsubpic(
|
||||
pos,
|
||||
[48,32],
|
||||
HUD_NUMS,
|
||||
[spr_flash2[0], spr_flash2[1]],
|
||||
[spr_flash2[2], spr_flash2[3]],
|
||||
g_hud_color,
|
||||
1.0f,
|
||||
DRAWFLAG_ADDITIVE
|
||||
);
|
||||
} else {
|
||||
drawsubpic(pos, [32,32], HUD_NUMS, [spr_flash1[0], spr_flash1[1]],
|
||||
[spr_flash1[2], spr_flash1[3]], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE);
|
||||
drawsubpic(
|
||||
pos,
|
||||
[32,32],
|
||||
HUD_NUMS,
|
||||
[spr_flash1[0], spr_flash1[1]],
|
||||
[spr_flash1[2], spr_flash1[3]],
|
||||
g_hud_color,
|
||||
HUD_ALPHA,
|
||||
DRAWFLAG_ADDITIVE
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void HUD_Draw(void)
|
||||
/* logo animation used during e3 1998 */
|
||||
void
|
||||
HUD_DrawLogo(void)
|
||||
{
|
||||
vector pos;
|
||||
static int f;
|
||||
static float frame_timer;
|
||||
|
||||
frame_timer -= clframetime;
|
||||
pos = [video_res[0] - 262, 48];
|
||||
|
||||
drawpic(
|
||||
pos,
|
||||
sprintf("sprites/640_logo.spr_%i.tga", f),
|
||||
[256, 48],
|
||||
[1,1,1],
|
||||
1.0f,
|
||||
DRAWFLAG_ADDITIVE
|
||||
);
|
||||
|
||||
if (frame_timer > 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
frame_timer = 0.1f;
|
||||
|
||||
f++;
|
||||
if (f == 31) {
|
||||
f = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* main entry */
|
||||
void
|
||||
HUD_Draw(void)
|
||||
{
|
||||
player pl = (player)pSeat->ePlayer;
|
||||
|
||||
g_hud_color = autocvar_con_color * (1 / 255);
|
||||
|
||||
/* little point in not drawing these, even if you don't have a suit */
|
||||
Weapons_DrawCrosshair();
|
||||
HUD_DrawWeaponSelect();
|
||||
|
||||
if (!(pl.g_items & ITEM_SUIT)) {
|
||||
return;
|
||||
}
|
||||
|
||||
g_hud_color = autocvar_con_color * (1 / 255);
|
||||
|
||||
HUD_DrawHealth();
|
||||
HUD_DrawArmor();
|
||||
HUD_DrawFlashlight();
|
||||
Damage_Draw();
|
||||
Weapons_DrawCrosshair();
|
||||
HUD_DrawWeaponSelect();
|
||||
}
|
||||
|
||||
void VGUI_DrawSpectatorHUD(void)
|
||||
/* specatator main entry */
|
||||
void
|
||||
VGUI_DrawSpectatorHUD(void)
|
||||
{
|
||||
// FIXME
|
||||
}
|
||||
|
|
|
@ -94,14 +94,14 @@ Sentences_Init(void)
|
|||
}
|
||||
}
|
||||
|
||||
for (int a=0; a < g_sentences_count; a++) {
|
||||
/*for (int a=0; a < g_sentences_count; a++) {
|
||||
print(sprintf("[^1SENTENCES^7] Found ^2%s\n",
|
||||
g_sentences[a].m_strID));
|
||||
for (int b = 0; b < g_sentences[a].m_count; b++) {
|
||||
print(sprintf("\tSample ^2%s\n",
|
||||
g_sentences[a].m_samples[b].m_strSnd));
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -119,7 +119,6 @@ Sentences_Parse(void)
|
|||
|
||||
for (int a = 0; a < g_sentences_count; a++) {
|
||||
if (g_sentences[a].m_strID == sentence) {
|
||||
print("Time to play...\n");
|
||||
sound(world, CHAN_VOICE,
|
||||
g_sentences[a].m_samples[0].m_strSnd, 1.0,
|
||||
ATTN_NONE);
|
||||
|
|
|
@ -98,7 +98,7 @@ Titles_Init(void)
|
|||
}
|
||||
}
|
||||
|
||||
print(sprintf("[^1TITLES^7] Found %i titles\n", g_titles_count));
|
||||
/*print(sprintf("[^1TITLES^7] Found %i titles\n", g_titles_count));*/
|
||||
g_titles = memalloc(sizeof(titles_t) * g_titles_count);
|
||||
fseek(fs_titles, 0);
|
||||
|
||||
|
@ -148,18 +148,18 @@ Titles_Init(void)
|
|||
break;
|
||||
case "{":
|
||||
braced = TRUE;
|
||||
print(sprintf("[^1TITLES^7] Found ^2%s\n",
|
||||
/*print(sprintf("[^1TITLES^7] Found ^2%s\n",
|
||||
t_name));
|
||||
print(sprintf("%s\n",
|
||||
temp));
|
||||
temp));*/
|
||||
break;
|
||||
case "}":
|
||||
/* skip broken syntax */
|
||||
if (braced == FALSE) {
|
||||
break;
|
||||
}
|
||||
print(sprintf("%s\n",
|
||||
temp));
|
||||
/*print(sprintf("%s\n",
|
||||
temp));*/
|
||||
/* time to dump the info */
|
||||
g_titles[id].m_strName = t_name;
|
||||
g_titles[id].m_strMessage = t_message;
|
||||
|
|
Loading…
Reference in a new issue