Cleaned up client inits by pushing hud related precached into HUD_Init,

where they belong
This commit is contained in:
Marco Cawthorne 2020-04-28 10:25:13 +02:00
parent e697fd8fc5
commit 94947c89e1
9 changed files with 82 additions and 69 deletions

View file

@ -39,8 +39,31 @@ float spr_hudnum[10] = {
void void
HUD_Init(void) HUD_Init(void)
{ {
precache_model("sprites/640hud7.spr");
precache_model("sprites/640_logo.spr"); precache_model("sprites/640_logo.spr");
precache_model("sprites/640hud1.spr");
precache_model("sprites/640hud2.spr");
precache_model("sprites/640hud3.spr");
precache_model("sprites/640hud4.spr");
precache_model("sprites/640hud5.spr");
precache_model("sprites/640hud6.spr");
precache_model("sprites/640hud7.spr");
precache_model("sprites/640hud10.spr");
precache_model("sprites/640hud11.spr");
precache_model("sprites/640hud12.spr");
precache_model("sprites/640hud13.spr");
precache_model("sprites/640hud14.spr");
precache_model("sprites/640hud15.spr");
precache_model("sprites/640hud16.spr");
precache_model("sprites/bottom.spr");
precache_model("sprites/bottom_left.spr");
precache_model("sprites/bottom_right.spr");
precache_model("sprites/left.spr");
precache_model("sprites/radar640.spr");
precache_model("sprites/right.spr");
precache_model("sprites/sniper_scope.spr");
precache_model("sprites/top.spr");
precache_model("sprites/top_left.spr");
precache_model("sprites/top_right.spr");
} }
/* seperator for mainly ammo */ /* seperator for mainly ammo */

View file

@ -123,29 +123,4 @@ Game_RendererRestarted(string rstr)
FX_Spark_Init(); FX_Spark_Init();
FX_Impact_Init(); FX_Impact_Init();
FX_Smokenade_Init(); FX_Smokenade_Init();
precache_model("sprites/640hud1.spr");
precache_model("sprites/640hud2.spr");
precache_model("sprites/640hud3.spr");
precache_model("sprites/640hud4.spr");
precache_model("sprites/640hud5.spr");
precache_model("sprites/640hud6.spr");
precache_model("sprites/640hud7.spr");
precache_model("sprites/640hud10.spr");
precache_model("sprites/640hud11.spr");
precache_model("sprites/640hud12.spr");
precache_model("sprites/640hud13.spr");
precache_model("sprites/640hud14.spr");
precache_model("sprites/640hud15.spr");
precache_model("sprites/640hud16.spr");
precache_model("sprites/bottom.spr");
precache_model("sprites/bottom_left.spr");
precache_model("sprites/bottom_right.spr");
precache_model("sprites/left.spr");
precache_model("sprites/radar640.spr");
precache_model("sprites/right.spr");
precache_model("sprites/sniper_scope.spr");
precache_model("sprites/top.spr");
precache_model("sprites/top_left.spr");
precache_model("sprites/top_right.spr");
} }

View file

@ -39,8 +39,15 @@ float spr_hudnum[10] = {
void HUD_DrawWeaponSelect(void); void HUD_DrawWeaponSelect(void);
void HUD_Init(void) void
HUD_Init(void)
{ {
precache_model("sprites/640hud1.spr");
precache_model("sprites/640hud2.spr");
precache_model("sprites/640hud3.spr");
precache_model("sprites/640hud4.spr");
precache_model("sprites/640hud5.spr");
precache_model("sprites/640hud6.spr");
precache_model("sprites/640hud7.spr"); precache_model("sprites/640hud7.spr");
precache_model("sprites/numbers.spr"); precache_model("sprites/numbers.spr");
precache_model("sprites/armor.spr"); precache_model("sprites/armor.spr");
@ -56,13 +63,15 @@ HUD_DrawNumber
Draws a normal number Draws a normal number
================= =================
*/ */
void HUD_DrawNumber(int iNumber, vector vecPos, float fAlpha, vector vColor) void
HUD_DrawNumber(int iNumber, vector vecPos, float fAlpha, vector vColor)
{ {
drawsubpic(vecPos, [18,32], GM_NUMS, [spr_hudnum[iNumber], 0], drawsubpic(vecPos, [18,32], GM_NUMS, [spr_hudnum[iNumber], 0],
[NUMSIZE_X, NUMSIZE_Y], vColor, fAlpha, DRAWFLAG_ADDITIVE); [NUMSIZE_X, NUMSIZE_Y], vColor, fAlpha, DRAWFLAG_ADDITIVE);
} }
void HUD_DrawSeperator(vector pos) void
HUD_DrawSeperator(vector pos)
{ {
drawsubpic(pos, [2,24], HUD_NUMS, [240/256, 0], drawsubpic(pos, [2,24], HUD_NUMS, [240/256, 0],
[2/256, 24/128], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE); [2/256, 24/128], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE);
@ -75,7 +84,8 @@ HUD_DrawNums
Draws numerals quickly for health, armor etc. Draws numerals quickly for health, armor etc.
================= =================
*/ */
void HUD_DrawNums(float fNumber, vector vecPos, float fAlpha, vector vColor) void
HUD_DrawNums(float fNumber, vector vecPos, float fAlpha, vector vColor)
{ {
int iNumber = fNumber; int iNumber = fNumber;
if (iNumber > 0) { if (iNumber > 0) {
@ -96,7 +106,8 @@ HUD_DrawHealth
Draw the current amount of health Draw the current amount of health
================= =================
*/ */
void HUD_DrawHealth(void) void
HUD_DrawHealth(void)
{ {
vector pos; vector pos;
vector hcol; vector hcol;
@ -169,7 +180,8 @@ void HUD_DrawHealth(void)
} }
} }
void HUD_DrawAmmo1(void) void
HUD_DrawAmmo1(void)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
vector pos; vector pos;
@ -197,7 +209,8 @@ void HUD_DrawAmmo1(void)
HUD_DrawSeperator(pos + [-50,0]); HUD_DrawSeperator(pos + [-50,0]);
} }
void HUD_DrawAmmo2(void) void
HUD_DrawAmmo2(void)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
vector pos; vector pos;
@ -222,7 +235,8 @@ void HUD_DrawAmmo2(void)
HUD_DrawNums(pl.a_ammo2, pos, m_flAmmo2Alpha, g_hud_color); HUD_DrawNums(pl.a_ammo2, pos, m_flAmmo2Alpha, g_hud_color);
} }
void HUD_DrawAmmo3(void) void
HUD_DrawAmmo3(void)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
vector pos; vector pos;
@ -255,7 +269,8 @@ HUD_WeaponPickupNotify(int w)
} }
void HUD_Draw(void) void
HUD_Draw(void)
{ {
g_hud_color = autocvar_con_color * (1 / 255); g_hud_color = autocvar_con_color * (1 / 255);
@ -265,7 +280,8 @@ void HUD_Draw(void)
HUD_DrawWeaponSelect(); HUD_DrawWeaponSelect();
} }
void HUD_DrawSpectator(void) void
HUD_DrawSpectator(void)
{ {
// FIXME // FIXME
} }

View file

@ -24,7 +24,8 @@ vector g_vecHUDNums[6] =
[208 / 256, 92 / 128] [208 / 256, 92 / 128]
}; };
void HUD_DrawWeaponSelect_Forward(void) void
HUD_DrawWeaponSelect_Forward(void)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
@ -54,7 +55,8 @@ void HUD_DrawWeaponSelect_Forward(void)
} }
} }
void HUD_DrawWeaponSelect_Back(void) void
HUD_DrawWeaponSelect_Back(void)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
@ -84,7 +86,8 @@ void HUD_DrawWeaponSelect_Back(void)
} }
} }
void HUD_DrawWeaponSelect_Trigger(void) void
HUD_DrawWeaponSelect_Trigger(void)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
pl.activeweapon = pSeat->m_iHUDWeaponSelected; pl.activeweapon = pSeat->m_iHUDWeaponSelected;
@ -93,7 +96,8 @@ void HUD_DrawWeaponSelect_Trigger(void)
pSeat->m_iHUDWeaponSelected = pSeat->m_flHUDWeaponSelectTime = 0; pSeat->m_iHUDWeaponSelected = pSeat->m_flHUDWeaponSelectTime = 0;
} }
void HUD_DrawWeaponSelect_Last(void) void
HUD_DrawWeaponSelect_Last(void)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
if (pl.g_items & g_weapons[pSeat->m_iOldWeapon].id) { if (pl.g_items & g_weapons[pSeat->m_iOldWeapon].id) {
@ -102,12 +106,14 @@ void HUD_DrawWeaponSelect_Last(void)
} }
} }
void HUD_DrawWeaponSelect_Num(vector vecPos, float fValue) void
HUD_DrawWeaponSelect_Num(vector vecPos, float fValue)
{ {
drawsubpic(vecPos, [20,20], "sprites/640hud7.spr_0.tga", g_vecHUDNums[fValue], [20/256, 20/128], g_hud_color, 1, DRAWFLAG_ADDITIVE); drawsubpic(vecPos, [20,20], "sprites/640hud7.spr_0.tga", g_vecHUDNums[fValue], [20/256, 20/128], g_hud_color, 1, DRAWFLAG_ADDITIVE);
} }
int HUD_InSlotPos(int slot, int pos) int
HUD_InSlotPos(int slot, int pos)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
for (int i = 1; i < g_weapons.length; i++) { for (int i = 1; i < g_weapons.length; i++) {
@ -176,7 +182,8 @@ HUD_SlotSelect(int slot)
} }
} }
void HUD_DrawWeaponSelect(void) void
HUD_DrawWeaponSelect(void)
{ {
player pl = (player)pSeat->m_ePlayer; player pl = (player)pSeat->m_ePlayer;
if (!pl.activeweapon) { if (!pl.activeweapon) {

View file

@ -21,15 +21,18 @@ Client_Init
Comparable to worldspawn in SSQC in that it's mostly used for precaches Comparable to worldspawn in SSQC in that it's mostly used for precaches
================= =================
*/ */
void Client_Init(float apilevel, string enginename, float engineversion) void
Client_Init(float apilevel, string enginename, float engineversion)
{ {
} }
void Client_InitDone(void) void
Client_InitDone(void)
{ {
} }
void Game_RendererRestarted(string rstr) void
Game_RendererRestarted(string rstr)
{ {
FX_Blood_Init(); FX_Blood_Init();
FX_BreakModel_Init(); FX_BreakModel_Init();
@ -38,12 +41,5 @@ void Game_RendererRestarted(string rstr)
FX_Spark_Init(); FX_Spark_Init();
FX_Impact_Init(); FX_Impact_Init();
precache_model("sprites/640hud1.spr");
precache_model("sprites/640hud2.spr");
precache_model("sprites/640hud3.spr");
precache_model("sprites/640hud4.spr");
precache_model("sprites/640hud5.spr");
precache_model("sprites/640hud6.spr");
BEAM_TRIPMINE = particleeffectnum("weapon_tripmine.beam"); BEAM_TRIPMINE = particleeffectnum("weapon_tripmine.beam");
} }

View file

@ -14,9 +14,6 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/ */
float(entity foo, float chanid) getchannellevel = #0;
/* /*
================= =================
Client_Init Client_Init
@ -24,15 +21,18 @@ Client_Init
Comparable to worldspawn in SSQC in that it's mostly used for precaches Comparable to worldspawn in SSQC in that it's mostly used for precaches
================= =================
*/ */
void Client_Init(float apilevel, string enginename, float engineversion) void
Client_Init(float apilevel, string enginename, float engineversion)
{ {
} }
void Client_InitDone(void) void
Client_InitDone(void)
{ {
} }
void Game_RendererRestarted(string rstr) void
Game_RendererRestarted(string rstr)
{ {
FX_Blood_Init(); FX_Blood_Init();
FX_BreakModel_Init(); FX_BreakModel_Init();

View file

@ -14,9 +14,6 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/ */
float(entity foo, float chanid) getchannellevel = #0;
/* /*
================= =================
Client_Init Client_Init

View file

@ -75,6 +75,12 @@ float spr_flash2[4] = {
void void
HUD_Init(void) HUD_Init(void)
{ {
precache_model("sprites/640hud1.spr");
precache_model("sprites/640hud2.spr");
precache_model("sprites/640hud3.spr");
precache_model("sprites/640hud4.spr");
precache_model("sprites/640hud5.spr");
precache_model("sprites/640hud6.spr");
precache_model("sprites/640hud7.spr"); precache_model("sprites/640hud7.spr");
precache_model("sprites/640_logo.spr"); precache_model("sprites/640_logo.spr");
} }

View file

@ -40,12 +40,5 @@ Game_RendererRestarted(string rstr)
FX_GibHuman_Init(); FX_GibHuman_Init();
FX_Spark_Init(); FX_Spark_Init();
FX_Impact_Init(); FX_Impact_Init();
precache_model("sprites/640hud1.spr");
precache_model("sprites/640hud2.spr");
precache_model("sprites/640hud3.spr");
precache_model("sprites/640hud4.spr");
precache_model("sprites/640hud5.spr");
precache_model("sprites/640hud6.spr");
BEAM_TRIPMINE = particleeffectnum("weapon_tripmine.beam"); BEAM_TRIPMINE = particleeffectnum("weapon_tripmine.beam");
} }