Client: Implement "startdark" key from worldspawn. Which is responsible for
the fade-in effect in c0a0 for example.
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2 changed files with 18 additions and 0 deletions
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@ -85,6 +85,19 @@ Fade_Update (int x, int y, int w, int h)
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pSeat->m_flFadeTime += clframetime;
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}
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void
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Fade_StartDark(void)
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{
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pSeat->m_vecFadeColor = [0.0, 0.0, 0.0];
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pSeat->m_flFadeMaxAlpha = 1.0;
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pSeat->m_flFadeDuration = 5.0;
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pSeat->m_flFadeHold = 4.0f;
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pSeat->m_flFadeStyle = EVF_FADEDROM;
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pSeat->m_flFadeTime = 0.0f;
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pSeat->m_flFadeAlpha = 1.0f;
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pSeat->m_iFadeActive = TRUE;
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}
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void
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Fade_Parse (void)
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{
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@ -50,6 +50,8 @@ var float g_flHDRIrisFadeUp = 0.1;
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var float g_flHDRIrisFadeDown = 0.5;
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var int g_iHDREnabled = 0;
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void Fade_StartDark(void);
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class worldspawn:NSEntity
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{
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void(void) worldspawn;
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@ -81,6 +83,9 @@ void
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worldspawn::SpawnKey(string strField, string strKey)
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{
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switch (strField) {
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case "startdark":
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Fade_StartDark();
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break;
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case "chaptertitle":
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GameMessage_Setup(strKey, 0);
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break;
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