- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
74 lines
1.5 KiB
C++
74 lines
1.5 KiB
C++
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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class sprite
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{
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float framerate;
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int loops;
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int maxframe;
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virtual void() think;
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};
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void sprite::think(void)
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{
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if (frame >= (maxframe-1)) {
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if (loops == 0) {
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remove(this);
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} else {
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frame = 0;
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}
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} else {
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frame += 1;
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}
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nextthink = time + (1 / framerate);
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}
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void Sprite_Animated(void)
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{
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spawnfunc_sprite();
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sprite me = (sprite)self;
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me.origin[0] = readcoord();
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me.origin[1] = readcoord();
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me.origin[2] = readcoord();
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me.modelindex = readfloat();
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me.framerate = readfloat();
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me.scale = readfloat();
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me.alpha = readfloat();
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me.effects = readfloat();
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me.colormod[0] = readfloat();
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me.colormod[1] = readfloat();
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me.colormod[2] = readfloat();
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me.drawmask = MASK_ENGINE;
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me.nextthink = time + (1 / me.framerate);
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me.maxframe = modelframecount(me.modelindex);
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me.loops = 1; /* repeats */
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setorigin(me, me.origin);
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}
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void Sprite_ParseEvent(void)
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{
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sprite spr = spawn(sprite);
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spr.origin[0] = readcoord();
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spr.origin[1] = readcoord();
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spr.origin[2] = readcoord();
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spr.modelindex = readfloat();
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spr.framerate = readfloat();
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spr.scale = readfloat();
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spr.alpha = readfloat();
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spr.effects = readfloat();
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spr.colormod[0] = readfloat();
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spr.colormod[1] = readfloat();
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spr.colormod[2] = readfloat();
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spr.drawmask = MASK_ENGINE;
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spr.nextthink = time + (1 / spr.framerate);
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spr.maxframe = modelframecount(spr.modelindex);
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spr.loops = 0; /* does not repeat */
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setorigin(spr, spr.origin);
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}
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