multi_manager entities now behave correctly when calling themselves in MULTITHREADED mode. Remove GS_RENDERFX option. Too many entities rely on its functionality anyway. Fixed some rendermode behaviour - ladders will no longer be visible. You can now see the playermodel (and no longer the viewmodel) in mirrors. Fixed a lot of warnings.
77 lines
2.2 KiB
C++
77 lines
2.2 KiB
C++
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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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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/*
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=================
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Voice_DrawHUD
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Draws a little notification for anyone using voice chat
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=================
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*/
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void
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Voice_DrawHUD(void)
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{
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vector pos = video_mins + [video_res[0] - 160, video_res[1] - 136];
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for (int i = -1; i > -32; i--) {
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if (getplayerkeyfloat(i, INFOKEY_P_VOIPSPEAKING) != 1) {
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continue;
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}
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/* borders */
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drawfill(pos, [144,24], [0,0,0], 0.5f);
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drawfill(pos, [144, 1], UI_MAINCOLOR, 1.0f);
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drawfill([pos[0], pos[1] + 23], [144, 1], UI_MAINCOLOR, 1.0f);
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drawfill(pos, [1, 24], UI_MAINCOLOR, 1.0f);
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drawfill([pos[0] + 143, pos[1]], [1, 24], UI_MAINCOLOR, 1.0f);
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/* icon */
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drawpic(
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pos + [2,0],
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"gfx/vgui/icntlk_sv.tga",
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[24,24],
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UI_MAINCOLOR,
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1.0f,
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DRAWFLAG_NORMAL
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);
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/* speaker name */
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Font_DrawText([pos[0] + 28, pos[1] + 8], getplayerkeyvalue(i, "name"), FONT_CON);
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pos[1] -= 32;
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}
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}
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/*
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=================
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Voice_Draw3D
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Draws an image above a player in-world if they're speaking over VoIP
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=================
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*/
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void
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Voice_Draw3D(entity t)
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{
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if (getplayerkeyfloat(t.entnum - 1, INFOKEY_P_VOIPSPEAKING)) {
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vector vpos = t.origin + [0,0,48];
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makevectors(view_angles);
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R_BeginPolygon("gfx/vgui/icntlk_pl");
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R_PolygonVertex(vpos + v_right * 8 - v_up * 8, [1,1], [1,1,1], 1.0f);
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R_PolygonVertex(vpos - v_right * 8 - v_up * 8, [0,1], [1,1,1], 1.0f);
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R_PolygonVertex(vpos - v_right * 8 + v_up * 8, [0,0], [1,1,1], 1.0f);
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R_PolygonVertex(vpos + v_right * 8 + v_up * 8, [1,0], [1,1,1], 1.0f);
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R_EndPolygon();
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}
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}
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