123 lines
3.8 KiB
C
123 lines
3.8 KiB
C
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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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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#include "textmenu.h"
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/* flags for 2d drawing */
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#define DRAWFLAG_NORMAL 0
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#define DRAWFLAG_ADDITIVE 1
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#define DRAWFLAG_MODULATE 2
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#define DRAWFLAG_2XMODULATE 3
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/* undocumented printcall types */
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#define PRINT_LOW 0
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#define PRINT_MEDIUM 1
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#define PRINT_HIGH 2
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#define PRINT_CHAT 3
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/* fonts */
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var float FONT_16;
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var float FONT_20;
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var float FONT_CON;
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/* clientside cvars */
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var float autocvar_cl_bob = 0;
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var float autocvar_v_bob = 0.01;
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var float autocvar_v_bobcycle = 0.8;
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var float autocvar_v_bobup = 0.5;
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var float autocvar_zoom_sensitivity = 1.0f;
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var int autocvar_cl_smoothstairs = TRUE;
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var int autocvar_cl_thirdperson = FALSE;
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var int autocvar_v_bobclassic = TRUE;
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var int autocvar_v_lefthanded = FALSE;
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var string autocvar_cl_logofile = "lambda";
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var vector autocvar_cl_logocolor = [255,0,0];
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var vector autocvar_con_color = [255,150,0];
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var vector autocvar_vgui_color = [255,170,0];
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var vector autocvar_v_gunofs = [0,0,0];
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var int autocvar_r_viewmodelpass = 0;
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var float autocvar_r_viewmodelfov = 90.0f;
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var float autocvar_r_viewmodelscale = 1.0f;
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var float autocvar_cl_hudaspect = 0.0f;
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/* particle descriptors */
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var float PART_DUSTMOTE;
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/* muzzleflash indices */
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var int MUZZLE_SMALL;
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var int MUZZLE_RIFLE;
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var int MUZZLE_WEIRD;
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var int SHELL_DEFAULT;
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var int SHELL_SHOTGUN;
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/* misc globals */
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vector video_mins;
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vector video_res;
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vector mouse_pos;
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int g_iIntermission;
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int g_iWorldInitialized;
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/* this actually belongs in builtins.h since its an undocumented global */
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float clframetime;
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/* prototypes */
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void Damage_Draw(void);
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string(string modelname, int frame, float frametime) spriteframe = #0;
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void
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drawstring_r(vector p, string t, vector s, vector c, float a, float f)
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{
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p[0] -= stringwidth(t, TRUE, s);
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drawstring(p, t, s, c, a, f);
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}
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void GameMessage_Setup(string, int);
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void Game_Input(void);
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void View_SetMuzzleflash(int);
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void Event_Callback(float mtime, __inout float btime);
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void View_AddEvent(void(void) pCallback, float flTime);
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void View_PlayAnimation(int);
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void View_PlayAnimation(int);
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void Vox_Play(string);
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void Event_ProcessModel(float, int, string);
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void ClientGame_ModelEvent(float, int, string);
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/* this really should be done in-engine */
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__wrap float(vector pos, string pic, vector size, vector rgb, float alpha, optional float drawflag) drawpic =
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{
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return prior([(int)pos[0],(int)pos[1]], pic, size, rgb, alpha, drawflag);
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};
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__wrap void(vector pos, vector sz, string pic, vector srcpos, vector srcsz, vector rgb, float alpha, optional float drawflag) drawsubpic =
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{
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return prior([(int)pos[0],(int)pos[1]], sz, pic, srcpos, srcsz, rgb, alpha, drawflag);
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};
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void drawrect(vector pos, vector sz, float thickness, vector rgb, float al, optional float dfl)
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{
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/* top */
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drawfill(pos, [sz[0], thickness], rgb, al, dfl);
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/* bottom */
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drawfill(pos + [0, sz[1] - thickness], [sz[0], thickness], rgb, al, dfl);
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/* left */
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drawfill(pos + [0, thickness], [thickness, sz[1] - (thickness * 2)], rgb, al, dfl);
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/* right */
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drawfill(pos + [sz[0] - thickness, thickness], [thickness, sz[1] - (thickness * 2)], rgb, al, dfl);
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}
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