- 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
69 lines
1.3 KiB
C
69 lines
1.3 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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vector g_hud_color;
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struct
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{
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//Viewmodel stuff
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entity eViewModel;
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entity eMuzzleflash;
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float fNumBones;
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float fEjectBone;
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vector vPunchAngle;
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float fLastWeapon;
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float fBobTime;
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float fBob;
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float damage_alpha;
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vector damage_pos;
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/* Camera Bob */
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float flCamMove;
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float flCamTime;
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int iCamCycle;
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float flCamFracSin;
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float flCamDelta;
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//Player fields
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entity ePlayer;
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vector vPlayerOrigin;
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vector vPlayerOriginOld;
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vector vPlayerVelocity;
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float fPlayerFlags;
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// Camera Fields
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//entity ePlayerEnt;
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vector vCameraPos;
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vector vCameraAngle;
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float fCameraTime;
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//UI fields
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float fVGUI_Display; // The VGUI menu currently being drawn
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int iShowScores; // This is seperated from the other VGUI stuff so we can check scores while buying and whatnot
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//buy menu
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// We can only carry one item per slot, so this is hacking around the last one
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float fHUDWeaponSelected;
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float fHUDWeaponSelectTime;
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// Input
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float fInputKeyCode;
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float fInputKeyASCII;
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float fInputKeyDown;
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int iInputAttack2;
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int iInputReload;
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int iInputUse;
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int iInputDuck;
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float fInputSendNext;
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} seats[4], *pSeat;
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void HUD_DrawAmmo1(void);
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void HUD_DrawAmmo2(void);
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void HUD_DrawAmmo3(void);
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