nuclide/Source/Client/Draw.c
Marco Hladik dfae8b5dae Added the scoreboard
Added orbituaries
Added monetary rewards for objectives
Fixed weapons not switching/drawing after buying new ones
Added $16.000 salary cap
Fixed func_breakables always starting with 100HP
Fixed something about the doors
Fixed the Buymenu Exit button trying to buy ammunition
Fixed spawning behaviour between switching teams and modes
Fixed VIPs being able to switch teams midsession
Changed gamedir loading behaviour (attempts to read cstrike, then opencs)
2016-12-10 00:03:13 +01:00

125 lines
2.9 KiB
C

/*
OpenCS Project
Copyright (C) 2015 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#define PRINT_LOW 0
#define PRINT_MEDIUM 1
#define PRINT_HIGH 2
#define PRINT_CHAT 3
#define CHAT_LINES 5
#define CHAT_TIME 4
int iLineScroll;
float fChatTime;
string sMSGBuffer[ CHAT_LINES ];
/*
=================
CSQC_Parse_Print
Receives a message and sorts it into the chat messagebuffer
=================
*/
void CSQC_Parse_Print(string sMessage, float fLevel ) {
if ( fLevel == PRINT_CHAT ) {
if ( iLineScroll < ( CHAT_LINES - 1 ) ) {
sMSGBuffer[ iLineScroll + 1 ] = sMessage;
iLineScroll++;
} else {
for ( int i = 0; i < ( CHAT_LINES - 1 ); i++ ) {
sMSGBuffer[ i ] = sMSGBuffer[ i + 1 ];
}
sMSGBuffer[ CHAT_LINES - 1 ] = sMessage;
}
fChatTime = time + CHAT_TIME;
}
}
/*
=================
CSQC_DrawChat
Just prints whatever is in the chat buffer and removes lines after some time.
=================
*/
void CSQC_DrawChat( void ) {
vector vChatPos = [ 16, vVideoResolution_y - 128 ];
// Remove messages after a fChatTime has passed
if ( fChatTime < time && iLineScroll >= 0 ) {
sMSGBuffer[ iLineScroll ] = "";
iLineScroll--;
fChatTime = time + CHAT_TIME;
}
for ( int i = 0; i < CHAT_LINES; i++ ) {
drawstring( vChatPos, sMSGBuffer[ i ], '8 8 0', VGUI_WINDOW_FGCOLOR * 0.8, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
vChatPos_y += 12;
}
}
/*
=================
CSQC_UpdateView
Entry point for drawing on the client
=================
*/
void CSQC_UpdateView( float fWinWidth, float fWinHeight, float fGameFocus ) {
vVideoResolution_x = fWinWidth;
vVideoResolution_y = fWinHeight;
clearscene();
setproperty( VF_DRAWENGINESBAR, 0 );
setproperty( VF_DRAWCROSSHAIR, 0 );
addentities( MASK_ENGINE );
// When Cameratime is active, draw on the forced coords instead
if ( fCameraTime > time ) {
setproperty( VF_ORIGIN, vCameraPos) ;
setproperty( VF_ANGLES, vCameraAngle );
} else {
View_DrawViewModel();
}
renderscene();
if( fGameFocus == TRUE ) {
HUD_Draw();
CSQC_DrawChat();
if ( iShowScores == TRUE ) {
VGUI_Scores_Show();
} else {
CSQC_VGUI_Draw();
}
}
}
/*
=================
CSQC_UpdateViewLoading
Doesn't really do anything useful yet
=================
*/
void CSQC_UpdateViewLoading( float fWinWidth, float fWinHeight, float fGameFocus ) {
}