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