Added fixes to the VIP selection algorithm Particle fixes and tweaks Change how ModelGib calls are broadcast due to PVS issues on maps like cs_militia Fixed scoreboard coloring Fixed the random-number generation in some occasions Added gibmodels being able to have a random selection of submodels Added monetary rewards Added penalties for injuring/killing hostages Misc fixes to func_door and func_button in terms of triggering events
127 lines
3 KiB
C
127 lines
3 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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} else {
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print( sMessage );
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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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