amxmodx/hlsdk/ricochet/cl_dll/flashlight.cpp

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2006-08-27 02:22:59 +00:00
/***
*
* Copyright (c) 1999, 2000 Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// flashlight.cpp
//
// implementation of CHudFlashlight class
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include <string.h>
#include <stdio.h>
DECLARE_MESSAGE(m_Flash, FlashBat)
DECLARE_MESSAGE(m_Flash, Flashlight)
#define BAT_NAME "sprites/%d_Flashlight.spr"
int CHudFlashlight::Init(void)
{
m_fFade = 0;
m_fOn = 0;
HOOK_MESSAGE(Flashlight);
HOOK_MESSAGE(FlashBat);
m_iFlags |= HUD_ACTIVE;
gHUD.AddHudElem(this);
return 1;
};
void CHudFlashlight::Reset(void)
{
m_fFade = 0;
m_fOn = 0;
}
int CHudFlashlight::VidInit(void)
{
int HUD_flash_empty = gHUD.GetSpriteIndex( "flash_empty" );
int HUD_flash_full = gHUD.GetSpriteIndex( "flash_full" );
int HUD_flash_beam = gHUD.GetSpriteIndex( "flash_beam" );
m_hSprite1 = gHUD.GetSprite(HUD_flash_empty);
m_hSprite2 = gHUD.GetSprite(HUD_flash_full);
m_hBeam = gHUD.GetSprite(HUD_flash_beam);
m_prc1 = &gHUD.GetSpriteRect(HUD_flash_empty);
m_prc2 = &gHUD.GetSpriteRect(HUD_flash_full);
m_prcBeam = &gHUD.GetSpriteRect(HUD_flash_beam);
m_iWidth = m_prc2->right - m_prc2->left;
return 1;
};
int CHudFlashlight:: MsgFunc_FlashBat(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int x = READ_BYTE();
m_iBat = x;
m_flBat = ((float)x)/100.0;
return 1;
}
int CHudFlashlight:: MsgFunc_Flashlight(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_fOn = READ_BYTE();
int x = READ_BYTE();
m_iBat = x;
m_flBat = ((float)x)/100.0;
return 1;
}
int CHudFlashlight::Draw(float flTime)
{
return 1;
}