experimental fix for hud sync issue

This commit is contained in:
David Anderson 2006-02-28 09:42:56 +00:00
parent a504caac62
commit d4c2bf154f
2 changed files with 28 additions and 2 deletions

View File

@ -78,6 +78,7 @@ new g_doubleKillId
new g_friend[33]
new g_firstBlood
new g_channel[33]
new g_main_sync
new g_MultiKillMsg[7][] =
{
@ -187,6 +188,8 @@ public plugin_init()
register_event("23", "chickenKill", "a", "1=108", /*"12=106", */ "15=4")
register_event("23", "radioKill", "a", "1=108", /*"12=294", */ "15=2")
}
g_main_sync = CreateHudSyncObj()
}
public plugin_cfg()
@ -347,7 +350,7 @@ public client_death(killer, victim, wpnindex, hitplace, TK)
get_user_name(ts[0], tname, 31)
set_hudmessage(0, 255, 255, -1.0, 0.35, 0, 6.0, 6.0, 0.5, 0.15, -1)
show_hudmessage(0, "%s vs. %s", ctname, tname)
ShowSyncHudMsg(0, g_main_sync, "%s vs. %s", ctname, tname)
play_sound("misc/maytheforce")
}
@ -438,7 +441,7 @@ public client_death(killer, victim, wpnindex, hitplace, TK)
replace(message, 127, "$kn", killer_name)
set_hudmessage(100, 100, 255, -1.0, 0.29, 0, 6.0, 6.0, 0.5, 0.15, -1)
show_hudmessage(players[i], "%s", message)
ShowSyncHudMsg(players[i], g_main_sync, "%s", message)
}
}

View File

@ -926,6 +926,29 @@ native module_exists(const logtag[]);
*/
native next_hudchannel(player);
/**
* Creates a HUD Synchronization Object. Create one of these
* for each section of the screen that contains overlapping HUD messages.
* For example, if you use both sides of the screen to display three messages
* that can potentially overlap, each side counts as a synchronizable area.
* You can then use ShowSyncHudMsg() to correctly synchronize displaying the
* HUD message with any other messages potentially in its class. Note that this
* does not yet do anything like reserve screen area, its sole purpose is to be
* able to wipe an old message on an auto-channel and ensure that it will not
* clear a message from another plugin.
* The parameters are kept blank for future use.
*/
native CreateHudSyncObj(num=0, ...);
/**
* Displays a synchronized HUD message. This will check that your
* HUD object has its previous display on the screen cleared before
* it proceeds to write another. It will only do this in the case
* of that channel not having been cleared already.
* Target can be 0 for all players or 1-get_maxplayers().
*/
native ShowSyncHudMsg(target, syncObj, const fmt[], ...);
//no
native int3();