int CHudAmmo::Init(void) { gHUD.AddHudElem(this); HOOK_MESSAGE(CurWeapon); HOOK_MESSAGE(WeaponList); HOOK_MESSAGE(AmmoPickup); HOOK_MESSAGE(WeapPickup); HOOK_MESSAGE(ItemPickup); HOOK_MESSAGE(HideWeapon); HOOK_MESSAGE(AmmoX); HOOK_MESSAGE(Crosshair); HOOK_MESSAGE(Brass); HOOK_COMMAND("slot1", Slot1); HOOK_COMMAND("slot2", Slot2); HOOK_COMMAND("slot3", Slot3); HOOK_COMMAND("slot4", Slot4); HOOK_COMMAND("slot5", Slot5); HOOK_COMMAND("slot6", Slot6); HOOK_COMMAND("slot7", Slot7); HOOK_COMMAND("slot8", Slot8); HOOK_COMMAND("slot9", Slot9); HOOK_COMMAND("slot10", Slot10); HOOK_COMMAND("cancelselect", Close); HOOK_COMMAND("invnext", NextWeapon); HOOK_COMMAND("invprev", PrevWeapon); HOOK_COMMAND("adjust_crosshair", Adjust_Crosshair); HOOK_COMMAND("rebuy", Rebuy); HOOK_COMMAND("autobuy", Autobuy); Reset(); m_pHud_DrawHistory_Time = CVAR_CREATE( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 ); m_pHud_FastSwitch = CVAR_CREATE( "hud_fastswitch", "0", FCVAR_ARCHIVE ); // controls whether or not weapons can be selected in one keypress CVAR_CREATE( "cl_observercrosshair", "1", 0 ); m_pClCrosshairColor = CVAR_CREATE( "cl_crosshair_color", "50 250 50", FCVAR_ARCHIVE ); m_pClCrosshairTranslucent = CVAR_CREATE( "cl_crosshair_translucent", "1", FCVAR_ARCHIVE ); m_pClCrosshairSize = CVAR_CREATE( "cl_crosshair_size", "auto", FCVAR_ARCHIVE ); m_pClDynamicCrosshair = CVAR_CREATE("cl_dynamiccrosshair", "1", FCVAR_ARCHIVE); m_iFlags |= HUD_ACTIVE; //!!! m_R = 50; m_G = 250; m_B = 50; m_iAlpha = 200; m_cvarB = m_cvarR = m_cvarG = -1; m_iCurrentCrosshair = 0; m_bAdditive = 1; m_iCrosshairScaleBase = 1024; m_bDrawCrosshair = true; gWR.Init(); gHR.Init(); return 1; };
int CHudAmmo::Init( void ) { gHUD.AddHudElem( this ); HOOK_MESSAGE( CurWeapon ); HOOK_MESSAGE( WeaponList ); HOOK_MESSAGE( AmmoPickup ); HOOK_MESSAGE( WeapPickup ); HOOK_MESSAGE( ItemPickup ); HOOK_MESSAGE( HideWeapon ); HOOK_MESSAGE( AmmoX ); HOOK_COMMAND( "slot1", Slot1 ); HOOK_COMMAND( "slot2", Slot2 ); HOOK_COMMAND( "slot3", Slot3 ); HOOK_COMMAND( "slot4", Slot4 ); HOOK_COMMAND( "slot5", Slot5 ); HOOK_COMMAND( "slot6", Slot6 ); HOOK_COMMAND( "slot7", Slot7 ); HOOK_COMMAND( "slot8", Slot8 ); HOOK_COMMAND( "slot9", Slot9 ); HOOK_COMMAND( "slot10", Slot10 ); HOOK_COMMAND( "cancelselect", Close ); HOOK_COMMAND( "invnext", NextWeapon ); HOOK_COMMAND( "invprev", PrevWeapon ); Reset(); CVAR_REGISTER( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 ); // controls whether or not weapons can be selected in one keypress CVAR_REGISTER( "hud_fastswitch", "0", FCVAR_ARCHIVE ); m_iFlags |= HUD_ACTIVE; //!!! gWR.Init(); gHR.Init(); return 1; }