Beispiel #1
0
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;
};
Beispiel #2
0
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;
}