//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void __MsgFunc_UpdateJalopyRadar(bf_read &msg) { // Radar code here! if( !GetHudRadar() ) return; // Sometimes we update more quickly when we need to track something in high resolution. // Usually we do not, so default to false. GetHudRadar()->m_bUseFastUpdate = false; for( int i = 0 ; i < g_pJalopy->m_iNumRadarContacts ; i++ ) { if( g_pJalopy->m_iRadarContactType[i] == RADAR_CONTACT_DOG ) { GetHudRadar()->m_bUseFastUpdate = true; break; } } float flContactTimeToLive; if( GetHudRadar()->m_bUseFastUpdate ) { flContactTimeToLive = RADAR_UPDATE_FREQUENCY_FAST; } else { flContactTimeToLive = RADAR_UPDATE_FREQUENCY; } for( int i = 0 ; i < g_pJalopy->m_iNumRadarContacts ; i++ ) { GetHudRadar()->AddRadarContact( g_pJalopy->m_vecRadarContactPos[i], g_pJalopy->m_iRadarContactType[i], flContactTimeToLive ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_PropJeepEpisodic::Simulate( void ) { // Keep trying to hook to the radar. if( GetHudRadar() != NULL ) { // This is not our ideal long-term solution. This will only work if you only have // one jalopy in a given level. The Jalopy and the Radar Screen are currently both // assumed to be singletons. This is appropriate for EP2, however. (sjb) GetHudRadar()->SetVehicle( this ); } BaseClass::Simulate(); }