Exemple #1
0
void CheckPerfomMissionTarget(Player &player, Sprite &flagSprite, bool &missionTarget) {
	if (!missionTarget) {
		if (IntersectsRects(player.getRect(), GetSpriteRect(flagSprite))) {
			flagSprite.setScale(FLAG_MIN_SCALE, FLAG_MIN_SCALE);
			player.flag = true;
			missionTarget = true;
		}
	}
}
Exemple #2
0
int CHud :: DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b )
{
	int iWidth = GetSpriteRect( m_HUD_number_0 ).right - GetSpriteRect( m_HUD_number_0 ).left;
	int k;
	
	if( iNumber > 0 )
	{
		// SPR_Draw 100's
		if( iNumber >= 100 )
		{
			k = iNumber/100;
			SPR_Set( GetSprite( m_HUD_number_0 + k ), r, g, b );
			SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 + k ));
			x += iWidth;
		}
		else if( iFlags & ( DHN_3DIGITS ))
		{
			x += iWidth;
		}

		// SPR_Draw 10's
		if( iNumber >= 10 )
		{
			k = (iNumber % 100) / 10;
			SPR_Set( GetSprite( m_HUD_number_0 + k ), r, g, b );
			SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 + k ));
			x += iWidth;
		}
		else if( iFlags & ( DHN_3DIGITS | DHN_2DIGITS ))
		{
			x += iWidth;
		}

		// SPR_Draw ones
		k = iNumber % 10;
		SPR_Set( GetSprite( m_HUD_number_0 + k ), r, g, b );
		SPR_DrawAdditive( 0,  x, y, &GetSpriteRect( m_HUD_number_0 + k ));
		x += iWidth;
	} 
	else if( iFlags & DHN_DRAWZERO ) 
	{
		SPR_Set( GetSprite( m_HUD_number_0 ), r, g, b );

		// SPR_Draw 100's
		if( iFlags & ( DHN_3DIGITS ))
		{
			x += iWidth;
		}

		if( iFlags & ( DHN_3DIGITS|DHN_2DIGITS ))
			x += iWidth;

		SPR_DrawAdditive( 0,  x, y, &GetSpriteRect( m_HUD_number_0 ));
		x += iWidth;
	}
	return x;
}
void DrawRespawnBar()
{
	if(!g_iRespawnBar) return;
	if(g_iRespawnTime<=g_flTime) return;

	//Calculate Position Wide=432,High=72
	int iStartX,iStartY;
	iStartX = (int)(g_sScreenInfo.iWidth - 432)*0.5;
	iStartY = (int)g_sScreenInfo.iHeight*0.7;

	MH_DrawTGAFunction(g_Texture[g_iRSBgIndex].iTexture,255,255,255,255,iStartX,iStartY,1);
	//Draw bg
	/*Tri_Enable(GL_TEXTURE_2D);
	Tri_BindTexture(GL_TEXTURE_2D, g_MHTga[g_iRSBgIndex].texid);
	gEngfuncs.pTriAPI->Color4f(1,1,1,1);
	Tri_Enable(GL_BLEND);
	Tri_Enable(GL_ALPHA_TEST);
	Tri_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 
	Tri_AlphaFunc(GL_GREATER, 0.0);
	gEngfuncs.pTriAPI->Begin(TRI_QUADS);
		
	gEngfuncs.pTriAPI->TexCoord2f(0,1);
	gEngfuncs.pTriAPI->Vertex3f(iStartX,iStartY+g_MHTga[g_iRSBgIndex].height,0);

	gEngfuncs.pTriAPI->TexCoord2f(1,1);
	gEngfuncs.pTriAPI->Vertex3f(iStartX+g_MHTga[g_iRSBgIndex].width,iStartY+g_MHTga[g_iRSBgIndex].height,0);
		
	gEngfuncs.pTriAPI->TexCoord2f(1,0);
	gEngfuncs.pTriAPI->Vertex3f(iStartX+g_MHTga[g_iRSBgIndex].width,iStartY,0);
	
	gEngfuncs.pTriAPI->TexCoord2f(0,0);
	gEngfuncs.pTriAPI->Vertex3f(iStartX,iStartY,0);
	gEngfuncs.pTriAPI->End();*/
	//Draw Bar 419,9
	HSPRITE hBar;
	hBar =  GetSprite(g_iRSBarIndex);
	gEngfuncs.pfnSPR_Set(hBar, 255, 255, 255);
	//Calc Width
	wrect_t wrecSpr = GetSpriteRect(g_iRSBarIndex);
	wrecSpr.right = (int)419*(g_flTime-g_iRTStart)/(g_iRespawnTime-g_iRTStart);
	iStartX+=8;
	iStartY+=24;
	gEngfuncs.pfnSPR_Draw(0, iStartX,iStartY, &wrecSpr);

}