virtual void OnClick(Point pt, int widget, int click_count) { if (widget >= WID_TT_BEGIN && widget < WID_TT_END) { if (_ctrl_pressed) { /* toggle the bit of the transparencies lock variable */ ToggleTransparencyLock((TransparencyOption)(widget - WID_TT_BEGIN)); this->SetDirty(); } else { /* toggle the bit of the transparencies variable and play a sound */ ToggleTransparency((TransparencyOption)(widget - WID_TT_BEGIN)); if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP); MarkWholeScreenDirty(); } } else if (widget == WID_TT_BUTTONS) { uint i; for (i = WID_TT_BEGIN; i < WID_TT_END; i++) { const NWidgetBase *nwid = this->GetWidget<NWidgetBase>(i); if (IsInsideBS(pt.x, nwid->pos_x, nwid->current_x)) { break; } } if (i == WID_TT_LOADING || i == WID_TT_END) return; ToggleInvisibility((TransparencyOption)(i - WID_TT_BEGIN)); if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP); /* Redraw whole screen only if transparency is set */ if (IsTransparencySet((TransparencyOption)(i - WID_TT_BEGIN))) { MarkWholeScreenDirty(); } else { this->SetWidgetDirty(WID_TT_BUTTONS); } } }
void CSqueakGrenade :: Spawn( void ) { Precache( ); // motor pev->movetype = MOVETYPE_BOUNCE; pev->solid = SOLID_BBOX; inceptionDepth = 0; isStill = false; float health = gSkillData.snarkHealth; SET_MODEL(ENT(pev), "models/w_squeak.mdl"); UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8)); if ( auto depth = gameplayMods::snarkInception.isActive<int>() ) { inceptionDepth = *depth; } isPenguin = gameplayMods::snarkPenguins.isActive(); if ( isPenguin ) { SET_MODEL(ENT(pev), "models/w_pingu.mdl"); UTIL_SetSize(pev, Vector( -6, -6, 0), Vector(6, 6, 20)); health = gSkillData.headcrabHealth; if ( !gameplayMods::snarkNuclear.isActive() ) { pev->skin = 1; SetBodygroup( 1, 1 ); } } UTIL_SetOrigin( pev, pev->origin ); SetTouch( &CSqueakGrenade::SuperBounceTouch ); SetThink( &CSqueakGrenade::HuntThink ); pev->nextthink = gpGlobals->time + 0.1; m_flNextHunt = gpGlobals->time + 1E6; pev->flags |= FL_MONSTER; pev->takedamage = DAMAGE_AIM; pev->health = health; pev->gravity = 0.5; pev->friction = 0.5; pev->dmg = gSkillData.snarkDmgPop; m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY; m_flFieldOfView = 0; // 180 degrees if ( pev->owner ) m_hOwner = Instance( pev->owner ); m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned. pev->sequence = WSQUEAK_RUN; ResetSequenceInfo( ); canBeInvisible = TRUE; isInvisible = FALSE; formerRenderAmount = pev->renderamt; formerRenderMode = pev->rendermode; ToggleInvisibility(); }