void CGameText::Display( CBaseEntity *pActivator ) { if ( !CanFireForActivator( pActivator ) ) return; #ifdef SecobMod__Enable_Fixed_Multiplayer_AI // also send to all if we haven't got a specific activator player to send to if ( MessageToAll() || !pActivator || !pActivator->IsPlayer() ) #else if ( MessageToAll() ) #endif //SecobMod__Enable_Fixed_Multiplayer_AI if ( MessageToAll() ) { UTIL_HudMessageAll( m_textParms, MessageGet() ); } else { #ifdef SecobMod__Enable_Fixed_Multiplayer_AI UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() ); #else // If we're in singleplayer, show the message to the player. if ( gpGlobals->maxClients == 1 ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); UTIL_HudMessage( pPlayer, m_textParms, MessageGet() ); } // Otherwise show the message to the player that triggered us. else if ( pActivator && pActivator->IsNetClient() ) { UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() ); } #endif //SecobMod__Enable_Fixed_Multiplayer_AI } }
void CGameText::Display( CBaseEntity *pActivator ) { if ( !CanFireForActivator( pActivator ) ) return; char fontbuf[48]; FontGet(fontbuf); if ( MessageToAll() ) { UTIL_HudMessageAll( m_textParms, MessageGet(), fontbuf ); } else { // If we're in singleplayer, show the message to the player. if ( gpGlobals->maxClients == 1 ) { CBasePlayer *pPlayer = UTIL_GetLocalPlayer(); UTIL_HudMessage( pPlayer, m_textParms, MessageGet(), fontbuf ); } // Otherwise show the message to the player that triggered us. else if ( pActivator && pActivator->IsNetClient() ) { UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet(), fontbuf ); } } }
void CGameText::Display( CBaseEntity *pActivator ) { if ( !CanFireForActivator( pActivator ) ) return; // also send to all if we haven't got a specific activator player to send to if ( MessageToAll() || !pActivator || !pActivator->IsPlayer() ) UTIL_HudMessageAll( m_textParms, MessageGet() ); else UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() ); }
void CGameText::Display( CBaseEntity *pActivator ) { if ( !CanFireForActivator( pActivator ) ) return; if (MessageToAll() || !pActivator || !pActivator->IsPlayer()) { UTIL_HudMessageAll( m_textParms, MessageGet() ); } else { UTIL_HudMessage(ToBasePlayer(pActivator), m_textParms, MessageGet()); } }
void CGameText::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) { if (!CanFireForActivator(pActivator)) return; if (MessageToAll()) { UTIL_HudMessageAll(m_textParms, MessageGet()); } else { if (pActivator->IsNetClient()) { UTIL_HudMessage(pActivator, m_textParms, MessageGet()); } } }