void HintMessageToAllPlayers(const char *message) { hudtextparms_t textParms; textParms.x = -1.0f; textParms.y = -1.0f; textParms.effect = 0; textParms.r1 = 100; textParms.g1 = 255; textParms.b1 = 100; textParms.r2 = 255; textParms.g2 = 255; textParms.b2 = 255; textParms.fadeinTime = 1.0f; textParms.fadeoutTime = 5.0f; textParms.holdTime = 5.0f; textParms.fxTime = 0.0f; textParms.channel = 0; UTIL_HudMessageAll(textParms, message); }
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()); } } }