예제 #1
0
void Clock::refresh(double dt)
{ 
if ((h_hour==1)||(h_hour==-1)){timer+=h_hour*3600;UpdateChar();h_hour=2;};
if ((h_min==1)||(h_min==-1)){timer+=h_min*60;UpdateChar();h_min=2;};
if ((h_sec==1)||(h_sec==-1)){timer+=h_sec;UpdateChar();h_sec=2;};
if (h_stop==1)	{	//if working
		timer+=dt*direction;
		UpdateChar();
				}
if (h_stop==-1)strcpy(time,"88:88:88");//tester
}
예제 #2
0
void CScreenTeam::PrevModel()
{
	if (!m_nCurrentModel)
		m_nCurrentModel = g_pModelButeMgr->GetNumTeamModels();
	m_nCurrentModel--;
		
	if (m_nCurrentModel == m_nSkipModel)
		PrevModel();
	else
		UpdateChar();
}
예제 #3
0
void CScreenTeam::NextModel()
{
	m_nCurrentModel++;
	if (m_nCurrentModel >= g_pModelButeMgr->GetNumTeamModels())
		m_nCurrentModel = 0;

	if (m_nCurrentModel == m_nSkipModel)
		NextModel();
	else
		UpdateChar();
}
예제 #4
0
// Change in focus
void CScreenTeam::OnFocus(LTBOOL bFocus)
{
	CUserProfile *pProfile = g_pProfileMgr->GetCurrentProfile();

	LTBOOL bInMPGame = (IsMultiplayerGame() && g_pGameClientShell->IsWorldLoaded());		
	if (bFocus)
	{
		int n = 0;
		for (n = 0; n < g_pModelButeMgr->GetNumTeamModels(); n++)
		{
			ModelId id = g_pModelButeMgr->GetTeamModel(n);
			HMODELDB dummy = NULL;
			g_pILTModelClient->CacheModelDB(g_pModelButeMgr->GetModelFilename(id),dummy);
		}

		switch (g_pGameClientShell->GetGameType())
		{
		case eGameTypeTeamDeathmatch:
			m_nCurrentModel = pProfile->m_ServerGameOptions.GetTeamDeathmatch().m_nTeamModel[g_nCurTeam];
			m_nSkipModel = pProfile->m_ServerGameOptions.GetTeamDeathmatch().m_nTeamModel[1-g_nCurTeam];
			m_sTeamName = pProfile->m_ServerGameOptions.GetTeamDeathmatch().m_sTeamName[g_nCurTeam].c_str();
			break;
		case eGameTypeDoomsDay:
			m_nCurrentModel = pProfile->m_ServerGameOptions.GetDoomsday().m_nTeamModel[g_nCurTeam];
			m_nSkipModel = pProfile->m_ServerGameOptions.GetDoomsday().m_nTeamModel[1-g_nCurTeam];
			m_sTeamName = pProfile->m_ServerGameOptions.GetDoomsday().m_sTeamName[g_nCurTeam].c_str();
			break;
		};
		
		m_pName->SetString(1,m_sTeamName.c_str());

		m_pName->Enable(!bInMPGame);
		m_pModel->Enable(!bInMPGame);
		m_pLeft->Enable(!bInMPGame);
		m_pRight->Enable(!bInMPGame);


        UpdateData(LTFALSE);
	}
	else
	{
		UpdateData();
		int n = 0;
		for (n = 0; n < g_pModelButeMgr->GetNumTeamModels(); n++)
		{
			ModelId id = g_pModelButeMgr->GetTeamModel(n);
			g_pILTModelClient->UncacheModelDB(g_pModelButeMgr->GetModelFilename(id));
		}

		switch (g_pGameClientShell->GetGameType())
		{
		case eGameTypeTeamDeathmatch:
			pProfile->m_ServerGameOptions.GetTeamDeathmatch().m_nTeamModel[g_nCurTeam] = m_nCurrentModel;
			pProfile->m_ServerGameOptions.GetTeamDeathmatch().m_sTeamName[g_nCurTeam] = m_sTeamName;
			break;
		case eGameTypeDoomsDay:
			pProfile->m_ServerGameOptions.GetDoomsday().m_nTeamModel[g_nCurTeam] = m_nCurrentModel;
			pProfile->m_ServerGameOptions.GetDoomsday().m_sTeamName[g_nCurTeam] = m_sTeamName;
			break;
		};

		pProfile->Save();

	}
	CBaseScreen::OnFocus(bFocus);

	if (bFocus)
		UpdateChar();
}