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 }
void CScreenTeam::PrevModel() { if (!m_nCurrentModel) m_nCurrentModel = g_pModelButeMgr->GetNumTeamModels(); m_nCurrentModel--; if (m_nCurrentModel == m_nSkipModel) PrevModel(); else UpdateChar(); }
void CScreenTeam::NextModel() { m_nCurrentModel++; if (m_nCurrentModel >= g_pModelButeMgr->GetNumTeamModels()) m_nCurrentModel = 0; if (m_nCurrentModel == m_nSkipModel) NextModel(); else UpdateChar(); }
// 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(); }