Пример #1
0
void CHud::OnRender()
{
	if(!m_pClient->m_Snap.m_pGameInfoObj)
		return;

	m_Width = 300.0f*Graphics()->ScreenAspect();
	m_Height = 300.0f;
	Graphics()->MapScreen(0.0f, 0.0f, m_Width, m_Height);

	if(g_Config.m_ClShowhud)
	{
		if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_GAMEOVER))
			RenderHealthAndAmmo(m_pClient->m_Snap.m_pLocalCharacter);
		else if(m_pClient->m_Snap.m_SpecInfo.m_Active)
		{
			if(m_pClient->m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW)
				RenderHealthAndAmmo(&m_pClient->m_Snap.m_aCharacters[m_pClient->m_Snap.m_SpecInfo.m_SpectatorID].m_Cur);
			RenderSpectatorHud();
		}

		RenderGameTimer();
		RenderSuddenDeath();
		RenderScoreHud();
		RenderWarmupTimer();
		RenderFps();
		if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
			RenderConnectionWarning();
		RenderTeambalanceWarning();
		RenderVoting();
	}
	RenderCursor();
}
Пример #2
0
void CHud::OnRender()
{
	if(!m_pClient->m_Snap.m_pGameobj)
		return;
		
	m_Width = 300*Graphics()->ScreenAspect();

	bool Spectate = false;
	if(m_pClient->m_Snap.m_pLocalInfo && m_pClient->m_Snap.m_pLocalInfo->m_Team == TEAM_SPECTATORS)
		Spectate = true;
	
	if(m_pClient->m_Snap.m_pLocalCharacter && !Spectate && !(m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver))
		RenderHealthAndAmmo();

	RenderGameTimer();
	RenderSuddenDeath();
	RenderScoreHud();
	RenderWarmupTimer();
	RenderFps();
	if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
		RenderConnectionWarning();
	RenderTeambalanceWarning();
	RenderVoting();
	RenderCursor();
}
Пример #3
0
void CHud::OnRender()
{
	if(!m_pClient->m_Snap.m_pGameData)
		return;

	// dont render hud if the menu is active
	if(m_pClient->m_pMenus->IsActive())
		return;

	m_Width = 300.0f*Graphics()->ScreenAspect();
	m_Height = 300.0f;
	Graphics()->MapScreen(0.0f, 0.0f, m_Width, m_Height);

	if(g_Config.m_ClShowhud)
	{
		if(m_pClient->m_Snap.m_pLocalCharacter && !(m_pClient->m_Snap.m_pGameData->m_GameStateFlags&(GAMESTATEFLAG_ROUNDOVER|GAMESTATEFLAG_GAMEOVER)))
			RenderHealthAndAmmo(m_pClient->m_Snap.m_pLocalCharacter);
		else if(m_pClient->m_Snap.m_SpecInfo.m_Active)
		{
			if(m_pClient->m_Snap.m_SpecInfo.m_SpectatorID != -1)
				RenderHealthAndAmmo(&m_pClient->m_Snap.m_aCharacters[m_pClient->m_Snap.m_SpecInfo.m_SpectatorID].m_Cur);
			RenderSpectatorHud();
			RenderSpectatorNotification();
		}

		RenderGameTimer();
		RenderPauseTimer();
		RenderStartCountdown();
		RenderDeadNotification();
		RenderSuddenDeath();
		RenderScoreHud();
		RenderWarmupTimer();
		RenderFps();
		if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
			RenderConnectionWarning();
		RenderTeambalanceWarning();
		RenderVoting();
	}
	RenderCursor();
}