//.gm active bool ChatHandler::HandleGMActiveCommand(const char* args, WorldSession* m_session) { auto player = m_session->GetPlayer(); bool toggle_no_notice = std::string(args) == "no_notice" ? true : false; if (player->isGMFlagSet()) { if (!toggle_no_notice) { SystemMessage(m_session, "GM Flag removed."); BlueSystemMessage(m_session, "<GM> Will no longer show in chat messages or above your name until you use this command again."); } player->removePlayerFlags(PLAYER_FLAG_GM); player->SetFaction(player->GetInitialFactionId()); player->UpdatePvPArea(); player->UpdateVisibility(); } else { if (player->hasPlayerFlags(PLAYER_FLAG_DEVELOPER)) HandleGMDevTagCommand("no_notice", m_session); SystemMessage(m_session, "GM Flag set."); BlueSystemMessage(m_session, "<GM> will now appear above your name and in chat messages until you use this command again."); player->addPlayerFlags(PLAYER_FLAG_GM); player->SetFaction(35); player->RemovePvPFlag(); player->UpdateVisibility(); } return true; }
//----------------------------------------------------------------------------- C_BaseAnimating * C_CHostage::BecomeRagdollOnClient() { if ( g_RagdollLVManager.IsLowViolence() ) { // We can't just play the low-violence anim ourselves, since we're about to be deleted by the server. // So, let's create another entity that can play the anim and stick around. C_LowViolenceHostageDeathModel *pLowViolenceModel = new C_LowViolenceHostageDeathModel(); m_createdLowViolenceRagdoll = pLowViolenceModel->SetupLowViolenceModel( this ); if ( m_createdLowViolenceRagdoll ) { UpdateVisibility(); g_HostageRagdolls.AddToTail( pLowViolenceModel ); return pLowViolenceModel; } else { // if we don't have a low-violence death anim, don't create a ragdoll. return NULL; } } C_BaseAnimating *pRagdoll = BaseClass::BecomeRagdollOnClient(); if ( pRagdoll && pRagdoll != this ) { g_HostageRagdolls.AddToTail( pRagdoll ); } return pRagdoll; }
void DiInstanceBatch::CullingUpdate( DiRenderBatchGroup* group, DiCamera* ) { mDirtyAnimation = false; UpdateVisibility(); mPrimitiveCount = mMeshReference->GetSubMesh(mCreator->mSubMeshIdx)->GetPrimitiveCount(); mPrimitiveCount *= GetModelNums(); if( mVisible ) { if (HasSkeleton()) { InstancedModelVec::const_iterator itor = mInstancedModels.begin(); InstancedModelVec::const_iterator end = mInstancedModels.end(); while( itor != end ) { mDirtyAnimation |= (*itor)->UpdateAnimation(); ++itor; } } group->AddRenderUnit( this ); } mVisible = true; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_NPC_Puppet::ClientThink( void ) { if ( m_hAnimationTarget == NULL ) return; C_BaseAnimating *pTarget = m_hAnimationTarget->GetBaseAnimating(); if ( pTarget == NULL ) return; int nTargetSequence = pTarget->GetSequence(); const char *pSequenceName = pTarget->GetSequenceName( nTargetSequence ); int nSequence = LookupSequence( pSequenceName ); if ( nSequence >= 0 ) { if ( nSequence != GetSequence() ) { SetSequence( nSequence ); UpdateVisibility(); } SetCycle( pTarget->GetCycle() ); SetPlaybackRate( pTarget->GetPlaybackRate() ); } }
void SuggestionsSidebarBlock::ClearMessage() { m_msgPresent = false; m_msgText->SetAndWrapLabel(""); UpdateVisibility(); m_parent->Layout(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool C_FuncPhysicsRespawnZone::Initialize( void ) { if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false ) return false; SetSolid( SOLID_BSP ); AddSolidFlags( FSOLID_NOT_SOLID ); AddSolidFlags( FSOLID_TRIGGER ); SetMoveType( MOVETYPE_NONE ); const model_t *mod = GetModel(); if ( mod ) { Vector mins, maxs; modelinfo->GetModelBounds( mod, mins, maxs ); SetCollisionBounds( mins, maxs ); } Spawn(); AddEffects( EF_NODRAW ); UpdatePartitionListEntry(); CollisionProp()->UpdatePartition(); UpdateVisibility(); SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) ); return true; }
bool CGUIFixedListContainer::OnMessage(CGUIMessage& message) { if (message.GetControlId() == GetID() ) { if (message.GetMessage() == GUI_MSG_ITEM_SELECT) { if (m_loading) { m_savedSelected = message.GetParam1(); } else { UpdateVisibility(); SelectItem(message.GetParam1()); } return true; } else if (message.GetMessage() == GUI_MSG_PAGE_UP) { CAction action; action.id = ACTION_PAGE_UP; return OnAction(action); } else if (message.GetMessage() == GUI_MSG_PAGE_DOWN) { CAction action; action.id = ACTION_PAGE_DOWN; return OnAction(action); } } return CGUIBaseContainer::OnMessage(message); }
void DiInstanceBatch::Update(DiCamera* camera) { mCurrentCamera = camera; mDirtyAnimation = false; UpdateVisibility(); mPrimitiveCount = mMeshReference->GetSubMesh(mCreator->mSubMeshIdx)->GetPrimitiveCount(); mPrimitiveCount *= GetModelNums(); if (mVisible) { if (HasSkeleton()) { auto itor = mInstancedModels.begin(); auto end = mInstancedModels.end(); while (itor != end) { mDirtyAnimation |= (*itor)->UpdateAnimation(); ++itor; } } mAddToBatch = true; } mVisible = true; }
void SuggestionsSidebarBlock::ClearSuggestions() { m_pendingQueries = 0; m_suggestions.clear(); UpdateSuggestionsMenu(); UpdateVisibility(); }
void Show(const PixelRect &rc) override { assert(!visible); visible = true; UpdatePositions(rc); UpdateVisibility(); }
bool psEntityLabels::HandleEvent(iEvent& /*ev*/) { static unsigned int count = 0; if (++count%10 != 0) // Update once every 10th frame return false; if (celClient->GetMainPlayer() == NULL) return false; // Not loaded yet if (visItems == LABEL_ALWAYS || visCreatures == LABEL_ALWAYS) { UpdateVisibility(); } if (visItems == LABEL_ONMOUSE || visCreatures == LABEL_ONMOUSE) { UpdateMouseover(); } if (visItems == LABEL_ONTARGET || visCreatures == LABEL_ONTARGET) { UpdateTarget(); } return false; }
void SuggestionsSidebarBlock::SetMessage(const wxString& icon, const wxString& text) { m_msgPresent = true; m_msgIcon->SetBitmap(wxArtProvider::GetBitmap(icon)); m_msgText->SetAndWrapLabel(text); UpdateVisibility(); m_parent->Layout(); }
void C_NEOPlayer::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); if ( updateType == DATA_UPDATE_CREATED ) SetNextClientThink( -1293.f ); UpdateVisibility(); }
void Update(bool _edit, bool _mutate, bool _down, bool _up) { show_edit = _edit; show_mutate = _mutate; show_down = _down; show_up = _up; if (visible) UpdateVisibility(); }
void MySwitchableTextEditor::SetEditorMode(bool edit) { if(edit == m_editor_mode) return; QString text = GetTextHtml(); m_editor_mode = edit; UpdateVisibility(); SetTextHtml(text); }
void MySwitchableTextEditor::SetLineMode(bool en) { if(m_line_mode == en) return; QString text = GetTextHtml(); m_line_mode = en; SetTextHtml(text); UpdateVisibility(); }
void CCustomDetector::UpdateCL() { inherited::UpdateCL(); UpdateVisibility (); if( !IsWorking() ) return; UpfateWork (); }
//----------------------------------------------------------------------------- // Purpose: // Input : bnewentity - //----------------------------------------------------------------------------- void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged(updateType); CHandle< C_BaseCombatWeapon > handle; handle = this; // If it's being carried by the *local* player, on the first update, // find the registered weapon for this ID C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if (!pPlayer || !IsBeingCarried() || (GetOwner() != pPlayer) ) { // BRJ 10/14/02 // FIXME: Remove when Yahn's client-side prediction is done // It's a hacky workaround for the model indices fighting // (GetRenderBounds uses the model index, which is for the view model) SetModelIndex( GetWorldModelIndex() ); UpdateVisibility(); m_iOldState = m_iState; return; } // If I was just picked up, or created & immediately carried, add myself to this client's list of weapons if ( (m_iState != WEAPON_NOT_CARRIED ) && (m_iOldState == WEAPON_NOT_CARRIED) ) { // Tell the HUD this weapon's been picked up if ( ShouldDrawPickup() ) { CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection(); if ( pHudSelection ) { pHudSelection->OnWeaponPickup( this ); } pPlayer->EmitSound( "Player.PickupWeapon" ); } } UpdateVisibility(); m_iOldState = m_iState; m_bJustRestored = false; }
void C_HL2MP_Player::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type ); if ( type == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); } UpdateVisibility(); }
void SuggestionsSidebarBlock::Show(bool show) { SidebarBlock::Show(show); if (show) { UpdateVisibility(); } else { ClearSuggestionsMenu(); } }
void C_RotatingPickup::PostDataUpdate(DataUpdateType_t updateType) { if (m_bRespawning_Cache != m_bRespawning) { // Appear/disappear UpdateVisibility(); ClientRotAng.y = 0; m_bRespawning_Cache = m_bRespawning; } return BaseClass::PostDataUpdate(updateType); }
void SLogVisualizerTimeline::AddEntry(const FVisualLogDevice::FVisualLogEntryItem& Entry) { //Entries.Add(Entry); ULogVisualizerSettings* Settings = ULogVisualizerSettings::StaticClass()->GetDefaultObject<ULogVisualizerSettings>(); FVisualLoggerDBRow& DataRow = FVisualLoggerDatabase::Get().GetRowByName(GetName()); const TArray<FVisualLogDevice::FVisualLogEntryItem>& Entries = DataRow.GetItems(); UpdateVisibility(); }
void CGUIDialog::DoProcess(unsigned int currentTime, CDirtyRegionList &dirtyregions) { UpdateVisibility(); // if we were running but now we're not, mark us dirty if (!m_active && m_wasRunning) dirtyregions.push_back(m_renderRegion); if (m_active) CGUIWindow::DoProcess(currentTime, dirtyregions); m_wasRunning = m_active; }
//================================================================================ // Update hitbox positions and visibility // This function can be very expensive, it should only be called for the active enemy. //================================================================================ void CEntityMemory::UpdateHitboxAndVisibility() { VPROF_BUDGET("CEntityMemory::UpdateHitboxAndVisibility", VPROF_BUDGETGROUP_BOTS_EXPENSIVE); // For now let's assume that we do not know Hitbox and therefore we have no vision UpdateVisibility(false); m_Hitbox.Reset(); m_VisibleHitbox.Reset(); // We obtain the positions of the Hitbox Utils::GetHitboxPositions(GetEntity(), m_Hitbox); if (!m_Hitbox.IsValid()) return; { VPROF_BUDGET("UpdateVisibility", VPROF_BUDGETGROUP_BOTS_EXPENSIVE); // Now let's check if we can see any of them if (m_pBot->GetDecision()->IsAbleToSee(m_Hitbox.head)) { m_VisibleHitbox.head = m_Hitbox.head; UpdateVisibility(true); } if (m_pBot->GetDecision()->IsAbleToSee(m_Hitbox.chest)) { m_VisibleHitbox.chest = m_Hitbox.chest; UpdateVisibility(true); } if (m_pBot->GetDecision()->IsAbleToSee(m_Hitbox.feet)) { m_VisibleHitbox.feet = m_Hitbox.feet; UpdateVisibility(true); } } // We update the ideal position GetVisibleHitboxPosition(m_vecIdealPosition, m_pBot->GetProfile()->GetFavoriteHitbox()); }
//----------------------------------------------------------------------------- // Purpose: Scales the bones based on the current scales //----------------------------------------------------------------------------- void C_PropPuzzleBox::ApplyBoneMatrixTransform( matrix3x4_t& transform ) { BaseClass::ApplyBoneMatrixTransform( transform ); // Find the scale for this frame CalculateScale(); VectorScale( transform[0], m_flCurrentScale[0], transform[0] ); VectorScale( transform[1], m_flCurrentScale[1], transform[1] ); VectorScale( transform[2], m_flCurrentScale[2], transform[2] ); UpdateVisibility(); }
//----------------------------------------------------------------------------- // Purpose: // Input : bnewentity - //----------------------------------------------------------------------------- void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged(updateType); CHandle< C_BaseCombatWeapon > handle = this; // If it's being carried by the *local* player, on the first update, // find the registered weapon for this ID C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); C_BaseCombatCharacter *pOwner = GetOwner(); // check if weapon is carried by local player bool bIsLocalPlayer = pPlayer && pPlayer == pOwner; if ( bIsLocalPlayer && ShouldDrawLocalPlayerViewModel() ) // TODO: figure out the purpose of the ShouldDrawLocalPlayer() test. { // If I was just picked up, or created & immediately carried, add myself to this client's list of weapons if ( (m_iState != WEAPON_NOT_CARRIED ) && (m_iOldState == WEAPON_NOT_CARRIED) ) { // Tell the HUD this weapon's been picked up if ( ShouldDrawPickup() ) { CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection(); if ( pHudSelection ) { pHudSelection->OnWeaponPickup( this ); } pPlayer->EmitSound( "Player.PickupWeapon" ); } } } else // weapon carried by other player or not at all { int overrideModelIndex = CalcOverrideModelIndex(); if( overrideModelIndex != -1 && overrideModelIndex != GetModelIndex() ) { SetModelIndex( overrideModelIndex ); } } if ( updateType == DATA_UPDATE_CREATED ) { UpdateVisibility(); } m_iOldState = m_iState; m_bJustRestored = false; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CSprite::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType ); // Only think when sapping SetNextClientThink( CLIENT_THINK_ALWAYS ); if ( updateType == DATA_UPDATE_CREATED ) { m_flStartScale = m_flDestScale = m_flSpriteScale; m_nStartBrightness = m_nDestBrightness = m_nBrightness; } UpdateVisibility(); }
//----------------------------------------------------------------------------- // Purpose: // Input : bnewentity - //----------------------------------------------------------------------------- void C_BaseCombatWeapon::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged(updateType); CHandle< C_BaseCombatWeapon > handle = this; // If it's being carried by the *local* player, on the first update, // find the registered weapon for this ID C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); C_BaseCombatCharacter *pOwner = GetOwner(); // check if weapon is carried by local player bool bIsLocalPlayer = pPlayer && pPlayer == pOwner; if ( bIsLocalPlayer && !ShouldDrawLocalPlayer() ) { // If I was just picked up, or created & immediately carried, add myself to this client's list of weapons if ( (m_iState != WEAPON_NOT_CARRIED ) && (m_iOldState == WEAPON_NOT_CARRIED) ) { // Tell the HUD this weapon's been picked up if ( ShouldDrawPickup() ) { CBaseHudWeaponSelection *pHudSelection = GetHudWeaponSelection(); if ( pHudSelection ) { pHudSelection->OnWeaponPickup( this ); } pPlayer->EmitSound( "Player.PickupWeapon" ); } } } else // weapon carried by other player or not at all { // See comment below EnsureCorrectRenderingModel(); } UpdateVisibility(); m_iOldState = m_iState; m_bJustRestored = false; }
void CClientObject::StreamedInPulse ( void ) { // Some things to do if low LOD object if ( m_bIsLowLod ) { // Manually update attaching in case other object is streamed out DoAttaching (); // Be hidden if all HighLodObjects are fully visible m_IsHiddenLowLod = true; if ( m_HighLodObjectList.empty () ) m_IsHiddenLowLod = false; for ( std::vector < CClientObject* >::iterator iter = m_HighLodObjectList.begin () ; iter != m_HighLodObjectList.end () ; ++iter ) { CObject* pObject = (*iter)->m_pObject; if ( !pObject || !pObject->IsFullyVisible () ) { m_IsHiddenLowLod = false; break; } } UpdateVisibility (); } // Are we not a static object (allowed to move by physics) if ( !m_bIsStatic ) { // Grab our actual position (as GTA moves it too) CVector vecPosition = *m_pObject->GetPosition (); // Has it moved without MTA knowing? if ( vecPosition != m_vecPosition ) { m_vecPosition = vecPosition; // Update our streaming position UpdateStreamPosition ( m_vecPosition ); } } }
/** * MySwitchableTextEditor */ MySwitchableTextEditor::MySwitchableTextEditor(QWidget *parent) :QWidget(parent) { QVBoxLayout *layout = new QVBoxLayout(this); m_edit = new MyTextEditor(this); m_label = new QLabel(this); m_label->setTextFormat(Qt::RichText); m_label->setAlignment(Qt::AlignTop); m_line = new QLineEdit(this); layout->addWidget(m_label); layout->addWidget(m_edit); layout->addWidget(m_line); setLayout(layout); m_editor_mode = false; m_line_mode = false; UpdateVisibility(); }