示例#1
0
void HUD_Init( void )
{
	g_engfuncs.pfnAddCommand ("noclip", NULL, "enable or disable no clipping mode" );
	g_engfuncs.pfnAddCommand ("notarget", NULL, "notarget mode (monsters do not see you)" );
	g_engfuncs.pfnAddCommand ("fullupdate", NULL, "re-init HUD on start demo recording" );
	g_engfuncs.pfnAddCommand ("give", NULL, "give specified item or weapon" );
	g_engfuncs.pfnAddCommand ("drop", NULL, "drop current/specified item or weapon" );
	g_engfuncs.pfnAddCommand ("intermission", NULL, "go to intermission" );
	g_engfuncs.pfnAddCommand ("spectate", NULL, "enable spectator mode" );
	g_engfuncs.pfnAddCommand ("gametitle", NULL, "show game logo" );
	g_engfuncs.pfnAddCommand ("god", NULL, "classic cheat" );
	g_engfuncs.pfnAddCommand ("fov", NULL, "set client field of view" );
	g_engfuncs.pfnAddCommand ("fly", NULL, "fly mode (flight)" );

	HUD_ShutdownEffects ();

	g_pParticleSystems = new ParticleSystemManager();
	g_pViewRenderBeams = new CViewRenderBeams();
	g_pParticles = new CParticleSystem();
	g_pTempEnts = new CTempEnts();

	InitRain(); // init weather system

	gHUD.Init();

	IN_Init ();

	// link all events
	EV_HookEvents ();
}
示例#2
0
void DLLEXPORT HUD_Init( void )
{
	InitInput();
	gHUD.Init();

	gEngfuncs.pfnHookUserMsg( "Bhopcap", __MsgFunc_Bhopcap );
}
示例#3
0
int DLLEXPORT HUD_VidInit( void )
{
	gHUD.VidInit();
	VGui_Startup();

	return 1;
}
示例#4
0
文件: cdll_int.cpp 项目: Skumek/hlsdk
int EXPORT HUD_Init( void )
{
	InitInput();
	gHUD.Init();
	Scheme_Init();
	return 1;
}
示例#5
0
void CL_DLLEXPORT HUD_Init( void )
{
//	RecClHudInit();
	InitInput();
	gHUD.Init();
	Scheme_Init();
}
示例#6
0
void DLLEXPORT HUD_Init( void )
{
	InitInput();
	gHUD.Init();
#ifndef NO_VGUI
	Scheme_Init();
#endif
}
示例#7
0
int CL_DLLEXPORT HUD_Redraw( float time, int intermission )
{
//	RecClHudRedraw(time, intermission);

	gHUD.Redraw( time, intermission );

	return 1;
}
示例#8
0
int CL_DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
{
//	RecClHudUpdateClientData(pcldata, flTime);

	IN_Commands();

	return gHUD.UpdateClientData(pcldata, flTime );
}
示例#9
0
int DLLEXPORT HUD_Redraw( float time, int intermission )
{
//LRCTEMP 1.8	if (CVAR_GET_FLOAT("r_glow") != 0)	 //check the cvar for the glow is on.//AJH Modified to include glow mode (1&2)
//LRCTEMP 1.8		RenderScreenGlow(); // glow effect --FragBait0

	gHUD.Redraw( time, intermission );

	return 1;
}
示例#10
0
int CL_DLLEXPORT HUD_VidInit( void )
{
//	RecClHudVidInit();
	gHUD.VidInit();

	VGui_Startup();

	return 1;
}
示例#11
0
int DLLEXPORT HUD_VidInit( void )
{
	gHUD.VidInit();

	VGui_Startup();

//LRCTEMP 1.8	if (CVAR_GET_FLOAT("r_glow") != 0)	 //check the cvar for the glow is on.//AJH Modified to include glow mode (1&2)
//LRCTEMP 1.8		InitScreenGlow(); // glow effect --FragBait0
	return 1;
}
示例#12
0
文件: hud.cpp 项目: Yosam02/game
//-----------------------------------------------------------------------------
// Purpose: Allows HUD to modify input data
//-----------------------------------------------------------------------------
void CHud::ProcessInput(bool bActive)
{
    if (bActive)
    {
        m_iKeyBits = input->GetButtonBits(0);

        // Weaponbits need to be sent down as a UserMsg now.
        gHUD.Think();
    }
}
示例#13
0
int DLLEXPORT HUD_VidInit( void )
{
	gHUD.VidInit();

#ifndef NO_VGUI
	VGui_Startup();
#endif

	return 1;
}
示例#14
0
int HUD_Redraw( float flTime, int state )
{
	switch( state )
	{
	case CL_LOADING:
		DrawProgressBar();
		break;
	case CL_ACTIVE:
		gHUD.Redraw( flTime );
		break;
	case CL_PAUSED:
		gHUD.Redraw( flTime );
		DrawPause();
		break;
	case CL_CHANGELEVEL:
		DrawImageBar( 100, "m_loading" );
		break;
	}
	return 1;
}
示例#15
0
void DLLEXPORT HUD_Init( void )
{
	InitInput();
	gHUD.Init();
	Scheme_Init();
	
	SetupLogging (); // buz

	// buz: enable CrashRpt library
	LoadCrashRpt();
}
示例#16
0
int HUD_VidInit( void )
{
	if ( g_pParticleSystems )
		g_pParticleSystems->ClearSystems();

	if ( g_pViewRenderBeams )
		g_pViewRenderBeams->ClearBeams();

	if ( g_pParticles )
		g_pParticles->Clear();

	if ( g_pTempEnts )
		g_pTempEnts->Clear();

 	ResetRain ();
	
	gHUD.VidInit();

	return 1;
}
示例#17
0
int DLLEXPORT HUD_VidInit( void )
{
	gHUD.VidInit();
#ifdef USE_VGUI_FOR_GOLDSOURCE_SUPPORT
	vgui::Panel* root=(vgui::Panel*)gEngfuncs.VGui_GetPanel();
	if (root) {
		gEngfuncs.Con_Printf( "Root VGUI panel exists\n" );
		root->setBgColor(128,128,0,0);

		if (gViewPort != NULL)
		{
			gViewPort->Initialize();
		}
		else
		{
			gViewPort = new TeamFortressViewport(0,0,root->getWide(),root->getTall());
			gViewPort->setParent(root);
		}
	} else {
		gEngfuncs.Con_Printf( "Root VGUI panel does not exist\n" );
	}
#endif
	return 1;
}
示例#18
0
void DLLEXPORT HUD_Reset( void )
{
	gHUD.VidInit();
}
示例#19
0
int DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
{
	IN_Commands();

	return gHUD.UpdateClientData(pcldata, flTime );
}
示例#20
0
int DLLEXPORT HUD_Redraw( float time, int intermission )
{
	gHUD.Redraw( time, intermission );

	return 1;
}
示例#21
0
void DLLEXPORT HUD_Init( void )
{
	InitInput();
	gHUD.Init();
	Scheme_Init();
}
示例#22
0
int EXPORT HUD_Reset( void )
{
    gHUD.VidInit();
    return 1;
}
示例#23
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int EXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
{
    return gHUD.UpdateClientData(pcldata, flTime );
}
示例#24
0
void CL_DLLEXPORT HUD_Reset( void )
{
//	RecClHudReset();

	gHUD.VidInit();
}