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 (); }
void DLLEXPORT HUD_Init( void ) { InitInput(); gHUD.Init(); gEngfuncs.pfnHookUserMsg( "Bhopcap", __MsgFunc_Bhopcap ); }
int DLLEXPORT HUD_VidInit( void ) { gHUD.VidInit(); VGui_Startup(); return 1; }
int EXPORT HUD_Init( void ) { InitInput(); gHUD.Init(); Scheme_Init(); return 1; }
void CL_DLLEXPORT HUD_Init( void ) { // RecClHudInit(); InitInput(); gHUD.Init(); Scheme_Init(); }
void DLLEXPORT HUD_Init( void ) { InitInput(); gHUD.Init(); #ifndef NO_VGUI Scheme_Init(); #endif }
int CL_DLLEXPORT HUD_Redraw( float time, int intermission ) { // RecClHudRedraw(time, intermission); gHUD.Redraw( time, intermission ); return 1; }
int CL_DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime ) { // RecClHudUpdateClientData(pcldata, flTime); IN_Commands(); return gHUD.UpdateClientData(pcldata, flTime ); }
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; }
int CL_DLLEXPORT HUD_VidInit( void ) { // RecClHudVidInit(); gHUD.VidInit(); VGui_Startup(); return 1; }
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; }
//----------------------------------------------------------------------------- // 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(); } }
int DLLEXPORT HUD_VidInit( void ) { gHUD.VidInit(); #ifndef NO_VGUI VGui_Startup(); #endif return 1; }
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; }
void DLLEXPORT HUD_Init( void ) { InitInput(); gHUD.Init(); Scheme_Init(); SetupLogging (); // buz // buz: enable CrashRpt library LoadCrashRpt(); }
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; }
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; }
void DLLEXPORT HUD_Reset( void ) { gHUD.VidInit(); }
int DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime ) { IN_Commands(); return gHUD.UpdateClientData(pcldata, flTime ); }
int DLLEXPORT HUD_Redraw( float time, int intermission ) { gHUD.Redraw( time, intermission ); return 1; }
void DLLEXPORT HUD_Init( void ) { InitInput(); gHUD.Init(); Scheme_Init(); }
int EXPORT HUD_Reset( void ) { gHUD.VidInit(); return 1; }
int EXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime ) { return gHUD.UpdateClientData(pcldata, flTime ); }
void CL_DLLEXPORT HUD_Reset( void ) { // RecClHudReset(); gHUD.VidInit(); }