int CL_DLLEXPORT HUD_Redraw( float time, int intermission ) { // RecClHudRedraw(time, intermission); gHUD.Redraw( time, intermission ); return 1; }
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 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; }
int DLLEXPORT HUD_Redraw( float time, int intermission ) { gHUD.Redraw( time, intermission ); return 1; }