Fixed glows, improved hitmarker, HUD is being redone, using skins
We use the community mods to make the game better
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parent
31f376ed14
commit
82ab3ba890
4 changed files with 23 additions and 18 deletions
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@ -6361,11 +6361,11 @@ void C_BaseEntity::AddVar( void *data, IInterpolatedVar *watcher, int type, bool
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if ( cl_interp_no_hermite.GetBool() )
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if ( cl_interp_no_hermite.GetBool() )
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{
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{
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type |= INTERPOLATE_LINEAR_ONLY;
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type |= INTERPOLATE_LINEAR_ONLY;
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DevMsg( "Linear only interpolation enabled for entity %i (varname: %s) !\n", index, watcher->GetDebugName());
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DevMsg( 3, "Linear only interpolation enabled for entity %p (varname: %s) !\n", this, watcher->GetDebugName());
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}
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}
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else
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else
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{
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{
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DevMsg( "Hermite interpolation enabled for entity: %i (varname: %s) !\n", index, watcher->GetDebugName());
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DevMsg( 3, "Hermite interpolation enabled for entity: %p (varname: %s) !\n", this, watcher->GetDebugName());
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}
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}
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for ( int i=0; i < m_VarMap.m_Entries.Count(); i++ )
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for ( int i=0; i < m_VarMap.m_Entries.Count(); i++ )
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@ -2516,7 +2516,7 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
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{
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{
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auto health_damages = event->GetInt( "dmg_health" );
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auto health_damages = event->GetInt( "dmg_health" );
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auto armor_damages = event->GetInt( "dmg_armor" );
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auto armor_damages = event->GetInt( "dmg_armor" );
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auto hitgroup = event->GetInt( "hitgroup" );
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// auto hitgroup = event->GetInt( "hitgroup" );
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CLocalPlayerFilter filter;
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CLocalPlayerFilter filter;
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EmitSound( filter, GetSoundSourceIndex(), "Player.Hitmark" );
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EmitSound( filter, GetSoundSourceIndex(), "Player.Hitmark" );
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@ -2525,31 +2525,36 @@ void C_CSPlayer::FireGameEvent( IGameEvent* event )
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if ( hudChat )
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if ( hudChat )
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{
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{
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char buffer_armor[256];
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char buffer_armor[32];
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if ( armor_damages > 0 )
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if ( armor_damages > 0 )
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{
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{
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V_sprintf_safe( buffer_armor,
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V_sprintf_safe( buffer_armor,
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" and \x7"
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" & \x7"
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"FF0000%i \x7"
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"00FFFF%i AP \x7"
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"FFFFFFarmor damage.",
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"FFFFFF",
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armor_damages );
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armor_damages );
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}
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}
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else
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else
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{
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{
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buffer_armor[0] = '.';
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buffer_armor[0] = 0;
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buffer_armor[1] = 0;
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}
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}
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auto realAP = max( player->GetHealth() - health_damages, 0 );
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auto realHP = max( player->ArmorValue() - armor_damages, 0 );
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hudChat->Printf( CHAT_FILTER_NONE,
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hudChat->Printf( CHAT_FILTER_NONE,
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"\7FFFFFFYou hit \x7"
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"\7FFFFFF\x7"
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"FF00FF%s\x7"
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"FF00FF%s\x7"
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"FFFFFF with \x7"
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"FFFFFF => \x7"
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"FF0000%i \x7"
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"FF0000%i HP \x7"
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"FFFFFFhealth damage%s",
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"FFFFFF%s \7FFFFFF(\7FF0000%i HP \7FFFFFF- \x7"
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"00FFFF%i AP\7FFFFFF)",
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player->GetPlayerName(),
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player->GetPlayerName(),
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health_damages,
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health_damages,
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buffer_armor );
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buffer_armor,
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realHP,
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realAP );
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m_bHasHitPlayer = true;
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m_bHasHitPlayer = true;
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}
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}
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@ -2954,8 +2959,8 @@ void C_CSPlayer::GetGlowEffectColor( float* r, float* g, float* b )
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if ( cl_cs_render_glow_behind_walls.GetInt() == 1 )
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if ( cl_cs_render_glow_behind_walls.GetInt() == 1 )
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{
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{
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m_bGlowOccluded = false;
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m_bGlowOccluded = true;
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m_bGlowNonOccluded = true;
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m_bGlowNonOccluded = false;
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}
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}
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else if ( cl_cs_render_glow_behind_walls.GetInt() == 2 )
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else if ( cl_cs_render_glow_behind_walls.GetInt() == 2 )
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{
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{
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@ -43,7 +43,7 @@ Color g_ColorBlue( 153, 204, 255, 255 );
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Color g_ColorRed( 255, 63, 63, 255 );
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Color g_ColorRed( 255, 63, 63, 255 );
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Color g_ColorGreen( 153, 255, 153, 255 );
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Color g_ColorGreen( 153, 255, 153, 255 );
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Color g_ColorDarkGreen( 64, 255, 64, 255 );
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Color g_ColorDarkGreen( 64, 255, 64, 255 );
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Color g_ColorYellow( 255, 178, 0, 255 );
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Color g_ColorYellow( 255, 255, 255, 255 );
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Color g_ColorGrey( 204, 204, 204, 255 );
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Color g_ColorGrey( 204, 204, 204, 255 );
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2
gamedata
2
gamedata
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@ -1 +1 @@
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Subproject commit 84f80d684bcc0c097d130cda7ad93cc37e5216e3
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Subproject commit ac577d892ceda11ddcba2606e4f2be3716849098
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