+#include "cl_vehicles.qh"
const string vCROSS_BURST = "gfx/vehicles/crosshair_burst.tga";
const string vCROSS_DROP = "gfx/vehicles/crosshair_drop.tga";
const string vCROSS_GUIDE = "gfx/vehicles/crosshair_guide.tga";
return;
vector size = draw_getimagesize(this.axh_image) * autocvar_cl_vehicles_crosshair_size;
- vector pos = project_3d_to_2d(this.move_origin) - 0.5 * size;
+ vector pos = project_3d_to_2d(this.origin) - 0.5 * size;
if (!(pos.z < 0 || pos.x < 0 || pos.y < 0 || pos.x > vid_conwidth || pos.y > vid_conheight))
{
NET_HANDLE(ENT_CLIENT_AUXILIARYXHAIR, bool isnew)
{
+ int sf = ReadByte();
+
int axh_id = bound(0, ReadByte(), MAX_AXH);
- entity axh = AuxiliaryXhair[axh_id];
+ entity axh = AuxiliaryXhair[axh_id];
- if(axh == world || wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
+ if(axh == NULL || wasfreed(axh))
{
- axh = spawn();
+ axh = new(auxiliary_crosshair);
axh.draw2d = func_null;
axh.drawmask = MASK_NORMAL;
axh.axh_drawflag = DRAWFLAG_ADDITIVE;
axh.axh_image = vCROSS_HINT;
axh.alpha = 1;
AuxiliaryXhair[axh_id] = axh;
+ IL_PUSH(g_drawables_2d, axh);
+ }
+
+ if(sf & 2)
+ {
+ axh.origin_x = ReadCoord();
+ axh.origin_y = ReadCoord();
+ axh.origin_z = ReadCoord();
+ }
+
+ if(sf & 4)
+ {
+ axh.colormod_x = ReadByte() / 255;
+ axh.colormod_y = ReadByte() / 255;
+ axh.colormod_z = ReadByte() / 255;
}
- axh.move_origin_x = ReadCoord();
- axh.move_origin_y = ReadCoord();
- axh.move_origin_z = ReadCoord();
- axh.colormod_x = ReadByte() / 255;
- axh.colormod_y = ReadByte() / 255;
- axh.colormod_z = ReadByte() / 255;
axh.cnt = time;
axh.draw2d = AuxiliaryXhair_Draw2D;
return true;
return = true;
// hud_id == 0 means we exited a vehicle, so stop alarm sound/s
- if(hud_id == 0)
+ // note: HUD_NORMAL is set to 0 currently too, but we'll check both just in case
+ if(hud_id == 0 || hud_id == HUD_NORMAL)
{
sound(this, CH_TRIGGER_SINGLE, SND_Null, VOL_BASEVOICE, ATTEN_NONE);
sound(this, CH_PAIN_SINGLE, SND_Null, VOL_BASEVOICE, ATTEN_NONE);
+
+ for(int i = 0; i < MAX_AXH; ++i)
+ {
+ entity axh = AuxiliaryXhair[i];
+
+ if(axh != NULL && !wasfreed(axh))
+ {
+ AuxiliaryXhair[i] = NULL;
+ delete(axh);
+ }
+ }
return;
}
{
entity axh = AuxiliaryXhair[i];
- if(axh != world && !wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
- remove(axh);
+ if(axh != NULL && !wasfreed(axh)) // MADNESS? THIS IS QQQQCCCCCCCCC (wasfreed, why do you exsist?)
+ delete(axh);
axh = spawn();
axh.draw2d = func_null;
axh.axh_image = vCROSS_HINT;
axh.alpha = 1;
AuxiliaryXhair[i] = axh;
+ IL_PUSH(g_drawables_2d, axh);
}
if(hud_id == HUD_BUMBLEBEE_GUN)
tmpPos.x = vehicleHud_Pos.x + vehicleHud_Size.x * (96/256) - tmpSize.x;
tmpPos.y = vehicleHud_Pos.y;
tmpSize = '1 1 1' * hud_fontsize;
- drawstring(tmpPos, sprintf(_("Press %s"), getcommandkey("dropweapon", "dropweapon")), tmpSize, '1 0 0' + '0 1 1' * tmpblinkValue, hudAlpha, DRAWFLAG_NORMAL);
+ drawstring(tmpPos, sprintf(_("Press %s"), getcommandkey(_("drop weapon"), "dropweapon")), tmpSize, '1 0 0' + '0 1 1' * tmpblinkValue, hudAlpha, DRAWFLAG_NORMAL);
}
// Model
if(alarm1time < time)
{
alarm1time = time + 2;
- vehicle_alarm(world, CH_PAIN_SINGLE, SND_VEH_ALARM);
+ vehicle_alarm(NULL, CH_PAIN_SINGLE, SND_VEH_ALARM);
}
drawpic_skin(tmpPos, "vehicle_icon_health", tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
}
{
if(alarm1time)
{
- vehicle_alarm(world, CH_PAIN_SINGLE, SND_Null);
+ vehicle_alarm(NULL, CH_PAIN_SINGLE, SND_Null);
alarm1time = 0;
}
drawpic_skin(tmpPos, "vehicle_icon_health", tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);
if(alarm2time < time)
{
alarm2time = time + 1;
- vehicle_alarm(world, CH_TRIGGER_SINGLE, SND_VEH_ALARM_SHIELD);
+ vehicle_alarm(NULL, CH_TRIGGER_SINGLE, SND_VEH_ALARM_SHIELD);
}
drawpic_skin(tmpPos, "vehicle_icon_shield", tmpSize, '1 1 1', hudAlpha * blinkValue, DRAWFLAG_NORMAL);
}
{
if(alarm2time)
{
- vehicle_alarm(world, CH_TRIGGER_SINGLE, SND_Null);
+ vehicle_alarm(NULL, CH_TRIGGER_SINGLE, SND_Null);
alarm2time = 0;
}
drawpic_skin(tmpPos, "vehicle_icon_shield", tmpSize, '1 1 1', hudAlpha, DRAWFLAG_NORMAL);