// bInputType = 0 is key pressed, 1 is key released, 2 is mouse input.
// In the case of keyboard input, nPrimary is the ascii code, and nSecondary is 0.
// In the case of mouse input, nPrimary is xdelta, nSecondary is ydelta.
-float hudconf_active;
float CSQC_InputEvent(float bInputType, float nPrimary, float nSecondary)
{
local float bSkipKey;
bSkipKey = false;
- if(hudconf_active)
+ if(hud_configure)
if (HUD_Panel_InputEvent(bInputType, nPrimary, nSecondary))
return true;
vote_active = 0;
}
+void Net_Notify() {
+ float type;
+ type = ReadByte();
+
+ if(type == CSQC_KILLNOTIFY)
+ {
+ HUD_KillNotify(ReadString(), ReadString(), ReadString(), ReadByte(), ReadByte());
+ }
+ else if(type == CSQC_CENTERPRINT)
+ {
+ HUD_Centerprint(ReadString(), ReadByte());
+ }
+}
+
// CSQC_Parse_TempEntity : Handles all temporary entity network data in the CSQC layer.
// You must ALWAYS first acquire the temporary ID, which is sent as a byte.
// Return value should be 1 if CSQC handled the temporary entity, otherwise return 0 to have the engine process the event.
announce_snd = strzone(ReadString());
bHandled = true;
break;
+ case TE_CSQC_NOTIFY:
+ Net_Notify();
+ bHandled = true;
+ break;
default:
// No special logic for this temporary entity; return 0 so the engine can handle it
bHandled = false;