R:/projects/actioncube/_svn/trunk/ac/source/src/renderhud.cpp File Reference

#include "pch.h"
#include "cube.h"

Include dependency graph for renderhud.cpp:


Classes

struct  hudline
struct  hudmessages

Functions

void drawicon (Texture *tex, float x, float y, float s, int col, int row, float ts)
void drawequipicon (float x, float y, int col, int row, float blend)
void drawradaricon (float x, float y, float s, int col, int row)
void drawctficon (float x, float y, float s, int col, int row, float ts)
void drawvoteicon (float x, float y, int col, int row, bool noblend)
 VARP (crosshairsize, 0, 15, 50)
 VARP (hidestats, 0, 1, 1)
 VARP (crosshairfx, 0, 1, 1)
 VARP (crosshairteamsign, 0, 1, 1)
 VARP (hideradar, 0, 0, 1)
 VARP (hidecompass, 0, 0, 1)
 VARP (hideteam, 0, 0, 1)
 VARP (radarres, 1, 64, 1024)
 VARP (radarentsize, 1, 4, 64)
 VARP (hidectfhud, 0, 0, 1)
 VARP (hidevote, 0, 0, 2)
 VARP (hidehudmsgs, 0, 0, 1)
 VARP (hidehudequipment, 0, 0, 1)
 VARP (hideconsole, 0, 0, 1)
 VARP (hidespecthud, 0, 0, 1)
 VAR (showmap, 0, 0, 1)
void drawscope ()
Texture * loadcrosshairtexture (const char *c)
void loadcrosshair (char *c, char *name)
 COMMAND (loadcrosshair, ARG_2STR)
void drawcrosshair (playerent *p, int n, color *c, float size)
 VARP (hidedamageindicator, 0, 0, 1)
 VARP (damageindicatorsize, 0, 200, 10000)
 VARP (damageindicatordist, 0, 500, 10000)
 VARP (damageindicatortime, 1, 1000, 10000)
 VARP (damageindicatoralpha, 1, 50, 100)
void updatedmgindicator (vec &attack)
void drawdmgindicator ()
void drawequipicons (playerent *p)
void drawradarent (float x, float y, float yaw, int col, int row, float iconsize, bool pulse, char *label=NULL,...)
void hudoutf (const char *s,...)
void hudonlyf (const char *s,...)
void hudeditf (int type, const char *s,...)
bool insideradar (const vec &centerpos, float radius, const vec &o)
bool isattacking (playerent *p)
vec getradarpos ()
void drawradar (playerent *p, int w, int h)
void drawteamicons (int w, int h)
 VARFP (damagescreen, 0, 1, 1,{if(!damagescreen) damageblendmillis=0;})
 VARP (damagescreenfactor, 1, 7, 100)
 VARP (damagescreenalpha, 1, 45, 100)
 VARP (damagescreenfade, 0, 125, 1000)
void damageblend (int n)
void gl_drawhud (int w, int h, int curfps, int nquads, int curvert, bool underwater)
void loadingscreen (const char *fmt,...)
static void bar (float bar, int o, float r, float g, float b)
void show_out_of_renderloop_progress (float bar1, const char *text1, float bar2, const char *text2)

Variables

const char * crosshairnames [CROSSHAIR_NUM] = { "default", "teammate", "scope" }
Texture * crosshairs [CROSSHAIR_NUM] = { NULL }
int damagedirections [4] = {0}
hudmessages hudmsgs
int damageblendmillis = 0

Function Documentation

static void bar ( float  bar,
int  o,
float  r,
float  g,
float  b 
) [static]

COMMAND ( loadcrosshair  ,
ARG_2STR   
)

void damageblend ( int  n  ) 

void drawcrosshair ( playerent *  p,
int  n,
color *  c,
float  size 
)

void drawctficon ( float  x,
float  y,
float  s,
int  col,
int  row,
float  ts 
)

void drawdmgindicator (  ) 

void drawequipicon ( float  x,
float  y,
int  col,
int  row,
float  blend 
)

void drawequipicons ( playerent *  p  ) 

void drawicon ( Texture *  tex,
float  x,
float  y,
float  s,
int  col,
int  row,
float  ts 
)

void drawradar ( playerent *  p,
int  w,
int  h 
)

void drawradarent ( float  x,
float  y,
float  yaw,
int  col,
int  row,
float  iconsize,
bool  pulse,
char *  label = NULL,
  ... 
)

void drawradaricon ( float  x,
float  y,
float  s,
int  col,
int  row 
)

void drawscope (  ) 

void drawteamicons ( int  w,
int  h 
)

void drawvoteicon ( float  x,
float  y,
int  col,
int  row,
bool  noblend 
)

vec getradarpos (  ) 

void gl_drawhud ( int  w,
int  h,
int  curfps,
int  nquads,
int  curvert,
bool  underwater 
)

menu &&

void hudeditf ( int  type,
const char *  s,
  ... 
)

void hudonlyf ( const char *  s,
  ... 
)

void hudoutf ( const char *  s,
  ... 
)

bool insideradar ( const vec &  centerpos,
float  radius,
const vec &  o 
)

bool isattacking ( playerent *  p  ) 

void loadcrosshair ( char *  c,
char *  name 
)

Texture* loadcrosshairtexture ( const char *  c  ) 

void loadingscreen ( const char *  fmt,
  ... 
)

void show_out_of_renderloop_progress ( float  bar1,
const char *  text1,
float  bar2,
const char *  text2 
)

void updatedmgindicator ( vec &  attack  ) 

VAR ( showmap  ,
0  ,
0  ,
1   
)

VARFP ( damagescreen  ,
0  ,
1  ,
1   
)

VARP ( damagescreenfade  ,
0  ,
125  ,
1000   
)

VARP ( damagescreenalpha  ,
1  ,
45  ,
100   
)

VARP ( damagescreenfactor  ,
1  ,
7  ,
100   
)

VARP ( damageindicatoralpha  ,
1  ,
50  ,
100   
)

VARP ( damageindicatortime  ,
1  ,
1000  ,
10000   
)

VARP ( damageindicatordist  ,
0  ,
500  ,
10000   
)

VARP ( damageindicatorsize  ,
0  ,
200  ,
10000   
)

VARP ( hidedamageindicator  ,
0  ,
0  ,
1   
)

VARP ( hidespecthud  ,
0  ,
0  ,
1   
)

VARP ( hideconsole  ,
0  ,
0  ,
1   
)

VARP ( hidehudequipment  ,
0  ,
0  ,
1   
)

VARP ( hidehudmsgs  ,
0  ,
0  ,
1   
)

VARP ( hidevote  ,
0  ,
0  ,
2   
)

VARP ( hidectfhud  ,
0  ,
0  ,
1   
)

VARP ( radarentsize  ,
1  ,
4  ,
64   
)

VARP ( radarres  ,
1  ,
64  ,
1024   
)

VARP ( hideteam  ,
0  ,
0  ,
1   
)

VARP ( hidecompass  ,
0  ,
0  ,
1   
)

VARP ( hideradar  ,
0  ,
0  ,
1   
)

VARP ( crosshairteamsign  ,
0  ,
1  ,
1   
)

VARP ( crosshairfx  ,
0  ,
1  ,
1   
)

VARP ( hidestats  ,
0  ,
1  ,
1   
)

VARP ( crosshairsize  ,
0  ,
15  ,
50   
)


Variable Documentation

const char* crosshairnames[CROSSHAIR_NUM] = { "default", "teammate", "scope" }

Texture* crosshairs[CROSSHAIR_NUM] = { NULL }

int damagedirections[4] = {0}


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