
The primary reason for disabling this is because these console commands have no effect when running a mod (started through Steam at least, not tested when launched directly from command-line). Mods that are hosted on Steamworks might be able to make use of those by doing the necessary back-end setup and compiling their client project with the "STEAM_RICH_PRESENCE" pre-processor define.
158 lines
3.3 KiB
C++
158 lines
3.3 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// hud_msg.cpp
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "parsemsg.h"
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#include "r_efx.h"
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#include "particleman.h"
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extern IParticleMan* g_pParticleMan;
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extern BEAM* pBeam;
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extern BEAM* pBeam2;
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/// USER-DEFINED SERVER MESSAGE HANDLERS
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bool CHud::MsgFunc_ResetHUD(const char* pszName, int iSize, void* pbuf)
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{
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ASSERT(iSize == 0);
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// clear all hud data
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HUDLIST* pList = m_pHudList;
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while (pList)
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{
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if (pList->p)
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pList->p->Reset();
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pList = pList->pNext;
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}
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//Reset weapon bits.
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m_iWeaponBits = 0ULL;
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// reset sensitivity
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m_flMouseSensitivity = 0;
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// reset concussion effect
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m_iConcussionEffect = 0;
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return true;
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}
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void CAM_ToFirstPerson();
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void CHud::MsgFunc_ViewMode(const char* pszName, int iSize, void* pbuf)
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{
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CAM_ToFirstPerson();
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}
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void CHud::MsgFunc_InitHUD(const char* pszName, int iSize, void* pbuf)
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{
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// prepare all hud data
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HUDLIST* pList = m_pHudList;
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while (pList)
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{
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if (pList->p)
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pList->p->InitHUDData();
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pList = pList->pNext;
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}
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//TODO: needs to be called on every map change, not just when starting a new game
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if (g_pParticleMan)
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g_pParticleMan->ResetParticles();
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//Probably not a good place to put this.
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pBeam = pBeam2 = NULL;
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}
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bool CHud::MsgFunc_GameMode(const char* pszName, int iSize, void* pbuf)
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{
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BEGIN_READ(pbuf, iSize);
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//Note: this user message could be updated to include multiple gamemodes, so make sure this checks for game mode 1
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//See CHalfLifeTeamplay::UpdateGameMode
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//TODO: define game mode constants
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m_Teamplay = READ_BYTE() == 1;
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#ifdef STEAM_RICH_PRESENCE
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if (m_Teamplay)
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gEngfuncs.pfnClientCmd("richpresence_gamemode Teamplay\n");
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else
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gEngfuncs.pfnClientCmd("richpresence_gamemode\n"); // reset
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gEngfuncs.pfnClientCmd("richpresence_update\n");
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#endif
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return true;
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}
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bool CHud::MsgFunc_Damage(const char* pszName, int iSize, void* pbuf)
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{
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int armor, blood;
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Vector from;
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int i;
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float count;
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BEGIN_READ(pbuf, iSize);
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armor = READ_BYTE();
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blood = READ_BYTE();
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for (i = 0; i < 3; i++)
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from[i] = READ_COORD();
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count = (blood * 0.5) + (armor * 0.5);
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if (count < 10)
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count = 10;
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// TODO: kick viewangles, show damage visually
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return true;
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}
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bool CHud::MsgFunc_Concuss(const char* pszName, int iSize, void* pbuf)
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{
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BEGIN_READ(pbuf, iSize);
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m_iConcussionEffect = READ_BYTE();
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if (0 != m_iConcussionEffect)
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{
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int r, g, b;
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UnpackRGB(r, g, b, RGB_YELLOWISH);
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this->m_StatusIcons.EnableIcon("dmg_concuss", r, g, b);
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}
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else
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this->m_StatusIcons.DisableIcon("dmg_concuss");
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return true;
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}
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bool CHud::MsgFunc_Weapons(const char* pszName, int iSize, void* pbuf)
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{
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BEGIN_READ(pbuf, iSize);
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const std::uint64_t lowerBits = READ_LONG();
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const std::uint64_t upperBits = READ_LONG();
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m_iWeaponBits = (lowerBits & 0XFFFFFFFF) | ((upperBits & 0XFFFFFFFF) << 32ULL);
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return true;
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}
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