halflife-photomode/cl_dll/hud_msg.cpp
Joël Troch f2c917f1f8 [HL25] Backport (but disabled) Steam Rich Presence commands call
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.
2024-08-28 16:37:50 +02:00

158 lines
3.3 KiB
C++

/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// hud_msg.cpp
//
#include "hud.h"
#include "cl_util.h"
#include "parsemsg.h"
#include "r_efx.h"
#include "particleman.h"
extern IParticleMan* g_pParticleMan;
extern BEAM* pBeam;
extern BEAM* pBeam2;
/// USER-DEFINED SERVER MESSAGE HANDLERS
bool CHud::MsgFunc_ResetHUD(const char* pszName, int iSize, void* pbuf)
{
ASSERT(iSize == 0);
// clear all hud data
HUDLIST* pList = m_pHudList;
while (pList)
{
if (pList->p)
pList->p->Reset();
pList = pList->pNext;
}
//Reset weapon bits.
m_iWeaponBits = 0ULL;
// reset sensitivity
m_flMouseSensitivity = 0;
// reset concussion effect
m_iConcussionEffect = 0;
return true;
}
void CAM_ToFirstPerson();
void CHud::MsgFunc_ViewMode(const char* pszName, int iSize, void* pbuf)
{
CAM_ToFirstPerson();
}
void CHud::MsgFunc_InitHUD(const char* pszName, int iSize, void* pbuf)
{
// prepare all hud data
HUDLIST* pList = m_pHudList;
while (pList)
{
if (pList->p)
pList->p->InitHUDData();
pList = pList->pNext;
}
//TODO: needs to be called on every map change, not just when starting a new game
if (g_pParticleMan)
g_pParticleMan->ResetParticles();
//Probably not a good place to put this.
pBeam = pBeam2 = NULL;
}
bool CHud::MsgFunc_GameMode(const char* pszName, int iSize, void* pbuf)
{
BEGIN_READ(pbuf, iSize);
//Note: this user message could be updated to include multiple gamemodes, so make sure this checks for game mode 1
//See CHalfLifeTeamplay::UpdateGameMode
//TODO: define game mode constants
m_Teamplay = READ_BYTE() == 1;
#ifdef STEAM_RICH_PRESENCE
if (m_Teamplay)
gEngfuncs.pfnClientCmd("richpresence_gamemode Teamplay\n");
else
gEngfuncs.pfnClientCmd("richpresence_gamemode\n"); // reset
gEngfuncs.pfnClientCmd("richpresence_update\n");
#endif
return true;
}
bool CHud::MsgFunc_Damage(const char* pszName, int iSize, void* pbuf)
{
int armor, blood;
Vector from;
int i;
float count;
BEGIN_READ(pbuf, iSize);
armor = READ_BYTE();
blood = READ_BYTE();
for (i = 0; i < 3; i++)
from[i] = READ_COORD();
count = (blood * 0.5) + (armor * 0.5);
if (count < 10)
count = 10;
// TODO: kick viewangles, show damage visually
return true;
}
bool CHud::MsgFunc_Concuss(const char* pszName, int iSize, void* pbuf)
{
BEGIN_READ(pbuf, iSize);
m_iConcussionEffect = READ_BYTE();
if (0 != m_iConcussionEffect)
{
int r, g, b;
UnpackRGB(r, g, b, RGB_YELLOWISH);
this->m_StatusIcons.EnableIcon("dmg_concuss", r, g, b);
}
else
this->m_StatusIcons.DisableIcon("dmg_concuss");
return true;
}
bool CHud::MsgFunc_Weapons(const char* pszName, int iSize, void* pbuf)
{
BEGIN_READ(pbuf, iSize);
const std::uint64_t lowerBits = READ_LONG();
const std::uint64_t upperBits = READ_LONG();
m_iWeaponBits = (lowerBits & 0XFFFFFFFF) | ((upperBits & 0XFFFFFFFF) << 32ULL);
return true;
}