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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/death.cpp

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virtual void CHudDeathNotice::ApplySchemeSettings( vgui::IScheme *scheme ); void FireGameEvent( KeyValues * event); private: CHudTexture *m_iconD_skull; // sprite index of skull icon
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virtual void CHudDeathNotice::ApplySchemeSettings( vgui::IScheme *scheme ); //--- Modified by L0ki ---------------- // Was originally: // void FireGameEvent( KeyValues * event); // which is what IGameEventListener uses. CHudElement derives // from IGameEventListener2, so i had to change to the following void FireGameEvent( IGameEvent *event); //------------------------------------- private: CHudTexture *m_iconD_skull; // sprite index of skull icon
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CHudDeathNotice::CHudDeathNotice( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudDeathNotice" ) { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent );
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CHudDeathNotice::CHudDeathNotice( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudDeathNotice" ) { if(gameeventmanager->AddListener( this, "player_death", false )) DevMsg("[CHudDeathNotice::CHudDeathNotice] Successfully added listener!\n"); else DevMsg("[CHudDeathNotice::CHudDeathNotice] failed to add listener!\n"); if( gameeventmanager->AddListener( this, "dispenser_killed", false ) ) DevMsg( "[CHudDeathNotice::CHudDeathNotice] Successfully added dispenser_killed listener!\n" ); else DevMsg( "[CHudDeathNotice::CHudDeathNotice] Failed to add sentrygun_killed listener!\n" ); if( gameeventmanager->AddListener( this, "sentrygun_killed", false ) ) DevMsg( "[CHudDeathNotice::CHudDeathNotice] Successfully added sentrygun_killed listener!\n" ); else DevMsg( "[CHudDeathNotice::CHudDeathNotice] Failed to add sentrygun_killed listener!\n" ); vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent );
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{ BaseClass::ApplySchemeSettings( scheme ); m_hTextFont = scheme->GetFont( "HudNumbersSmall" ); m_clrText = scheme->GetColor( "FgColor", GetFgColor() ); SetPaintBackgroundEnabled( false );
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{ BaseClass::ApplySchemeSettings( scheme ); m_hTextFont = scheme->GetFont( "Default" ); m_clrText = scheme->GetColor( "FgColor", GetFgColor() ); SetPaintBackgroundEnabled( false );
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//----------------------------------------------------- struct DeathNoticeItem { char szKiller[MAX_PLAYER_NAME_LENGTH]; char szVictim[MAX_PLAYER_NAME_LENGTH]; CHudTexture *iconDeath; // the index number of the associated sprite
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//----------------------------------------------------- struct DeathNoticeItem { int iKillerTeam; int iVictimTeam; char szKiller[MAX_PLAYER_NAME_LENGTH]; char szVictim[MAX_PLAYER_NAME_LENGTH]; CHudTexture *iconDeath; // the index number of the associated sprite
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static int DEATHNOTICE_DISPLAY_TIME = 6; // Robin HACKHACK: HL2 doesn't use deathmsgs, so I just forced these down below our minimap. #define DEATHNOTICE_TOP YRES( 140 ) // Was: 20 DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
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static int DEATHNOTICE_DISPLAY_TIME = 6; // Robin HACKHACK: HL2 doesn't use deathmsgs, so I just forced these down below our minimap. #define DEATHNOTICE_TOP YRES( 0 )//YRES( 140 ) // Was: 20 DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
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// Draw killer's name surface()->DrawSetTextPos( x, y ); surface()->DrawUnicodeString( killer ); surface()->DrawGetTextPos( x, y ); x += 5;
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// Draw killer's name surface()->DrawSetTextPos( x, y ); if(g_PR) { Color col = g_PR->GetTeamColor(rgDeathNoticeList[i].iKillerTeam); surface()->DrawSetTextColor( col ); } surface()->DrawUnicodeString( killer ); surface()->DrawGetTextPos( x, y ); x += 5;
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// Draw victims name surface()->DrawSetTextPos( x, y ); surface()->DrawUnicodeString( victim ); } }
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// Draw victims name surface()->DrawSetTextPos( x, y ); if(g_PR) { Color col = g_PR->GetTeamColor(rgDeathNoticeList[i].iVictimTeam); surface()->DrawSetTextColor( col ); } surface()->DrawUnicodeString( victim ); } }
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//----------------------------------------------------------------------------- // Purpose: This message handler may be better off elsewhere //----------------------------------------------------------------------------- void CHudDeathNotice::FireGameEvent( KeyValues * event) { // Got message during connection if ( !g_PR ) return; int killer = engine->GetPlayerForUserID( event->GetInt("killer") ); int victim = engine->GetPlayerForUserID( event->GetInt("victim") ); char killedwith[32]; Q_snprintf( killedwith, sizeof( killedwith ), "d_%s", event->GetString("weapon") );
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//----------------------------------------------------------------------------- // Purpose: This message handler may be better off elsewhere //----------------------------------------------------------------------------- void CHudDeathNotice::FireGameEvent( IGameEvent *event) { // Got message during connection if ( !g_PR ) return; int killer = engine->GetPlayerForUserID( event->GetInt("attacker") ); int victim = engine->GetPlayerForUserID( event->GetInt("userid") ); char killedwith[32]; Q_snprintf( killedwith, sizeof( killedwith ), "d_%s", event->GetString("weapon") );
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} // Get the names of the players const char *killer_name = g_PR->GetPlayerName( killer ); const char *victim_name = g_PR->GetPlayerName( victim ); if ( !killer_name ) killer_name = "";
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} // Get the names of the players const char *killer_name = ( killer == 0 ) ? "worldspawn" : g_PR->GetPlayerName( killer ); const char *victim_name = g_PR->GetPlayerName( victim ); if ( !killer_name ) killer_name = "";
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if ( !victim_name ) victim_name = ""; Q_strncpy( rgDeathNoticeList[i].szKiller, killer_name, MAX_PLAYER_NAME_LENGTH ); Q_strncpy( rgDeathNoticeList[i].szVictim, victim_name, MAX_PLAYER_NAME_LENGTH );
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if ( !victim_name ) victim_name = ""; // Temporary until we decide how we're displaying dispenser/sg deaths char pszVictimMod[ 256 ]; if( !Q_strcmp( event->GetName(), "dispenser_killed" ) ) { Q_strcpy( pszVictimMod, victim_name ); Q_strcat( pszVictimMod, "'s Dispenser" ); victim_name = const_cast< char * >( pszVictimMod ); } else if( !Q_strcmp( event->GetName(), "sentrygun_killed" ) ) { Q_strcpy( pszVictimMod, victim_name ); Q_strcat( pszVictimMod, "'s SentryGun" ); victim_name = const_cast< char * >( pszVictimMod ); } rgDeathNoticeList[i].iKillerTeam = g_PR->GetTeam(killer); rgDeathNoticeList[i].iVictimTeam = g_PR->GetTeam(victim); Q_strncpy( rgDeathNoticeList[i].szKiller, killer_name, MAX_PLAYER_NAME_LENGTH ); Q_strncpy( rgDeathNoticeList[i].szVictim, victim_name, MAX_PLAYER_NAME_LENGTH );