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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/hud.cpp

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#include "filesystem.h" #include #include // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h"
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#include "filesystem.h" #include #include #include "materialsystem/IMaterialSystemHardwareConfig.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h"
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list.RemoveAll(); } // Globally-used fonts vgui::HFont g_hFontTrebuchet24 = vgui::INVALID_FONT;
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list.RemoveAll(); } // --> Mirv: //----------------------------------------------------------------------------- // Purpose: Added this helper function in too //----------------------------------------------------------------------------- CHudTexture *FindHudTextureInDict( CUtlDict< CHudTexture *, int >& list, const char *psz ) { int idx = list.Find( psz ); if ( idx == list.InvalidIndex() ) return NULL; return list[ idx ]; } // <-- Mirv // Globally-used fonts vgui::HFont g_hFontTrebuchet24 = vgui::INVALID_FONT;
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{ } //----------------------------------------------------------------------------- // Purpose: This is called every time the DLL is loaded //-----------------------------------------------------------------------------
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{ } ConVar cl_reduced_quality_dx8("cl_reduced_quality_dx8", "1", FCVAR_ARCHIVE); //----------------------------------------------------------------------------- // Purpose: This is called every time the DLL is loaded //-----------------------------------------------------------------------------
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CUtlDict< CHudTexture *, int > textureList; // check to see if we have sprites for this res; if not, step down LoadHudTextures( textureList, "scripts/hud_textures", NULL ); LoadHudTextures( textureList, "scripts/mod_textures", NULL ); int c = textureList.Count();
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CUtlDict< CHudTexture *, int > textureList; // check to see if we have sprites for this res; if not, step down LoadHudTextures( textureList, "scripts/ff_hud_textures", NULL ); // |-- Mirv: Renamed LoadHudTextures( textureList, "scripts/mod_textures", NULL ); int c = textureList.Count();
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m_HudList[i]->VidInit(); } ResetHUD(); }
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m_HudList[i]->VidInit(); } // If they are running dx8 and are using reduced quality, then set the material stuff here /* AfterShock: commented this because it's causing crashes on create server if (cl_reduced_quality_dx8.GetBool() && g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 90) { engine->ClientCmd("mat_bumpmap 0"); engine->ClientCmd("mat_fastnobump 1"); engine->ClientCmd("mat_specular 0"); } */ // Clear any explosion reductions extern void ClearExplosions(); ClearExplosions(); ResetHUD(); }