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();
}