cl_dll/weapons_resource.cpp
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WeaponsResource gWR;
void FreeHudTextureList( CUtlDict< CHudTexture *, int >& list );
static CHudTexture *FindHudTextureInDict( CUtlDict< CHudTexture *, int >& list, const char *psz )
{
int idx = list.Find( psz );
if ( idx == list.InvalidIndex() )
return NULL;
return list[ idx ];
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
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WeaponsResource gWR;
void FreeHudTextureList( CUtlDict< CHudTexture *, int >& list );
CHudTexture *FindHudTextureInDict( CUtlDict< CHudTexture *, int >& list, const char *psz ); // |-- Mirv: Now defined in hud.cpp
//-----------------------------------------------------------------------------
// Purpose:
// Output :
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{
pHudHR->SetHistoryGap( pWeaponInfo->iconInactive->Height() );
}
}
p = FindHudTextureInDict( tempList, "weapon_s" );
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{
pHudHR->SetHistoryGap( pWeaponInfo->iconInactive->Height() );
}
if (strlen(pWeaponInfo->szClassName) > 3)
{
Q_snprintf(p->szShortName, 63, "weapon_%s", pWeaponInfo->szClassName + 3);
gHUD.AddSearchableHudIconToList(*p);
}
}
p = FindHudTextureInDict( tempList, "weapon_s" );
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pHudHR->SetHistoryGap( pWeaponInfo->iconAmmo2->Height() );
}
}
}
FreeHudTextureList( tempList );
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pHudHR->SetHistoryGap( pWeaponInfo->iconAmmo2->Height() );
}
}
// --> Mirv:
p = FindHudTextureInDict( tempList, "deathnotice" );
if (p)
{
if (strlen(pWeaponInfo->szClassName) > 3)
{
Q_snprintf(p->szShortName, 63, "death_%s", pWeaponInfo->szClassName + 3);
gHUD.AddSearchableHudIconToList(*p);
}
}
// <--
// --> Jon:
p = FindHudTextureInDict( tempList, "deathnotice_headshot" );
if (p)
{
if (strlen(pWeaponInfo->szClassName) > 3)
{
Q_snprintf(p->szShortName, 63, "death_BOOM_HEADSHOT_%s", pWeaponInfo->szClassName + 3);
gHUD.AddSearchableHudIconToList(*p);
}
}
// <--
// --> squeek
p = FindHudTextureInDict( tempList, "deathnotice_backstab" );
if (p)
{
if (strlen(pWeaponInfo->szClassName) > 3)
{
Q_snprintf(p->szShortName, 63, "death_backstab_%s", pWeaponInfo->szClassName + 3);
gHUD.AddSearchableHudIconToList(*p);
}
}
// <-- squeek
}
FreeHudTextureList( tempList );