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Old December 5th, 2009   #31
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Default Re: Gunslinger's Academy

This is funny..

Code:
//Some helpful macros for doing funky HUD stuff.
#define	MAKERGB( v, r, g, b ) v[0]=r;v[1]=g;v[2]=b
#define	MAKERGBA( v, r, g, b, a ) v[0]=r;v[1]=g;v[2]=b;v[3]=a
#define _RGB( v, r, g, b ) { v[0]=r;v[1]=g;v[2]=b; }
#define _RGBA( v, r, g, b, a ) { v[0]=r; v[1]=g; v[2]=b; v[3]=a; }
#define RED		0
#define GREEN	1
#define BLUE	2
#define ALPHA	3
#define CLAMP_CHAN( vec, chan, min, max )	if ( vec[chan] < min )	vec[chan] = min;\
											if ( vec[chan] > max )	vec[chan] = max;
#define DRAW_MASK(x) {CG_DrawPic( 0.0f, 0.0f, 640.0f, 480.0f, x );}

	if ( cg.snap->ps.stats[STAT_HEALTH] < (cg.snap->ps.stats[STAT_CLASS_MAXHEALTH] * 0.75f) && !cg.intermissionStarted )
	{//We have < 75% health
static	vec4_t	color		=	{ 1.0, 0.0f, 0.0f, 1.0f };

		//Now, some funky math to pulse it
		color[3]	=	( (cg.snap->ps.stats[STAT_CLASS_MAXHEALTH]*0.75f) - (cg.snap->ps.stats[STAT_HEALTH]-(cg.snap->ps.stats[STAT_HEALTH]*.75f)) ) * 0.015f;
		color[3]	*=	Q_fabs( sinf(cg.time/350.0f) * .75f );
	//	color[3]	*=	cg.am_HUDOpacity * .75;

		if (color[ALPHA] >= 0.5f)	color[ALPHA] = 0.5f;

		trap_R_SetColor( color );
			DRAW_MASK( cgs.media.am_lowHealth );
		trap_R_SetColor( NULL );
	}
I've got a few fancy macros and variables etc, but that should help you a bit.

self->client->ps.clientNum should suffice for their client num..and ent-g_entities
Like so: trap_SendServerCommand( ent-g_entities, va("print \"%s\n\"", G_GetStringEdString("MP_SVGAME", "NOCHEATS")));

Now, using 'cp' aka centerprint, you can only show one at a time..so you might want to rig up a custom system to display text in a notification (The latest source of OJP/JKE has a thing called AddText which is a fine example of it)

I also planned on implementing different crosshairs for different weapons ...It seems we're doing much of the same stuff. =]

Last edited by Raz0r; December 5th, 2009 at 07:40 AM.
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Old December 5th, 2009   #32
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Default Re: Gunslinger's Academy

Now if only my shaders weren't screwed up...
Here's a little something-something for Authuran...
Spoiler:




This is what is bothering me:
Spoiler:

Code:
DRAW_MASK( cgs.media.am_lowHealth );


Any new shader I make, or even if I use a new shader, will be messed up (either it won't show or it won't allow for transparency, even if I DIRECTLY COPY an old shader and give it a new name)

Also, could it be possible to maybe rig up a graphic that shows up instead of the CP text? It's worth a shot.


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Last edited by eezstreet; December 5th, 2009 at 08:36 AM.
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Old December 5th, 2009   #33
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Default Re: Gunslinger's Academy

cgs.media.am_lowHealth..
In cgame -> cg_local.h -> cgMedia_t..
Code:
	qhandle_t	am_lowHealth;
In cgame -> cg_main.c -> CG_Init()..
Code:
	cgs.media.am_lowHealth = trap_R_RegisterShaderNoMip("gfx/am/lowhealth");
gfx/am/lowhealth is a regular transparent .PNG, with no shader applied to it.

Never mind the incomplete HUD..
Spoiler:

Last edited by Raz0r; December 5th, 2009 at 08:56 AM.
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Old December 5th, 2009   #34
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Default Re: Gunslinger's Academy

Quote:
Originally Posted by -Raz0r- View Post
cgs.media.am_lowHealth..
In cgame -> cg_local.h -> cgMedia_t..
Code:
    qhandle_t    am_lowHealth;
In cgame -> cg_main.c -> CG_Init()..
Code:
    cgs.media.am_lowHealth = trap_R_RegisterShaderNoMip("gfx/am/lowhealth");
gfx/am/lowhealth is a regular transparent .PNG, with no shader applied to it.
Ar, I did both of those.
What about the bespin_platform bug?


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Old December 5th, 2009   #35
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Default Re: Gunslinger's Academy

Knock yourselves out. This includes the source for it as well.

http://www.filefront.com/15066339/baseGA.zip


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Old December 5th, 2009   #36
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Default Re: Gunslinger's Academy

Taking a look now
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Old December 5th, 2009   #37
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Default Re: Gunslinger's Academy

Um... How is this installed? no readme yet...
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Old December 5th, 2009   #38
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Default Re: Gunslinger's Academy

You put baseGA in your Gamedata and then run the .bat


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Old December 5th, 2009   #39
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Default Re: Gunslinger's Academy

Wut duz it do right now?


Which Final Fantasy Character Are You?
Pwned! as in thats what you just were.
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Old December 5th, 2009   #40
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Default Re: Gunslinger's Academy

I'll get around to this next week (Going on holiday in a few hours)
Maybe I could set up an SVN repository and continue development?
I'd like to restructure some of the code to make it easier to use.
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