Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//
// hud_msg.cpp
//
#include "cbase.h"
#include "clientmode.h"
#include "hudelement.h"
#include "keyvalues.h"
#include "vgui_controls/AnimationController.h"
#include "engine/IEngineSound.h"
#include <bitbuf.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
/// USER-DEFINED SERVER MESSAGE HANDLERS
bool CHud::MsgFunc_ResetHUD( const CCSUsrMsg_ResetHud& msg ) { ResetHUD(); return true; }
void CHud::ResetHUD() { // clear all hud data
GetClientMode()->GetViewportAnimationController()->CancelAllAnimations();
for ( int i = 0; i < GetHudList().Count(); i++ ) { #if defined ( PORTAL2 )
// 78342: We don't want to clear hud chat every spawn as our
// MP re-spawns players every death... losing chat is a big deal in p2 coop.
if ( V_strcmp( GetHudList()[i]->GetName(), "CHudChat" ) == 0 ) continue; #endif
GetHudList()[i]->Reset(); }
GetClientMode()->GetViewportAnimationController()->RunAllAnimationsToCompletion();
// reset sensitivity
m_flMouseSensitivity = 0; m_flMouseSensitivityFactor = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHud::MsgFunc_SendAudio(const CCSUsrMsg_SendAudio& msg ) { CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, msg.radio_sound().c_str() ); return true; }
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