本文整理汇总了C++中CHud类的典型用法代码示例。如果您正苦于以下问题:C++ CHud类的具体用法?C++ CHud怎么用?C++ CHud使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了CHud类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ProcessInput
//-----------------------------------------------------------------------------
// Purpose: Allows HUD to modify input data
//-----------------------------------------------------------------------------
void CHud::ProcessInput(bool bActive)
{
if (bActive)
{
m_iKeyBits = input->GetButtonBits(0);
// Weaponbits need to be sent down as a UserMsg now.
gHUD.Think();
}
}
示例2: HUD_Init
void HUD_Init( void )
{
g_engfuncs.pfnAddCommand ("noclip", NULL, "enable or disable no clipping mode" );
g_engfuncs.pfnAddCommand ("notarget", NULL, "notarget mode (monsters do not see you)" );
g_engfuncs.pfnAddCommand ("fullupdate", NULL, "re-init HUD on start demo recording" );
g_engfuncs.pfnAddCommand ("give", NULL, "give specified item or weapon" );
g_engfuncs.pfnAddCommand ("drop", NULL, "drop current/specified item or weapon" );
g_engfuncs.pfnAddCommand ("intermission", NULL, "go to intermission" );
g_engfuncs.pfnAddCommand ("spectate", NULL, "enable spectator mode" );
g_engfuncs.pfnAddCommand ("gametitle", NULL, "show game logo" );
g_engfuncs.pfnAddCommand ("god", NULL, "classic cheat" );
g_engfuncs.pfnAddCommand ("fov", NULL, "set client field of view" );
g_engfuncs.pfnAddCommand ("fly", NULL, "fly mode (flight)" );
HUD_ShutdownEffects ();
g_pParticleSystems = new ParticleSystemManager();
g_pViewRenderBeams = new CViewRenderBeams();
g_pParticles = new CParticleSystem();
g_pTempEnts = new CTempEnts();
InitRain(); // init weather system
gHUD.Init();
IN_Init ();
// link all events
EV_HookEvents ();
}
示例3: HUD_Init
void DLLEXPORT HUD_Init( void )
{
InitInput();
gHUD.Init();
gEngfuncs.pfnHookUserMsg( "Bhopcap", __MsgFunc_Bhopcap );
}
示例4: HUD_VidInit
int DLLEXPORT HUD_VidInit( void )
{
gHUD.VidInit();
VGui_Startup();
return 1;
}
示例5: HUD_Init
int EXPORT HUD_Init( void )
{
InitInput();
gHUD.Init();
Scheme_Init();
return 1;
}
示例6: HUD_Init
void CL_DLLEXPORT HUD_Init( void )
{
// RecClHudInit();
InitInput();
gHUD.Init();
Scheme_Init();
}
示例7: HUD_Init
void DLLEXPORT HUD_Init( void )
{
InitInput();
gHUD.Init();
#ifndef NO_VGUI
Scheme_Init();
#endif
}
示例8: HUD_Redraw
int CL_DLLEXPORT HUD_Redraw( float time, int intermission )
{
// RecClHudRedraw(time, intermission);
gHUD.Redraw( time, intermission );
return 1;
}
示例9: HUD_UpdateClientData
int CL_DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
{
// RecClHudUpdateClientData(pcldata, flTime);
IN_Commands();
return gHUD.UpdateClientData(pcldata, flTime );
}
示例10: HUD_Redraw
int DLLEXPORT HUD_Redraw( float time, int intermission )
{
//LRCTEMP 1.8 if (CVAR_GET_FLOAT("r_glow") != 0) //check the cvar for the glow is on.//AJH Modified to include glow mode (1&2)
//LRCTEMP 1.8 RenderScreenGlow(); // glow effect --FragBait0
gHUD.Redraw( time, intermission );
return 1;
}
示例11: HUD_VidInit
int CL_DLLEXPORT HUD_VidInit( void )
{
// RecClHudVidInit();
gHUD.VidInit();
VGui_Startup();
return 1;
}
示例12: HUD_VidInit
int DLLEXPORT HUD_VidInit( void )
{
gHUD.VidInit();
VGui_Startup();
//LRCTEMP 1.8 if (CVAR_GET_FLOAT("r_glow") != 0) //check the cvar for the glow is on.//AJH Modified to include glow mode (1&2)
//LRCTEMP 1.8 InitScreenGlow(); // glow effect --FragBait0
return 1;
}
示例13: HUD_VidInit
int DLLEXPORT HUD_VidInit( void )
{
gHUD.VidInit();
#ifndef NO_VGUI
VGui_Startup();
#endif
return 1;
}
示例14: HUD_Redraw
int HUD_Redraw( float flTime, int state )
{
switch( state )
{
case CL_LOADING:
DrawProgressBar();
break;
case CL_ACTIVE:
gHUD.Redraw( flTime );
break;
case CL_PAUSED:
gHUD.Redraw( flTime );
DrawPause();
break;
case CL_CHANGELEVEL:
DrawImageBar( 100, "m_loading" );
break;
}
return 1;
}
示例15: HUD_Init
void DLLEXPORT HUD_Init( void )
{
InitInput();
gHUD.Init();
Scheme_Init();
SetupLogging (); // buz
// buz: enable CrashRpt library
LoadCrashRpt();
}