Add can_shoot and draw_tracer to util.c
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@ -34,6 +34,7 @@ cl_entity_t* get_player(int ent_idx);
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bool is_alive(cl_entity_t* ent);
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bool valid_player(cl_entity_t* ent);
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bool is_friend(cl_entity_t* ent);
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bool can_shoot(void);
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char* get_name(int ent_idx);
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game_id get_cur_game(void);
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vec3_t vec3(float x, float y, float z);
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@ -48,6 +49,7 @@ vec3_t vec_to_ang(vec3_t v);
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vec3_t matrix_3x4_origin(matrix_3x4 m);
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bool world_to_screen(vec3_t vec, vec2_t screen);
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void engine_draw_text(int x, int y, char* s, rgb_t c);
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void draw_tracer(vec3_t start, vec3_t end, rgb_t c, float a, float w, float t);
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void gl_drawbox(int x, int y, int w, int h, rgb_t c);
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void gl_drawline(int x0, int y0, int x1, int y1, float w, rgb_t col);
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bool protect_addr(void* ptr, int new_flags);
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17
src/util.c
17
src/util.c
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@ -63,6 +63,10 @@ bool is_friend(cl_entity_t* ent) {
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}
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}
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bool can_shoot(void) {
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return g_flNextAttack <= 0.0f && g_flNextPrimaryAttack <= 0.0f;
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}
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char* get_name(int ent_idx) {
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hud_player_info_t info;
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i_engine->pfnGetPlayerInfo(ent_idx, &info);
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@ -204,6 +208,19 @@ void engine_draw_text(int x, int y, char* s, rgb_t c) {
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i_engine->pfnDrawConsoleString(x, y, s);
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}
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void draw_tracer(vec3_t start, vec3_t end, rgb_t c, float a, float w,
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float time) {
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static const char* MDL_STR = "sprites/laserbeam.spr";
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static int beam_idx = i_engine->pEventAPI->EV_FindModelIndex(MDL_STR);
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float r = c.r / 255.f;
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float g = c.g / 255.f;
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float b = c.b / 255.f;
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i_engine->pEfxAPI->R_BeamPoints(start, end, beam_idx, time, w, 0, a, 0, 0,
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0, r, g, b);
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}
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void gl_drawbox(int x, int y, int w, int h, rgb_t c) {
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/* Line width */
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const int lw = 1;
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