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game/client/hud_msg.cpp
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62
game/client/hud_msg.cpp
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//
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// hud_msg.cpp
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//
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#include "cbase.h"
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#include "clientmode.h"
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#include "hudelement.h"
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#include "keyvalues.h"
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#include "vgui_controls/AnimationController.h"
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#include "engine/IEngineSound.h"
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#include <bitbuf.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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/// USER-DEFINED SERVER MESSAGE HANDLERS
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bool CHud::MsgFunc_ResetHUD( const CCSUsrMsg_ResetHud& msg )
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{
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ResetHUD();
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return true;
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}
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void CHud::ResetHUD()
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{
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// clear all hud data
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GetClientMode()->GetViewportAnimationController()->CancelAllAnimations();
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for ( int i = 0; i < GetHudList().Count(); i++ )
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{
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#if defined ( PORTAL2 )
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// 78342: We don't want to clear hud chat every spawn as our
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// MP re-spawns players every death... losing chat is a big deal in p2 coop.
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if ( V_strcmp( GetHudList()[i]->GetName(), "CHudChat" ) == 0 )
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continue;
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#endif
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GetHudList()[i]->Reset();
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}
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GetClientMode()->GetViewportAnimationController()->RunAllAnimationsToCompletion();
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// reset sensitivity
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m_flMouseSensitivity = 0;
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m_flMouseSensitivityFactor = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHud::MsgFunc_SendAudio(const CCSUsrMsg_SendAudio& msg )
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{
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, msg.radio_sound().c_str() );
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return true;
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}
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