See down in:
                else if (m_flStatusBarDisappearDelay > gpGlobals->time)
                {
                        // hold the values for a short amount of time
after viewing the object
                        newSBarState[SBAR_ID_TARGETNAME] =
m_izSBarState[SBAR_ID_TARGETNAME];
                        newSBarState[SBAR_ID_TARGETHEALTH] =
m_izSBarState[SBAR_ID_TARGETHEALTH];
                        newSBarState[SBAR_ID_TARGETARMOR] =
m_izSBarState[SBAR_ID_TARGETARMOR];

                        strcpy(sbuf0, "");
                        strcpy(sbuf1, ""); // omega; clear both
                }

clear sbuf1 as well, and it will disappear.


-omega
http://www.frontline2.com


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tuomo
Virtanen
Sent: September 18, 2003 7:28 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Displaying enemy name on HUD (fix)

Thanks Omega i got it pretty much up and running if things go on like
this i might be able to release my mod before half-life 2 :o
I hope i am not pushing my luck but i still need to figure out how to
make it so that it resets when not looking at monster
any ideas in that direction?


> This is your lucky day! Three messages from me in a row!!!
>
> Through the magic of email, I noticed something I didn't notice before
> =D
>
> I left the CBaseTurret stuff in.
> oops =)
>
> else if (strstr(STRING(pEntity->pev->classname), "monster"))
> {
> if (pTur->IRelationship(this))
> sprintf(sbuf0, "%s[ Enemy %s ]", "%r", STRING(pEntity->pev->message));
> else
> sprintf(sbuf0, "%s[ Friendly %s ]", "%g",
> STRING(pEntity->pev->message));
> m_flStatusBarDisappearDelay = gpGlobals->time + 1.0;
> }
>
> -omega
> http://www.frontline2.com
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony
> "omega"
 Sergi
> Sent: September 18, 2003 12:54 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Displaying enemy name on HUD
>
> Oh, and what I thought of just before I sent the mail (grr huh?) is
> that
 if you don't want to use pev->message you could just use
> classname, and
 strip off the "monster_" part (look at how the
> deathnotice is done where
 monsters are concerned)
>
> -omega
> http://www.frontline2.com
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tony
> "omega"
 Sergi
> Sent: September 18, 2003 12:43 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] Displaying enemy name on HUD
>
> It doesn't USE targetname. What that is, is the ENTITY INDEX of the
> player; the client dll can read all players names from their entity
> index. Monsters don't _have_ names. So you'll have to change the whole
> id system so it sends the classname of the entity, but NOT as an
> entity
 index.
>
> Did you look at the code on the client side that processes it?
>
> Here is how I do it in FLF (based on Pink's original code, I optimized
> it to allow you to ID any monster (mainly for turrets here) in one if
> statement.
>
> First, inside the monsters spawn function, I fill pev->message (I use
> message because I'm already using netname for something else, but if
> you're not, you can use netname respectively)
> IE:
> pev->message = MAKE_STRING("Turret");
>
> Then inside the ID function:
>
> //omega; modified to only allow you to id team-mates (you could use it
> to aim //over distances at the enemy, and in some cases see people who
> were //camouflaged)
> if (pEntity->Classify() == CLASS_PLAYER && pEntity->pev->team ==
> pev->team)
> {
> Regular player id stuff;
> }
> //find out if it's a monster of any kind, if it is, then id it from
> its
 //"message" (set in the "monster" spawn function)
> else if (strstr(STRING(pEntity->pev->classname), "monster"))
> {
> CBaseTurret *pTur = (CBaseTurret *)pEntity;
>
> if (pTur->IRelationship(this))
> sprintf (sbuf0, "%s[ Enemy %s ]", "%r", STRING(pTur->pev->message));
> else
> sprintf(sbuf0, "%s[ Friendly %s ]", "%g", STRING(pTur->pev->message));
> m_flStatusBarDisappearDelay = gpGlobals->time + 1.0;
> }
>
> I removed all tabs so that it fits inside the size restriction of
> plain
 text.
> -omega
> http://www.frontline2.com
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Tuomo
> Virtanen
> Sent: September 18, 2003 6:15 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Displaying enemy name on hud
>
> Ok maybe i should clear somethings up a bit the code is actually in
> the
 original SDK and it does send data to client.dll so it can display
> the
 data that is Name, Health and Armor
> here is the original code:
> if (pEntity->Classify() == CLASS_PLAYER )
> {
> newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() );
> strcpy( sbuf1, "1 %p1\n2 Health: %i2%%\n3 Armor: %i3%%" );
> // allies and medics get to see the targets health
> if ( g_pGameRules->PlayerRelationship( this, pEntity ) == GR_TEAMMATE
> )
 {
> newSBarState[ SBAR_ID_TARGETHEALTH ] = 100 * (pEntity->pev->health /
> pEntity->pev->max_health);
> newSBarState[ SBAR_ID_TARGETARMOR ] = pEntity->pev->armorvalue; //No
> need to get it % based since 100 it's the max.
> m_flStatusBarDisappearDelay = gpGlobals->time + 1.0;
> }
> so i need to change this code to make it so that it sends the monster
> targetname as name i already made another copy of this code and
> changed
 the CLASS_PLAYER to CLASS_PLAYER_ALLY
>
>
>
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>
>
>
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