If you have a clientside entity that you'd like to position a hud
element around, use these utility functions in cdll_util.cpp:
bool GetTargetInScreenSpace( C_BaseEntity *pTargetEntity, int&
iX, int& iY, Vector *vecOffset );
bool GetVectorInScreenSpace( Vector pos, int& iX, int& iY,
Vector *vecOffset );
They'll return true if the target/vector is onscreen, and fill out the
iX, iY with the screen X/Y position.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Monday, April 10, 2006 9:13 AM
To: [email protected]
Subject: Re: [hlcoders] Putting an entitys position on the hud with a
graphic and other bonus questions.
--
[ Picked text/plain from multipart/alternative ]
Thanks guy, I have gone a different way and am just using a server side
entity which works well.
This is more a questions about maths theory than anything else, so I
have
the Vectors transmitting perfectly :D But making them usable on the HUD
is
making me scratch my head, at the moment I have this code which deals
with
the layout of the label element.
//----------------------------------------------------------------------
-------
// Purpose: Resizes the label
//----------------------------------------------------------------------
-------
void CBBHudPointer::PerformLayout()
{
CHL2MPRules *pRules = HL2MPRules();
if ( !pRules )
return;
Vector vPointer = pRules->m_vPointerPosition;
int x = vPointer.x;
int y = vPointer.y;
m_pWarmupLabel->SetPos( x , y );
}
Now even I can see why that is wrong, X&Y are going to be relative to
the
clients HUD not the entitys position. I currently have -no- idea on how
to
nake it useable for my purposes.
On 4/9/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> if you're using HL2MP sdk, you can define the player limits in
> src\dlls\hl2mp_dll\hl2mp_gameinterface.cpp
> --
>
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>
>
--
- Benjamin Davison
--
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