VERC: TriAPI based team overlays Last edited 16 years ago2002-09-26 01:42:00 UTC by Penguinboy Penguinboy

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TriAPI Based Team Overlays

Function

names are in RED

File
names are in ORANGE
This tutorial will
show you how to make use of the Triangle API to make team overlays so you blind
players that can't tell the difference between skins can finally tell the difference
by a green circle above your team mates' heads.
All you need to
do is open your CLIENT project, open up the tri.cpp
file, then go into the HUD_DrawTransparentTriangles()
function and add this code anywhere before the closing brace:

//
render team overlays

cl_entity_t *thisplayer = gEngfuncs.GetLocalPlayer();

float size = 25;

vec3_t angles, forward, right, up;

gEngfuncs.GetViewAngles( ( float *)angles
);

AngleVectors( angles, forward, right, up);

// only for teamplay

if ( gHUD.m_Teamplay )

{

for ( int i=0;
i < MAX_PLAYERS+1; i++)

{

cl_entity_t *player = gEngfuncs.GetEntityByIndex(i);

int team = g_PlayerExtraInfo[player->index].teamnumber;

// they aren't a player, continue the looping

if ( g_PlayerInfoList[i].name == NULL )

continue;

// if they are this player, then continue

if ( player == thisplayer )

continue;

if ( g_PlayerExtraInfo[thisplayer->index].teamnumber

team )

{

// render the sprite above their heads

if (player)

{

vec3_t org;

vec3_t point;

org = player->origin;

//
starting position

org.z += 52;

org = org + right * -size/2;

/*

org
+ right * size;

org
+ up * size;

*/

if
(gHUD.m_hsprCursor == 0)

{

char
sz[256];

sprintf(
sz, "sprites/flare3.spr" );

gHUD.m_hsprCursor

SPR_Load( sz );

}

if
( !gEngfuncs.pTriAPI->SpriteTexture( ( struct
model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor
), 0 ))

return;

// Create a triangle, sigh

gEngfuncs.pTriAPI->RenderMode(
kRenderTransAdd );

gEngfuncs.pTriAPI->CullFace(
TRI_NONE );

gEngfuncs.pTriAPI->Begin(
TRI_QUADS );

//
now draw that tiny quad

//
the triapi calls are pretty similar to opengl

gEngfuncs.pTriAPI->Color4f(
0.0, 1.0, 0.0, 1.0 );

gEngfuncs.pTriAPI->Brightness(
1.0 );

gEngfuncs.pTriAPI->TexCoord2f(
1, 1 );

point = org;

gEngfuncs.pTriAPI->Vertex3fv(
point );

gEngfuncs.pTriAPI->TexCoord2f(
1, 0 );

point = org + up * size;

gEngfuncs.pTriAPI->Vertex3fv(
point );

gEngfuncs.pTriAPI->TexCoord2f(
0, 0 );

point = org + right * size
+ up * size;

gEngfuncs.pTriAPI->Vertex3fv(
point );

gEngfuncs.pTriAPI->TexCoord2f(
0, 1 );

point = org + right * size;

gEngfuncs.pTriAPI->Vertex3fv(
point );

gEngfuncs.pTriAPI->End();

gEngfuncs.pTriAPI->RenderMode(
kRenderTransAdd );

}

}

}

}

You can change
the flare3.spr to any sprite you want. You just need to make sure its there,
or it won't work at all. Have fun!
-Mazor
mazor579@hotmail.com (Link: mazor579-at-hotmail.com)
This article was originally published on the Valve Editing Resource Collective (VERC).
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