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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)
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