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!You must log in to post a comment. You can login or register a new account.