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TAKE OFF THE HUD & MESSAGES OR MODIFY THEM
Hide the Names and
Scores of the Bots or the remote clients, go in CLIENT.C
inside the function "static geBoolean PrintClientScores":
...
for (i=0; i< Total;
i++)
{
int Line;
ClientInfo = &Client->ClientInfo[Sorted[i]];
Name = ClientInfo->Name;
Score = ClientInfo->Score;
if (Width < SMALL_CONSOLE_CUTOFF_WIDTH)
Line = i+((Height-30)/6)-9;
else
Line = i+((Height-60)/15)-9;
// Comment those lines.
// if (!Console_XYPrintf(GameMgr_GetConsole(Client->GMgr),
0, Line, 0, "%12s: %4i", Name, Score))
//
return GE_FALSE;
}
...
Hide the CrossHair,
go in CLIENT.C
inside the function "geBoolean Client_RenderFrame":
...
// Comment this line.
// PrintCrossHair(Client);
...
Hide the HUD (the status
bar at the bottom of the screen), go in CLIENT.C
inside the function "static geBoolean RenderWorld":
...
VidMode_GetResolution(Client->VidMode,&Width,&Height);
Rect.Left = 0;
Rect.Right = Width-1;
Rect.Top = 0;
// Add this line to
stretch the Rect.
Rect.Bottom = Height
- 1;
// Comment those lines.
//
if (Width<SMALL_CONSOLE_CUTOFF_WIDTH)
// Rect.Bottom
= Height - 1 - CONSOLE_HEIGHT_320;
//
else
// Rect.Bottom
= Height - 1 - CONSOLE_HEIGHT_640;
Engine = GameMgr_GetEngine(GMgr);
assert(Engine);
...
Hide the Driver name
and mode on at the top left corner, go in GENVS.C
inside the function "int WINAPI WinMain":
...
if (!ShowStats &&
World)
{
// Comment those lines or replace the text "Driver: %s %s" by whatever
you want
// to see displayed on the top left corner of the screen.
// e.g: Console_XYPrintf(Console,0,0,0, "MyGame v1.0");
// Console_XYPrintf(Console,0,0,0,"Driver:
%s %s",
//
DriverModeList[ChangeDisplaySelection].DriverNamePtr,
//
DriverModeList[ChangeDisplaySelection].ModeNamePtr);
if (!SoundSys)
{
Console_XYPrintf(Console,0,1,0,"(No sound device found)");
}
}
...
Hide or change the
Messages when you pick up items, go in ITEMS.C
inside the function "static geBoolean Item_TriggerHealth":
...
// Send the info to
the client machine that is attached to this player
if (Target->ClientHandle
!= CLIENT_NULL_HANDLE)
{
GenVSI_SetClientHealth(VSI, Target->ClientHandle, Target->Health);
// Comment this line or replace the message when picking up health.
// GenVSI_ConsoleHeaderPrintf(VSI,
Target->ClientHandle, GE_FALSE, "You get 25 health");
}
...
Inside the function
"static geBoolean Item_TriggerArmor":
...
// Send the info to
the client machine that is attached to this player
if (Target->ClientHandle
!= CLIENT_NULL_HANDLE)
{
UpdateClientInventory(VSI, Target, ITEM_ARMOR);
// Comment this line or replace the message when picking up an armor.
// GenVSI_ConsoleHeaderPrintf(VSI, Target->ClientHandle,
GE_FALSE, "You get %i armor", ARMOR_AMOUNT);
}
...
Inside the function
"static geBoolean Item_TriggerRocket":
...
// Send the info to
the client machine that is attached to this player
if (Target->ClientHandle
!= CLIENT_NULL_HANDLE)
{
UpdateClientInventory(VSI, Target, ITEM_ROCKETS);
// Comment this line or replace the message when picking up a RocketLauncher.
// GenVSI_ConsoleHeaderPrintf(VSI, Target->ClientHandle,
GE_FALSE, "You get the Rocket Launcher");
}
...
Inside the function
"static geBoolean Item_TriggerRocketAmmo":
...
// Send the info to
the client machine that is attached to this player
if (Target->ClientHandle
!= CLIENT_NULL_HANDLE)
{
UpdateClientInventory(VSI, Target, ITEM_ROCKETS);
// Comment this line or replace the message when picking up a Rocket.
// GenVSI_ConsoleHeaderPrintf(VSI, Target->ClientHandle,
GE_FALSE, "You get some Rocket Ammo");
}
...
Inside the function
"static geBoolean Item_TriggerGrenade":
...
// Send the info to
the client machine that is attached to this player
if (Target->ClientHandle
!= CLIENT_NULL_HANDLE)
{
UpdateClientInventory(VSI, Target, ITEM_GRENADES);
// Comment this line or replace the message when picking up a GrenadeLauncher.
// GenVSI_ConsoleHeaderPrintf(VSI, Target->ClientHandle,
GE_FALSE, "You get the Grenade Launcher");
}
...
Inside the function
"static geBoolean Item_TriggerShredder":
...
// Actors don't have
a client handle
if (Target->ClientHandle
!= CLIENT_NULL_HANDLE)
{
UpdateClientInventory(VSI, Target, ITEM_SHREDDER);
// Comment this line or replace the message when picking up a Shredder.
// GenVSI_ConsoleHeaderPrintf(VSI, Target->ClientHandle,
GE_FALSE, "You get the Shredder");
}
...
Inside the function
"static geBoolean Item_TriggerShredderAmmo":
...
// Actors don't have
a client handle
if (Target->ClientHandle
!= CLIENT_NULL_HANDLE)
{
UpdateClientInventory(VSI, Target, ITEM_SHREDDER);
// Comment this line or replace the message when picking up Ammo for a
Shredder.
// GenVSI_ConsoleHeaderPrintf(VSI, Target->ClientHandle,
GE_FALSE, "You get some Shredder Ammo");
}
...
Inside the function
"static geBoolean Item_TriggerGrenadeAmmo":
...
// Actors don't have
a client handle
if (Target->ClientHandle
!= CLIENT_NULL_HANDLE)
{
UpdateClientInventory(VSI, Target, ITEM_GRENADES);
// Comment this line or replace the message when picking up Grenades.
// GenVSI_ConsoleHeaderPrintf(VSI, Target->ClientHandle,
GE_FALSE, "You get some Grenade Ammo");
}
...
Hide the Messages when
the player or a Bot die or kill someone, go in WEAPONS.C
inside the function "geBoolean KillPlayer":
...
if (Owner == Target)
// We just killed ourself!!
{
// Comment those lines
// GenVSI_ConsoleHeaderPrintf(VSI, Owner->ClientHandle,
GE_TRUE, "%s%s",
//
Owner->ClassName, DieMsgs[CurrentDieMsg]);
Owner->Score--;
CurrentDieMsg++;
CurrentDieMsg%=NUM_DIE_MSGS;
}
else
{
// Comment those lines
// GenVSI_ConsoleHeaderPrintf(VSI,
Owner->ClientHandle, GE_TRUE, "%s%s%s%s",
//
Owner->ClassName, KillMsgs[CurrentKillMsg<<1], Target->ClassName,
//
KillMsgs[(CurrentKillMsg<<1)+1]);
Owner->Score++;
CurrentKillMsg++;
CurrentKillMsg%=NUM_KILL_MSGS;
}
...
You can also change
the Die and Kill messages. Go in WEAPONS.C,
between the functions "static geBoolean Player_Dying"
and "geBoolean KillPlayer":
...
#define NUM_DIE_MSGS 4
static int32 CurrentDieMsg = 0;
static char DieMsgs[NUM_DIE_MSGS][128]
=
{
" can't handle life
anymore",
" is a loser",
" puts a gun to his
head",
" had a nervous breakdown",
};
#define NUM_KILL_MSGS 5
static int32 CurrentKillMsg = 0;
static char KillMsgs[NUM_KILL_MSGS<<1][128]
=
{
" hit ", " with an
ugly stick",
" lays the smack down
on ", "...",
" cracked ", "'s head
open",
" hit ", " with an
ugly forest",
" put a load in ",
"'s head",
};
...