VGUI

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Revision as of 02:17, 17 April 2017 by Johnny (talk | contribs)
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VGUI

Borders

DebugBorder2
{
	"inset" "0 0 0 0" // margin
	"backgroundType" "1" // is of type backgroundtype_e (BACKGROUND_FILLED = 0, BACKGROUND_TEXTURED = 1, BACKGROUND_ROUNDEDCORNERS = 2)
	Left // the side
	{
		"1"  // a border can have more then 1 line. 
		{
			"color" "0 255 0 255" // color of the border
			"offset" "2 1"  // start and end offset. skip the first 2 pixels and skip the last 1 pixel
		}
	}
	Right
	{
		"1"
		{
			"color" "0 255 0 255"
			"offset" "1 0"
		}
	}
	Top
	{
		"1"
		{
			"color" "0 255 0 255"
			"offset" "0 0"
		}
	}
	Bottom
	{
		"1"
		{
			"color" "0 255 0 255"
			"offset" "0 0"
		}
	}
}

HUD Hide flags

The player has a variable m_iHideHUD that defines which hud elements should be hidden. https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/client/hud.cpp#L948

Each hud element can asign its self to a hide group using SetHiddenBits(int group).

There are 3 special hide flags.

  • HIDEHUD_ALL is special because it is always asigned to every element. So calling SetHiddenBits(HIDEHUD_ALL) is pointless.
  • HIDEHUD_PLAYERDEAD & HIDEHUD_NEEDSUIT are special because it does not use m_iHideHUD. Seem to be a bit of a hack by valve.