Nuclide
Software Development Kit for id Tech
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Go to the source code of this file.
Classes | |
struct | gametext_t |
Definition of a text channel. More... | |
Macros | |
#define | TEXTQUEUE_MAX 6 |
Functions | |
void | GameText_Draw (void) |
Used by Nuclide to draw all active text channels to the screen. More... | |
void | GameMessage_Setup (string strMessage, int iChannel) |
Places a message within a specified channel. More... | |
void | GameText_Parse (void) |
Used by Nuclide to parse a message delivered by the game_text entity. More... | |
void | GameMessage_Parse (void) |
Used by Nuclide to parse a message delivered by the env_message entity. More... | |
Variables | |
gametext_t | g_textchannels [6] |
Global pool of text channels. More... | |
gametext_t | g_textqueue [6] |
this is reserved for channel 0 More... | |
int | g_textqueue_next |
int | g_textqueue_count |
#define TEXTQUEUE_MAX 6 |
Used by Nuclide to parse a message delivered by the env_message entity.
Places a message within a specified channel.
We look up a message within our titles.txt file and copy its parameters and string contents into a text channel.
We have 6 channels in total.
strMessage | is the message we'll look up. |
iChannel | is the channel it will be stored in. |
gametext_t g_textchannels[6] |
Global pool of text channels.
gametext_t g_textqueue[6] |
this is reserved for channel 0
int g_textqueue_count |
int g_textqueue_next |