void GameText_Draw(void)
Used by Nuclide to draw all active text channels to the screen.
Definition: text.qc:150
void GameMessage_Setup(string strMessage, int iChannel)
Places a message within a specified channel.
Definition: text.qc:262
void GameText_Parse(void)
Used by Nuclide to parse a message delivered by the game_text entity.
Definition: text.qc:235
void GameMessage_Parse(void)
Used by Nuclide to parse a message delivered by the env_message entity.
Definition: text.qc:312
Definition of a text channel.
Definition: text.h:24
float m_flFadeOut
Time in seconds it takes for the text to fade out.
Definition: text.h:32
int m_iEffect
Effect to use when rendering the text.
Definition: text.h:28
float m_flTime
The time that's passed on the active channel.
Definition: text.h:35
float m_flHoldTime
Time in seconds on which we'll hold onto the text.
Definition: text.h:33
vector m_vecColor2
Secondary text color for use with effects.
Definition: text.h:30
float m_flPosY
Normalized starting position on the X-axis.
Definition: text.h:27
float m_flFXTime
Time in seconds that it takes for the effect to finish.
Definition: text.h:34
float m_flFadeIn
Time in seconds it takes for the text to fade in.
Definition: text.h:31
float m_flPosX
Normalized starting position on the X-axis.
Definition: text.h:26
hudText_t g_textqueue[6]
this is reserved for channel 0
Definition: text.h:44
hudText_t g_textchannels[6]
Global pool of text channels.
Definition: text.h:39