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Mapbase v7.1#207

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Blixibon merged 69 commits into
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Nov 24, 2022
Merged

Mapbase v7.1#207
Blixibon merged 69 commits into
masterfrom
develop

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untodesu and others added 27 commits January 27, 2022 01:26
Avoid _hypot being defined twice by renaming it to _STUB1
Taken from my own code at untodesu/refraction#14
…lity for prop_interactable similar to that of func_button
Fix a symbol being defined twice
@github-actions github-actions Bot added Entities Mapbase - Involves game entities Project Generation Mapbase - Involves the source code's project files (e.g. VPC scripts) Repo Mapbase - Related to the repository itself (e.g. workflows) labels Oct 21, 2022
@Blixibon Blixibon marked this pull request as ready for review October 27, 2022 04:07
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commit 6ceb808

This is identical to using the hidehud cvar. I was thinking of something more refined, though I should've mentioned that in the PR.

I have this code from 2 years ago which allows the individual visibility of each hud element instead of hud render groups like how hidehud bits do. This is closer to what I had in my mind.

void CScriptVGUI::SetHUDPanelHiddenBits( const char* name, int bits )
{
	CHudElement* elem = gHUD.FindElement(name);
	if ( !elem )
		return;

	elem->SetHiddenBits( bits );
}

This could be reworked to a user-friendly SetHudElementVisible(string, bool) version that sets hiddenbits to -1 or their previous value which would be saved on the initial call on the particular hud element.

If you approve but don't wish to make this, I can open a PR for it.

@Blixibon Blixibon merged commit d771694 into master Nov 24, 2022
VDeltaGabriel pushed a commit to Project-P2009/p2009_sdk that referenced this pull request Apr 27, 2023
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Entities Mapbase - Involves game entities Project Generation Mapbase - Involves the source code's project files (e.g. VPC scripts) Repo Mapbase - Related to the repository itself (e.g. workflows) Shaders Mapbase - Involves the shaders

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