UTIL HudMessage: Difference between revisions
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{{ | {{DISPLAYTITLE:UTIL_HudMessage}} | ||
'''UTIL_HudMessage''' is a [[UTIL]] provided to send a message to a specific player. It is only used for [[debugging]] purposes. | '''UTIL_HudMessage''' is a [[UTIL]] provided to send a message to a specific player. It is only used for [[debugging]] purposes. | ||
'''See | '''See also:''' [[UTIL_HudMessageAll]] | ||
== Usage == | == Usage == |
Latest revision as of 02:08, 9 January 2024
UTIL_HudMessage is a UTIL provided to send a message to a specific player. It is only used for debugging purposes.
See also: UTIL_HudMessageAll
Usage
//-----------------------------------------------------------------------------
// Purpose: Calls UTIL_HudMessage for every player
// Input : pToPlayer - CBasePlayer that will be used as a filter for CRecipientFilter.
// Input : hudtextparmas_t - Text Parameters, size, location, color, etc.
// Input : pMessage - Message to send
// Output :
//-----------------------------------------------------------------------------
void UTIL_HudMessage( CBasePlayer *pToPlayer, const hudtextparms_t &textparms, const char *pMessage )
Examples
// If we're in singleplayer, show the message to the player.
if ( gpGlobals->maxClients == 1 )
{
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
UTIL_HudMessage( pPlayer, m_textParms, MessageGet() );
}
//Show the message to the player that triggered us.
else if ( pActivator && pActivator->IsNetClient() )
{
UTIL_HudMessage( ToBasePlayer( pActivator ), m_textParms, MessageGet() );
}