UTIL_HudMessageAll
UTIL_HudMessageAll is a UTIL provided to send a message to all player's HUDs. It is only used for debugging purposes.
See also: UTIL_HudMessage
Usage
//-----------------------------------------------------------------------------
// Purpose: Calls UTIL_HudMessage for every player
// Input : hudtextparmas_t - Text Parameters, size, location, color, etc.
// Input : pMessage - Message to send
// Output :
//-----------------------------------------------------------------------------
void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage )
Examples
// ----------------------------------------------------------
// Skip AI if its been disabled or networks haven't been
// loaded, and put a warning message on the screen
//
// Don't do this if the convar wants it hidden
// ----------------------------------------------------------
if ( (CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI || !g_pAINetworkManager->NetworksLoaded()) )
{
if ( gpGlobals->curtime >= g_AINextDisabledMessageTime && !IsInCommentaryMode() )
{
g_AINextDisabledMessageTime = gpGlobals->curtime + 0.5f;
hudtextparms_s tTextParam;
tTextParam.x = 0.7;
tTextParam.y = 0.65;
tTextParam.effect = 0;
tTextParam.r1 = 255;
tTextParam.g1 = 255;
tTextParam.b1 = 255;
tTextParam.a1 = 255;
tTextParam.r2 = 255;
tTextParam.g2 = 255;
tTextParam.b2 = 255;
tTextParam.a2 = 255;
tTextParam.fadeinTime = 0;
tTextParam.fadeoutTime = 0;
tTextParam.holdTime = 0.6;
tTextParam.fxTime = 0;
tTextParam.channel = 1;
UTIL_HudMessageAll( tTextParam, "A.I. Disabled...\n" );
}
SetActivity( ACT_IDLE );
return false;
}