source-engine/game/client/dod/dod_hud_weaponselection.cpp

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2022-04-16 09:05:19 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_selection.h"
#include "iclientmode.h"
#include "history_resource.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/Panel.h>
#include <string.h>
#include "weapon_dodbase.h"
float GetScale( int nIconWidth, int nIconHeight, int nWidth, int nHeight );
//-----------------------------------------------------------------------------
// Purpose: cstrike weapon selection hud element
//-----------------------------------------------------------------------------
class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
public:
CHudWeaponSelection( const char *pElementName );
virtual void VidInit();
virtual bool ShouldDraw();
virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon );
virtual void CycleToNextWeapon( void );
virtual void CycleToPrevWeapon( void );
virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos );
virtual void SelectWeaponSlot( int iSlot );
virtual C_BaseCombatWeapon *GetSelectedWeapon( void )
{
return m_hSelectedWeapon;
}
virtual void OpenSelection( void );
virtual void HideSelection( void );
virtual void LevelInit();
virtual void SelectWeapon( void );
virtual void CancelWeaponSelection( void );
virtual bool IsHudMenuPreventingWeaponSelection() { return false; }
protected:
virtual void OnThink();
virtual void Paint();
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
virtual bool IsWeaponSelectable()
{
if ( IsInSelectionMode() )
{
return true;
}
return false;
}
private:
C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
{
m_hSelectedWeapon = pWeapon;
}
void DrawBox( int x, int y, int wide, int tall, int type, int number, int valid );
private:
int m_iBackgroundTexture;
CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "108", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "72", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSmallBoxCutSize, "SmallBoxCutSize", "5", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flLargeBoxCutSize, "LargeBoxCutSize", "5", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconXPos, "IconXPos", "16", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" );
CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" );
CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" );
CPanelAnimationVar( Color, m_ActiveTextColor, "ActiveTextColor", "255 255 255 255" );
CPanelAnimationVar( Color, m_InactiveTextColor, "InactiveTextColor", "80 80 80 255" );
CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" );
CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" );
CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" );
CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" );
CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" );
CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" );
CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" );
CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" );
CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" );
CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" );
CPanelAnimationVar( Color, m_ActiveBoxColor, "ActiveBoxColor", "255 255 255 255" );
CPanelAnimationVar( Color, m_ActiveBoxBorder, "ActiveBoxBorder", "255 255 255 255" );
CPanelAnimationVar( Color, m_InactiveBoxColor, "InactiveBoxColor", "0 0 0 0" );
CPanelAnimationVar( Color, m_InactiveBoxBorder, "InactiveBoxBorder", "255 255 255 255" );
CPanelAnimationVar( Color, m_NotUseableColor, "NotUseableColor", "0 0 0 0" );
};
DECLARE_HUDELEMENT( CHudWeaponSelection );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD );
m_iBackgroundTexture = vgui::surface()->DrawGetTextureId( "vgui/white" );
if ( m_iBackgroundTexture == -1 )
{
m_iBackgroundTexture = vgui::surface()->CreateNewTextureID();
}
vgui::surface()->DrawSetTextureFile( m_iBackgroundTexture, "vgui/white" , true, true );
}
void CHudWeaponSelection::VidInit(void)
{
// If we've already loaded weapons, let's get new sprites
gWR.LoadAllWeaponSprites();
Reset();
}
//-----------------------------------------------------------------------------
// Purpose: sets up display for showing weapon pickup
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
{
// show tnt pickup panel
C_WeaponDODBase *pDODWpn = dynamic_cast<C_WeaponDODBase *>( pWeapon );
if ( pDODWpn && pDODWpn->GetDODWpnData().m_WeaponType == WPN_TYPE_BOMB )
{
IGameEvent *event = gameeventmanager->CreateEvent( "dod_tnt_pickup" );
if ( event )
{
gameeventmanager->FireEventClientSide( event );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: updates animation status
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnThink()
{
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the panel should draw
//-----------------------------------------------------------------------------
bool CHudWeaponSelection::ShouldDraw()
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
{
if ( IsInSelectionMode() )
{
HideSelection();
}
return false;
}
bool bret = CBaseHudWeaponSelection::ShouldDraw();
if ( !bret )
{
return false;
}
return ( m_bSelectionVisible ) ? true : false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::LevelInit()
{
CHudElement::LevelInit();
m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS );
}
//-------------------------------------------------------------------------
// Purpose: draws the selection area
//-------------------------------------------------------------------------
void CHudWeaponSelection::Paint(void)
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
{
return;
}
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon();
if ( !pSelectedWeapon )
{
return;
}
int x, y, w, h;
GetBounds( x, y, w, h );
int xpos = 0;
int ypos = h;
int nType = 0;
Color bright( 255,255,255,255 );
// iterate over all the weapon slots
for ( int iSlot = m_iMaxSlots - 1; iSlot >=0; iSlot-- )
{
for( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ )
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(iSlot, iPos);
if ( !pWeapon )
{
continue;
}
if ( !pWeapon->CanBeSelected() )
{
continue;
}
if ( pWeapon->GetSpriteActive() )
{
const CHudTexture *pWpnSprite = pWeapon->GetSpriteActive();
Color finalColor;
Assert( pWpnSprite );
float finalBoxWide, finalBoxTall;
if ( pWeapon == pSelectedWeapon )
{
finalBoxWide = m_flLargeBoxWide;
finalBoxTall = m_flLargeBoxTall;
finalColor = m_ActiveBoxColor;
nType = 1;
}
else
{
finalBoxWide = m_flSmallBoxWide;
finalBoxTall = m_flSmallBoxTall;
finalColor = m_InactiveBoxColor;
nType = 0;
}
xpos = ( w / 2.0 ) - ( finalBoxWide / 2.0f );
ypos -= finalBoxTall;
int sprBoxWidth = finalBoxWide - XRES(4); // minus 4 (2 left, 2 right)
int sprBoxHeight = finalBoxTall - YRES(4); // minus 4 (2 top, 2 bottom)
int sprWidth = pWpnSprite->Width();
int sprHeight = pWpnSprite->Height();
float scale = GetScale( sprWidth, sprHeight, sprBoxWidth, sprBoxHeight );
sprWidth = sprWidth * scale;
sprHeight = sprHeight * scale;
int wpnX = xpos + ( finalBoxWide - sprWidth ) / 2;
int wpnY = ypos + ( finalBoxTall - sprHeight ) / 2;
bool bHasAmmo = true;
if ( pWeapon->UsesClipsForAmmo1() )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer )
{
int ammo = pWeapon->Clip1() + pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
if ( ammo <= 0 )
{
bHasAmmo = false;
}
}
}
DrawBox( xpos, ypos, finalBoxWide, finalBoxTall, nType, iSlot + 1, ( pWeapon->CanDeploy() && bHasAmmo ) ) ;
pWpnSprite->DrawSelf( wpnX, wpnY, sprWidth, sprHeight, bright );
ypos -= m_flBoxGap;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: draws a selection box
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawBox( int x, int y, int wide, int tall, int type, int number, int valid )
{
vgui::Vertex_t verts[5];
int nwide = wide - 1;
int ntall = tall - 1;
int nCutSize;
vgui::surface()->DrawSetTexture( m_iBackgroundTexture );
if ( type == 1 )
{
nCutSize = m_flLargeBoxCutSize;
vgui::surface()->DrawSetColor( Color( m_ActiveBoxColor ) );
}
else
{
nCutSize = m_flSmallBoxCutSize;
vgui::surface()->DrawSetColor( Color( m_InactiveBoxColor ) );
}
if ( !valid )
{
vgui::surface()->DrawSetColor( Color( m_NotUseableColor ) );
}
verts[0].Init( Vector2D( x, y ) );
verts[1].Init( Vector2D( x + nwide - nCutSize, y ) );
verts[2].Init( Vector2D( x + nwide, y + nCutSize ) );
verts[3].Init( Vector2D( x + nwide, y + ntall ) );
verts[4].Init( Vector2D( x, y + ntall ) );
vgui::surface()->DrawTexturedPolygon( 5, verts );
if ( type == 1 )
{
vgui::surface()->DrawSetColor( Color( m_ActiveBoxBorder ) );
}
else
{
vgui::surface()->DrawSetColor( Color( m_InactiveBoxBorder ) );
}
vgui::surface()->DrawTexturedPolyLine( verts, 5 );
// draw the number
if ( number >= 0 )
{
vgui::surface()->DrawSetTextFont( m_hNumberFont );
if ( type == 1 )
{
vgui::surface()->DrawSetTextColor( Color( m_ActiveTextColor ) );
}
else
{
vgui::surface()->DrawSetTextColor( Color( m_InactiveTextColor ) );
}
wchar_t wch = '0' + number;
vgui::surface()->DrawSetTextPos( x + m_flSelectionNumberXPos, y + ntall - m_flSelectionNumberYPos );
vgui::surface()->DrawUnicodeChar( wch );
}
}
//-----------------------------------------------------------------------------
// Purpose: hud scheme settings
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
SetPaintBackgroundEnabled( false );
}
//-----------------------------------------------------------------------------
// Purpose: Opens weapon selection control
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OpenSelection( void )
{
Assert( !IsInSelectionMode() );
CBaseHudWeaponSelection::OpenSelection();
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" );
}
//-----------------------------------------------------------------------------
// Purpose: Closes weapon selection control
//-----------------------------------------------------------------------------
void CHudWeaponSelection::HideSelection( void )
{
CBaseHudWeaponSelection::HideSelection();
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "CloseWeaponSelectionMenu" );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the next available weapon item in the weapon selection
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection( int iCurrentSlot, int iCurrentPosition )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
{
return NULL;
}
C_BaseCombatWeapon *pNextWeapon = NULL;
// search all the weapons looking for the closest next
int iLowestNextSlot = MAX_WEAPON_SLOTS;
int iLowestNextPosition = MAX_WEAPON_POSITIONS;
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon( i );
if ( !pWeapon )
{
continue;
}
if ( pWeapon->CanBeSelected() )
{
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
// see if this weapon is further ahead in the selection list
if ( weaponSlot > iCurrentSlot || ( weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition ) )
{
// see if this weapon is closer than the current lowest
if ( weaponSlot < iLowestNextSlot || ( weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition ) )
{
iLowestNextSlot = weaponSlot;
iLowestNextPosition = weaponPosition;
pNextWeapon = pWeapon;
}
}
}
}
return pNextWeapon;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the prior available weapon item in the weapon selection
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection( int iCurrentSlot, int iCurrentPosition )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
{
return NULL;
}
C_BaseCombatWeapon *pPrevWeapon = NULL;
// search all the weapons looking for the closest next
int iLowestPrevSlot = -1;
int iLowestPrevPosition = -1;
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon( i );
if ( !pWeapon )
{
continue;
}
if ( pWeapon->CanBeSelected() )
{
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
// see if this weapon is further ahead in the selection list
if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) )
{
// see if this weapon is closer than the current lowest
if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) )
{
iLowestPrevSlot = weaponSlot;
iLowestPrevPosition = weaponPosition;
pPrevWeapon = pWeapon;
}
}
}
}
return pPrevWeapon;
}
//-----------------------------------------------------------------------------
// Purpose: Moves the selection to the next item in the menu
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CycleToNextWeapon( void )
{
// Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
{
return;
}
C_BaseCombatWeapon *pNextWeapon = NULL;
if ( IsInSelectionMode() )
{
// find the next selection spot
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
if ( !pWeapon )
{
return;
}
pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
}
else
{
// open selection at the current place
pNextWeapon = pPlayer->GetActiveWeapon();
if ( pNextWeapon )
{
pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
}
}
if ( !pNextWeapon )
{
// wrap around back to start
pNextWeapon = FindNextWeaponInWeaponSelection( -1, -1 );
}
if ( pNextWeapon )
{
SetSelectedWeapon( pNextWeapon );
if ( hud_fastswitch.GetInt() > 0 )
{
SelectWeapon();
}
else if ( !IsInSelectionMode() )
{
OpenSelection();
}
// Play the "cycle to next weapon" sound
if ( m_bPlaySelectionSounds )
{
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Moves the selection to the previous item in the menu
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CycleToPrevWeapon( void )
{
// Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
{
return;
}
C_BaseCombatWeapon *pNextWeapon = NULL;
if ( IsInSelectionMode() )
{
// find the next selection spot
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
if ( !pWeapon )
{
return;
}
pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
}
else
{
// open selection at the current place
pNextWeapon = pPlayer->GetActiveWeapon();
if ( pNextWeapon )
{
pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
}
}
if ( !pNextWeapon )
{
// wrap around back to end of weapon list
pNextWeapon = FindPrevWeaponInWeaponSelection( MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS );
}
if ( pNextWeapon )
{
SetSelectedWeapon( pNextWeapon );
if( hud_fastswitch.GetInt() > 0 )
{
SelectWeapon();
}
else if ( !IsInSelectionMode() )
{
OpenSelection();
}
// Play the "cycle to next weapon" sound
if( m_bPlaySelectionSounds )
{
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: returns the weapon in the specified slot
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos )
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
{
return NULL;
}
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
C_BaseCombatWeapon *pWeapon = player->GetWeapon( i );
if ( pWeapon == NULL )
{
continue;
}
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos )
{
return pWeapon;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Moves selection to the specified slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SelectWeaponSlot( int iSlot )
{
// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons
--iSlot;
// Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
{
return;
}
// Don't try and read past our possible number of slots
if ( iSlot > MAX_WEAPON_SLOTS )
{
return;
}
// Make sure the player's allowed to switch weapons
if ( pPlayer->IsAllowedToSwitchWeapons() == false )
{
return;
}
int slotPos = 0;
C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon();
// start later in the list
if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot )
{
slotPos = pActiveWeapon->GetPosition() + 1;
}
// find the weapon in this slot
pActiveWeapon = GetNextActivePos( iSlot, slotPos );
if ( !pActiveWeapon )
{
pActiveWeapon = GetNextActivePos( iSlot, 0 );
}
if ( pActiveWeapon != NULL )
{
// Mark the change
SetSelectedWeapon( pActiveWeapon );
if( hud_fastswitch.GetInt() > 0 )
{
SelectWeapon();
}
else if ( !IsInSelectionMode() )
{
// open the weapon selection
OpenSelection();
}
}
if ( m_bPlaySelectionSounds )
{
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Player has chosen to draw the currently selected weapon
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SelectWeapon( void )
{
if ( !GetSelectedWeapon() )
{
engine->ClientCmd( "cancelselect\n" );
return;
}
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
{
return;
}
// Don't allow selections of weapons that can't be selected (out of ammo, etc)
if ( GetSelectedWeapon()->CanBeSelected() )
{
SetWeaponSelected();
m_hSelectedWeapon = NULL;
engine->ClientCmd( "cancelselect\n" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Abort selecting a weapon
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CancelWeaponSelection( void )
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
{
return;
}
// Fastswitches happen in a single frame, so the Weapon Selection HUD Element isn't visible
// yet, but it's going to be next frame. We need to ask it if it thinks it's going to draw,
// instead of checking it's IsActive flag.
if ( ShouldDraw() )
{
HideSelection();
m_hSelectedWeapon = NULL;
}
else
{
engine->ClientCmd("escape");
}
}