mirror of
https://github.com/nillerusr/source-engine.git
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409 lines
10 KiB
C++
409 lines
10 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "hudelement.h"
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#include "iclientmode.h"
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#include "engine/IEngineSound.h"
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#include "vgui_controls/AnimationController.h"
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#include "vgui_controls/Controls.h"
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#include "vgui_controls/Panel.h"
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#include "vgui/ISurface.h"
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#include "../hud_crosshair.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#ifdef SIXENSE
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#include "sixense/in_sixense.h"
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#include "view.h"
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int ScreenTransform( const Vector& point, Vector& screen );
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define HEALTH_WARNING_THRESHOLD 25
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static ConVar hud_quickinfo( "hud_quickinfo", "1", FCVAR_ARCHIVE );
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extern ConVar crosshair;
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#define QUICKINFO_EVENT_DURATION 1.0f
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#define QUICKINFO_BRIGHTNESS_FULL 255
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#define QUICKINFO_BRIGHTNESS_DIM 64
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#define QUICKINFO_FADE_IN_TIME 0.5f
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#define QUICKINFO_FADE_OUT_TIME 2.0f
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/*
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==================================================
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CHUDQuickInfo
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==================================================
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*/
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using namespace vgui;
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class CHUDQuickInfo : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHUDQuickInfo, vgui::Panel );
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public:
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CHUDQuickInfo( const char *pElementName );
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void Init( void );
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void VidInit( void );
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bool ShouldDraw( void );
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virtual void OnThink();
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virtual void Paint();
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virtual void ApplySchemeSettings( IScheme *scheme );
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private:
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void DrawWarning( int x, int y, CHudTexture *icon, float &time );
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void UpdateEventTime( void );
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bool EventTimeElapsed( void );
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int m_lastAmmo;
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int m_lastHealth;
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float m_ammoFade;
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float m_healthFade;
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bool m_warnAmmo;
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bool m_warnHealth;
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bool m_bFadedOut;
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bool m_bDimmed; // Whether or not we are dimmed down
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float m_flLastEventTime; // Last active event (controls dimmed state)
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CHudTexture *m_icon_c;
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CHudTexture *m_icon_rbn; // right bracket
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CHudTexture *m_icon_lbn; // left bracket
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CHudTexture *m_icon_rb; // right bracket, full
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CHudTexture *m_icon_lb; // left bracket, full
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CHudTexture *m_icon_rbe; // right bracket, empty
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CHudTexture *m_icon_lbe; // left bracket, empty
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};
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DECLARE_HUDELEMENT( CHUDQuickInfo );
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CHUDQuickInfo::CHUDQuickInfo( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HUDQuickInfo" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_CROSSHAIR );
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}
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void CHUDQuickInfo::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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SetPaintBackgroundEnabled( false );
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SetForceStereoRenderToFrameBuffer( true );
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}
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void CHUDQuickInfo::Init( void )
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{
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m_ammoFade = 0.0f;
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m_healthFade = 0.0f;
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m_lastAmmo = 0;
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m_lastHealth = 100;
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m_warnAmmo = false;
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m_warnHealth = false;
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m_bFadedOut = false;
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m_bDimmed = false;
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m_flLastEventTime = 0.0f;
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}
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void CHUDQuickInfo::VidInit( void )
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{
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Init();
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m_icon_c = gHUD.GetIcon( "crosshair" );
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m_icon_rb = gHUD.GetIcon( "crosshair_right_full" );
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m_icon_lb = gHUD.GetIcon( "crosshair_left_full" );
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m_icon_rbe = gHUD.GetIcon( "crosshair_right_empty" );
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m_icon_lbe = gHUD.GetIcon( "crosshair_left_empty" );
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m_icon_rbn = gHUD.GetIcon( "crosshair_right" );
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m_icon_lbn = gHUD.GetIcon( "crosshair_left" );
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}
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void CHUDQuickInfo::DrawWarning( int x, int y, CHudTexture *icon, float &time )
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{
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float scale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0);
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// Only fade out at the low point of our blink
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if ( time <= (gpGlobals->frametime * 200.0f) )
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{
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if ( scale < 40 )
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{
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time = 0.0f;
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return;
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}
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else
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{
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// Counteract the offset below to survive another frame
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time += (gpGlobals->frametime * 200.0f);
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}
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}
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// Update our time
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time -= (gpGlobals->frametime * 200.0f);
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Color caution = gHUD.m_clrCaution;
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caution[3] = scale * 255;
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icon->DrawSelf( x, y, caution );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Save CPU cycles by letting the HUD system early cull
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// costly traversal. Called per frame, return true if thinking and
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// painting need to occur.
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//-----------------------------------------------------------------------------
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bool CHUDQuickInfo::ShouldDraw( void )
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{
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if ( !m_icon_c || !m_icon_rb || !m_icon_rbe || !m_icon_lb || !m_icon_lbe )
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return false;
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( player == NULL )
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return false;
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if ( !crosshair.GetBool() && !IsX360() )
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return false;
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return ( CHudElement::ShouldDraw() && !engine->IsDrawingLoadingImage() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Checks if the hud element needs to fade out
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//-----------------------------------------------------------------------------
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void CHUDQuickInfo::OnThink()
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{
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BaseClass::OnThink();
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( player == NULL )
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return;
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// see if we should fade in/out
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bool bFadeOut = player->IsZoomed();
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// check if the state has changed
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if ( m_bFadedOut != bFadeOut )
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{
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m_bFadedOut = bFadeOut;
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m_bDimmed = false;
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if ( bFadeOut )
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{
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g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", 0.0f, 0.0f, 0.25f, vgui::AnimationController::INTERPOLATOR_LINEAR );
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}
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else
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{
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g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_FULL, 0.0f, QUICKINFO_FADE_IN_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR );
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}
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}
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else if ( !m_bFadedOut )
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{
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// If we're dormant, fade out
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if ( EventTimeElapsed() )
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{
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if ( !m_bDimmed )
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{
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m_bDimmed = true;
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g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_DIM, 0.0f, QUICKINFO_FADE_OUT_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR );
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}
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}
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else if ( m_bDimmed )
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{
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// Fade back up, we're active
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m_bDimmed = false;
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g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_FULL, 0.0f, QUICKINFO_FADE_IN_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR );
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}
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}
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}
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void CHUDQuickInfo::Paint()
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{
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( player == NULL )
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return;
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C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
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if ( pWeapon == NULL )
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return;
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float fX, fY;
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bool bBehindCamera = false;
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CHudCrosshair::GetDrawPosition( &fX, &fY, &bBehindCamera );
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// if the crosshair is behind the camera, don't draw it
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if( bBehindCamera )
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return;
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int xCenter = (int)fX;
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int yCenter = (int)fY - m_icon_lb->Height() / 2;
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float scalar = 138.0f/255.0f;
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// Check our health for a warning
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int health = player->GetHealth();
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if ( health != m_lastHealth )
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{
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UpdateEventTime();
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m_lastHealth = health;
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if ( health <= HEALTH_WARNING_THRESHOLD )
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{
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if ( m_warnHealth == false )
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{
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m_healthFade = 255;
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m_warnHealth = true;
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowHealth" );
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}
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}
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else
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{
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m_warnHealth = false;
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}
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}
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// Check our ammo for a warning
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int ammo = pWeapon->Clip1();
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if ( ammo != m_lastAmmo )
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{
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UpdateEventTime();
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m_lastAmmo = ammo;
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// Find how far through the current clip we are
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float ammoPerc = (float) ammo / (float) pWeapon->GetMaxClip1();
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// Warn if we're below a certain percentage of our clip's size
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if (( pWeapon->GetMaxClip1() > 1 ) && ( ammoPerc <= ( 1.0f - CLIP_PERC_THRESHOLD )))
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{
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if ( m_warnAmmo == false )
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{
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m_ammoFade = 255;
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m_warnAmmo = true;
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowAmmo" );
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}
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}
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else
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{
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m_warnAmmo = false;
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}
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}
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Color clrNormal = gHUD.m_clrNormal;
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clrNormal[3] = 255 * scalar;
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m_icon_c->DrawSelf( xCenter, yCenter, clrNormal );
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if( IsX360() )
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{
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// Because the fixed reticle draws on half-texels, this rather unsightly hack really helps
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// center the appearance of the quickinfo on 360 displays.
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xCenter += 1;
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}
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if ( !hud_quickinfo.GetInt() )
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return;
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int sinScale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0f );
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// Update our health
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if ( m_healthFade > 0.0f )
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{
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DrawWarning( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_healthFade );
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}
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else
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{
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float healthPerc = (float) health / 100.0f;
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healthPerc = clamp( healthPerc, 0.0f, 1.0f );
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Color healthColor = m_warnHealth ? gHUD.m_clrCaution : gHUD.m_clrNormal;
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if ( m_warnHealth )
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{
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healthColor[3] = 255 * sinScale;
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}
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else
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{
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healthColor[3] = 255 * scalar;
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}
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gHUD.DrawIconProgressBar( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_icon_lbe, ( 1.0f - healthPerc ), healthColor, CHud::HUDPB_VERTICAL );
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}
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// Update our ammo
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if ( m_ammoFade > 0.0f )
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{
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DrawWarning( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_ammoFade );
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}
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else
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{
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float ammoPerc;
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if ( pWeapon->GetMaxClip1() <= 0 )
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{
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ammoPerc = 0.0f;
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}
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else
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{
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ammoPerc = 1.0f - ( (float) ammo / (float) pWeapon->GetMaxClip1() );
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ammoPerc = clamp( ammoPerc, 0.0f, 1.0f );
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}
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Color ammoColor = m_warnAmmo ? gHUD.m_clrCaution : gHUD.m_clrNormal;
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if ( m_warnAmmo )
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{
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ammoColor[3] = 255 * sinScale;
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}
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else
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{
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ammoColor[3] = 255 * scalar;
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}
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gHUD.DrawIconProgressBar( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_icon_rbe, ammoPerc, ammoColor, CHud::HUDPB_VERTICAL );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHUDQuickInfo::UpdateEventTime( void )
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{
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m_flLastEventTime = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CHUDQuickInfo::EventTimeElapsed( void )
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{
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if (( gpGlobals->curtime - m_flLastEventTime ) > QUICKINFO_EVENT_DURATION )
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return true;
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return false;
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}
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