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https://github.com/nillerusr/source-engine.git
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add hl1,portal,dod source code
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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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//=============================================================================//
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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 "hud_macros.h"
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#include "iclientmode.h"
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#include "hl1_hud_numbers.h"
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#include <vgui/ISurface.h>
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#include <vgui_controls/Panel.h>
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#include "ihudlcd.h"
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#define MIN_ALPHA 100
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//-----------------------------------------------------------------------------
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// Purpose: Displays current ammunition level
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//-----------------------------------------------------------------------------
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class CHudAmmo : public CHudElement, public CHL1HudNumbers
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{
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DECLARE_CLASS_SIMPLE( CHudAmmo, CHL1HudNumbers );
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public:
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CHudAmmo( const char *pElementName );
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void Init( void );
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void VidInit( void );
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void OnThink( void );
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private:
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void Paint( void );
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void ApplySchemeSettings(vgui::IScheme *pScheme);
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private:
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CHandle<C_BaseCombatWeapon> m_hLastPickedUpWeapon;
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float m_flFade;
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};
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DECLARE_HUDELEMENT( CHudAmmo );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudAmmo::CHudAmmo( const char *pElementName ) : CHudElement( pElementName ), BaseClass(NULL, "HudAmmo")
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{
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT | HIDEHUD_WEAPONSELECTION );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudAmmo::Init( void )
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{
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m_hLastPickedUpWeapon = NULL;
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m_flFade = 0.0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudAmmo::VidInit( void )
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{
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Reset();
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BaseClass::VidInit();
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}
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void CHudAmmo::OnThink( void )
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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// find and display our current selection
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C_BaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
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if ( !pActiveWeapon )
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{
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m_hLastPickedUpWeapon = NULL;
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return;
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}
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if ( m_hLastPickedUpWeapon != pActiveWeapon )
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{
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m_flFade = 200.0f;
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m_hLastPickedUpWeapon = pActiveWeapon;
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}
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}
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void CHudAmmo::Paint( void )
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{
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int r, g, b, a, nUnused;
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int x, y;
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Color clrAmmo;
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if (!ShouldDraw())
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return;
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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C_BaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
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// find and display our current selection
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if ( !pPlayer || !pActiveWeapon )
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{
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hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
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return;
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}
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hudlcd->SetGlobalStat( "(weapon_print_name)", pActiveWeapon ? pActiveWeapon->GetPrintName() : " " );
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hudlcd->SetGlobalStat( "(weapon_name)", pActiveWeapon ? pActiveWeapon->GetName() : " " );
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if ( ( pActiveWeapon->GetPrimaryAmmoType() == -1 ) && ( pActiveWeapon->GetSecondaryAmmoType() == -1 ) )
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return;
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int nFontWidth = GetNumberFontWidth();
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int nFontHeight = GetNumberFontHeight();
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a = (int)MAX( MIN_ALPHA, m_flFade );
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if ( m_flFade > 0 )
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m_flFade -= ( gpGlobals->frametime * 20 );
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(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
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clrAmmo.SetColor( r, g, b, a );
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int nHudElemWidth, nHudElemHeight;
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GetSize( nHudElemWidth, nHudElemHeight );
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// Does this weapon have a clip?
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y = nHudElemHeight - ( nFontHeight * 1.5 );
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// Does weapon have any ammo at all?
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if ( pActiveWeapon->GetPrimaryAmmoType() != -1 )
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{
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CHudTexture *icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetPrimaryAmmoType() );
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if ( !icon_ammo )
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{
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return;
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}
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int nIconWidth = icon_ammo->Width();
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if ( pActiveWeapon->UsesClipsForAmmo1() )
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{
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// room for the number and the '|' and the current ammo
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x = nHudElemWidth - (8 * nFontWidth) - nIconWidth;
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x = DrawHudNumber( x, y, pActiveWeapon->Clip1(), clrAmmo );
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int nBarWidth = nFontWidth / 10;
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x += nFontWidth / 2;
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(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
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clrAmmo.SetColor( r, g, b, a );
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// draw the | bar
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clrAmmo.SetColor( r, g, b, a );
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vgui::surface()->DrawSetColor( clrAmmo );
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vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nFontHeight );
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x += nBarWidth + nFontWidth / 2;
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x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );
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}
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else
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{
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// SPR_Draw a bullets only line
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x = nHudElemWidth - 4 * nFontWidth - nIconWidth;
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x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );
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}
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// Draw the ammo Icon
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icon_ammo->DrawSelf( x, y, clrAmmo );
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hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ) ) );
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}
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else
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{
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hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
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}
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// Does weapon have seconday ammo?
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if ( pActiveWeapon->GetSecondaryAmmoType() != -1 )
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{
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CHudTexture *icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetSecondaryAmmoType() );
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if ( !icon_ammo )
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{
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return;
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}
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int nIconWidth = icon_ammo->Width();
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// Do we have secondary ammo?
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if ( pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ) > 0 )
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{
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y -= ( nFontHeight * 1.25 );
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x = nHudElemWidth - 4 * nFontWidth - nIconWidth;
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x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ), clrAmmo );
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// Draw the ammo Icon
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icon_ammo->DrawSelf( x, y, clrAmmo );
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}
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hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ) ) );
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}
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else
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{
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hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
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}
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}
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void CHudAmmo::ApplySchemeSettings(vgui::IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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SetPaintBackgroundEnabled(false);
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}
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