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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 "hudelement.h"
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#include "hud_macros.h"
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#include "iclientmode.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialvar.h"
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#include "hl1_hud_numbers.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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using namespace vgui;
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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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class CHudTrain: public CHudElement, public CHL1HudNumbers
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{
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DECLARE_CLASS_SIMPLE( CHudTrain, CHL1HudNumbers );
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public:
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CHudTrain( 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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void MsgFunc_Train(bf_read &msg);
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private:
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void Paint( void );
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void ApplySchemeSettings( vgui::IScheme *scheme );
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private:
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int m_iPos;
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CHudTexture *icon_train;
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};
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//
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//-----------------------------------------------------
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//
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DECLARE_HUDELEMENT( CHudTrain );
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DECLARE_HUD_MESSAGE( CHudTrain, Train )
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudTrain::CHudTrain( const char *pElementName ) : CHudElement( pElementName ), BaseClass(NULL, "HudTrain")
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{
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SetHiddenBits( HIDEHUD_MISCSTATUS );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *scheme -
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//-----------------------------------------------------------------------------
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void CHudTrain::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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SetPaintBackgroundEnabled( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudTrain::Init(void)
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{
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HOOK_HUD_MESSAGE( CHudTrain, Train );
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m_iPos = 0;
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}
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void CHudTrain::VidInit(void)
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{
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BaseClass::VidInit();
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m_iPos = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudTrain::ShouldDraw( void )
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{
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return ( CHudElement::ShouldDraw() && m_iPos );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudTrain::Paint()
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{
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if ( !icon_train )
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{
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icon_train = gHUD.GetIcon( "train" );
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}
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if ( !icon_train )
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{
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return;
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}
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int r, g, b, a;
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int x, y;
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Color clrTrain;
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(gHUD.m_clrYellowish).GetColor( r, g, b, a );
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clrTrain.SetColor( r, g, b, a );
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int nHudElemWidth, nHudElemHeight;
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GetSize( nHudElemWidth, nHudElemHeight );
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// This should show up to the right and part way up the armor number
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y = nHudElemHeight - icon_train->Height() - GetNumberFontHeight();
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x = nHudElemWidth / 3 + icon_train->Width() / 4;
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IMaterial *material = materials->FindMaterial( icon_train->szTextureFile, TEXTURE_GROUP_VGUI );
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if ( material )
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{
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bool found;
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IMaterialVar* pFrameVar = material->FindVar( "$frame", &found, false );
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if ( found )
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{
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pFrameVar->SetFloatValue( m_iPos - 1 );
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}
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}
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icon_train->DrawSelf( x, y, clrTrain );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudTrain::MsgFunc_Train( bf_read &msg )
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{
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m_iPos = msg.ReadByte();
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}
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