This commit is contained in:
FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A simple test entity for creating special effects
//
//=============================================================================
#include "cbase.h"
#include "c_te_effect_dispatch.h"
#include "particles_simple.h"
// Declare the sparkler entity for the client-side
class C_Sparkler : public C_BaseEntity
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_Sparkler, C_BaseEntity );
virtual void OnDataChanged( DataUpdateType_t updateType ); // Called when data changes on the server
virtual void ClientThink( void ); // Client-side think function for the entity
private:
bool m_bEmit; // Determines whether or not we should emit particles
float m_flScale; // Size of the effect
CSmartPtr<CSimpleEmitter> m_hEmitter; // Particle emitter for this entity
PMaterialHandle m_hMaterial; // Material handle used for this entity's particles
TimedEvent m_tParticleTimer; // Timer used to control particle emission rate
};
// Declare the data-table for server/client communication
IMPLEMENT_CLIENTCLASS_DT( C_Sparkler, DT_Sparkler, CSparkler )
RecvPropInt( RECVINFO( m_bEmit ) ), // Boolean state from the server
RecvPropFloat( RECVINFO( m_flScale ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Called when data changes on the server
//-----------------------------------------------------------------------------
void C_Sparkler::OnDataChanged( DataUpdateType_t updateType )
{
// NOTE: We MUST call the base classes' implementation of this function
BaseClass::OnDataChanged( updateType );
// Setup our entity's particle system on creation
if ( updateType == DATA_UPDATE_CREATED )
{
// Creat the emitter
m_hEmitter = CSimpleEmitter::Create( "env_sparkler" );
// Obtain a reference handle to our particle's desired material
if ( m_hEmitter.IsValid() )
{
m_hMaterial = m_hEmitter->GetPMaterial( "effects/yellowflare" );
}
// Spawn 128 particles per second
m_tParticleTimer.Init( 128 );
// Call our ClientThink() function once every client frame
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
//-----------------------------------------------------------------------------
// Purpose: Client-side think function for the entity
//-----------------------------------------------------------------------------
void C_Sparkler::ClientThink( void )
{
// We must have a valid emitter
if ( m_hEmitter == NULL )
return;
// We must be allowed to emit particles by the server
if ( m_bEmit == false )
return;
SimpleParticle *pParticle;
float curTime = gpGlobals->frametime;
// Add as many particles as required this frame
while ( m_tParticleTimer.NextEvent( curTime ) )
{
// Create the particle
pParticle = m_hEmitter->AddSimpleParticle( m_hMaterial, GetAbsOrigin() );
if ( pParticle == NULL )
return;
// Setup our size
pParticle->m_uchStartSize = (unsigned char) m_flScale;
pParticle->m_uchEndSize = 0;
// Setup our roll
pParticle->m_flRoll = random->RandomFloat( 0, 2*M_PI );
pParticle->m_flRollDelta = random->RandomFloat( -DEG2RAD( 180 ), DEG2RAD( 180 ) );
// Set our color
pParticle->m_uchColor[0] = 255;
pParticle->m_uchColor[1] = 255;
pParticle->m_uchColor[2] = 255;
// Setup our alpha values
pParticle->m_uchStartAlpha = 255;
pParticle->m_uchEndAlpha = 255;
// Obtain a random direction
Vector velocity = RandomVector( -1.0f, 1.0f );
VectorNormalize( velocity );
// Obtain a random speed
float speed = random->RandomFloat( 4.0f, 8.0f ) * m_flScale;
// Set our velocity
pParticle->m_vecVelocity = velocity * speed;
// Die in a short range of time
pParticle->m_flDieTime = random->RandomFloat( 0.25f, 0.5f );
}
}
// ============================================================================
//
// Dispatch Effect version
//
// ============================================================================
//-----------------------------------------------------------------------------
// Purpose: Callback to create a sparkle effect on the client
// Input : &data - information about the effect
//-----------------------------------------------------------------------------
void SparkleCallback( const CEffectData &data )
{
// Create a simple particle emitter
CSmartPtr<CSimpleEmitter> pSparkleEmitter = CSimpleEmitter::Create( "Sparkle" );
if ( pSparkleEmitter == NULL )
return;
// Make local versions of our passed in data
Vector origin = data.m_vOrigin;
float scale = data.m_flScale;
// Set our sort origin to make the system cull properly
pSparkleEmitter->SetSortOrigin( origin );
// Find the material handle we wish to use for these particles
PMaterialHandle hMaterial = pSparkleEmitter->GetPMaterial( "effects/yellowflare" );
SimpleParticle *pParticle;
// Make a group of particles in the world
for ( int i = 0; i < 64; i++ )
{
// Create a particle
pParticle = pSparkleEmitter->AddSimpleParticle( hMaterial, origin );
if ( pParticle == NULL )
return;
// Set our sizes
pParticle->m_uchStartSize = (unsigned char) scale;
pParticle->m_uchEndSize = 0;
// Set our roll
pParticle->m_flRoll = random->RandomFloat( 0, 2*M_PI );
pParticle->m_flRollDelta = random->RandomFloat( -DEG2RAD( 180 ), DEG2RAD( 180 ) );
// Set our color
pParticle->m_uchColor[0] = 255; // Red
pParticle->m_uchColor[1] = 255; // Green
pParticle->m_uchColor[2] = 255; // Blue
// Set our alpha
pParticle->m_uchStartAlpha = 0;
pParticle->m_uchEndAlpha = 255;
// Create a random vector
Vector velocity = RandomVector( -1.0f, 1.0f );
VectorNormalize( velocity );
// Find a random speed for the particle
float speed = random->RandomFloat( 4.0f, 8.0f ) * scale;
// Build and set the velocity of the particle
pParticle->m_vecVelocity = velocity * speed;
// Declare our lifetime
pParticle->m_flDieTime = 1.0f;
}
}
// This links our server-side call to a client-side function
DECLARE_CLIENT_EFFECT( "Sparkle", SparkleCallback );
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_sdk_player.h"
#include "weapon_sdkbase.h"
#include "c_basetempentity.h"
#if defined( CSDKPlayer )
#undef CSDKPlayer
#endif
// -------------------------------------------------------------------------------- //
// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
// -------------------------------------------------------------------------------- //
class C_TEPlayerAnimEvent : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType )
{
// Create the effect.
C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() );
if ( pPlayer && !pPlayer->IsDormant() )
{
pPlayer->DoAnimationEvent( (PlayerAnimEvent_t)m_iEvent.Get(), m_nData );
}
}
public:
CNetworkHandle( CBasePlayer, m_hPlayer );
CNetworkVar( int, m_iEvent );
CNetworkVar( int, m_nData );
};
IMPLEMENT_CLIENTCLASS_EVENT( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent, CTEPlayerAnimEvent );
BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent )
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
RecvPropInt( RECVINFO( m_iEvent ) ),
RecvPropInt( RECVINFO( m_nData ) )
END_RECV_TABLE()
BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKLocalPlayerExclusive )
RecvPropInt( RECVINFO( m_iShotsFired ) ),
END_RECV_TABLE()
IMPLEMENT_CLIENTCLASS_DT( C_SDKPlayer, DT_SDKPlayer, CSDKPlayer )
RecvPropDataTable( "sdklocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_SDKLocalPlayerExclusive) ),
RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
RecvPropInt( RECVINFO( m_iThrowGrenadeCounter ) ),
RecvPropEHandle( RECVINFO( m_hRagdoll ) ),
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_SDKPlayer )
DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
DEFINE_PRED_FIELD( m_iShotsFired, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ),
END_PREDICTION_DATA()
class C_SDKRagdoll : public C_BaseAnimatingOverlay
{
public:
DECLARE_CLASS( C_SDKRagdoll, C_BaseAnimatingOverlay );
DECLARE_CLIENTCLASS();
C_SDKRagdoll();
~C_SDKRagdoll();
virtual void OnDataChanged( DataUpdateType_t type );
int GetPlayerEntIndex() const;
IRagdoll* GetIRagdoll() const;
void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
private:
C_SDKRagdoll( const C_SDKRagdoll & ) {}
void Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity );
void CreateRagdoll();
private:
EHANDLE m_hPlayer;
CNetworkVector( m_vecRagdollVelocity );
CNetworkVector( m_vecRagdollOrigin );
};
IMPLEMENT_CLIENTCLASS_DT_NOBASE( C_SDKRagdoll, DT_SDKRagdoll, CSDKRagdoll )
RecvPropVector( RECVINFO(m_vecRagdollOrigin) ),
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
RecvPropInt( RECVINFO( m_nModelIndex ) ),
RecvPropInt( RECVINFO(m_nForceBone) ),
RecvPropVector( RECVINFO(m_vecForce) ),
RecvPropVector( RECVINFO( m_vecRagdollVelocity ) )
END_RECV_TABLE()
C_SDKRagdoll::C_SDKRagdoll()
{
}
C_SDKRagdoll::~C_SDKRagdoll()
{
PhysCleanupFrictionSounds( this );
}
void C_SDKRagdoll::Interp_Copy( C_BaseAnimatingOverlay *pSourceEntity )
{
if ( !pSourceEntity )
return;
VarMapping_t *pSrc = pSourceEntity->GetVarMapping();
VarMapping_t *pDest = GetVarMapping();
// Find all the VarMapEntry_t's that represent the same variable.
for ( int i = 0; i < pDest->m_Entries.Count(); i++ )
{
VarMapEntry_t *pDestEntry = &pDest->m_Entries[i];
for ( int j=0; j < pSrc->m_Entries.Count(); j++ )
{
VarMapEntry_t *pSrcEntry = &pSrc->m_Entries[j];
if ( !Q_strcmp( pSrcEntry->watcher->GetDebugName(),
pDestEntry->watcher->GetDebugName() ) )
{
pDestEntry->watcher->Copy( pSrcEntry->watcher );
break;
}
}
}
}
void C_SDKRagdoll::ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName )
{
IPhysicsObject *pPhysicsObject = VPhysicsGetObject();
if( !pPhysicsObject )
return;
Vector dir = pTrace->endpos - pTrace->startpos;
if ( iDamageType == DMG_BLAST )
{
dir *= 4000; // adjust impact strenght
// apply force at object mass center
pPhysicsObject->ApplyForceCenter( dir );
}
else
{
Vector hitpos;
VectorMA( pTrace->startpos, pTrace->fraction, dir, hitpos );
VectorNormalize( dir );
dir *= 4000; // adjust impact strenght
// apply force where we hit it
pPhysicsObject->ApplyForceOffset( dir, hitpos );
}
m_pRagdoll->ResetRagdollSleepAfterTime();
}
void C_SDKRagdoll::CreateRagdoll()
{
// First, initialize all our data. If we have the player's entity on our client,
// then we can make ourselves start out exactly where the player is.
C_SDKPlayer *pPlayer = dynamic_cast< C_SDKPlayer* >( m_hPlayer.Get() );
if ( pPlayer && !pPlayer->IsDormant() )
{
// move my current model instance to the ragdoll's so decals are preserved.
pPlayer->SnatchModelInstance( this );
VarMapping_t *varMap = GetVarMapping();
// Copy all the interpolated vars from the player entity.
// The entity uses the interpolated history to get bone velocity.
bool bRemotePlayer = (pPlayer != C_BasePlayer::GetLocalPlayer());
if ( bRemotePlayer )
{
Interp_Copy( pPlayer );
SetAbsAngles( pPlayer->GetRenderAngles() );
GetRotationInterpolator().Reset();
m_flAnimTime = pPlayer->m_flAnimTime;
SetSequence( pPlayer->GetSequence() );
m_flPlaybackRate = pPlayer->GetPlaybackRate();
}
else
{
// This is the local player, so set them in a default
// pose and slam their velocity, angles and origin
SetAbsOrigin( m_vecRagdollOrigin );
SetAbsAngles( pPlayer->GetRenderAngles() );
SetAbsVelocity( m_vecRagdollVelocity );
int iSeq = LookupSequence( "walk_lower" );
if ( iSeq == -1 )
{
Assert( false ); // missing walk_lower?
iSeq = 0;
}
SetSequence( iSeq ); // walk_lower, basic pose
SetCycle( 0.0 );
Interp_Reset( varMap );
}
}
else
{
// overwrite network origin so later interpolation will
// use this position
SetNetworkOrigin( m_vecRagdollOrigin );
SetAbsOrigin( m_vecRagdollOrigin );
SetAbsVelocity( m_vecRagdollVelocity );
Interp_Reset( GetVarMapping() );
}
SetModelIndex( m_nModelIndex );
// Make us a ragdoll..
m_nRenderFX = kRenderFxRagdoll;
matrix3x4_t boneDelta0[MAXSTUDIOBONES];
matrix3x4_t boneDelta1[MAXSTUDIOBONES];
matrix3x4_t currentBones[MAXSTUDIOBONES];
const float boneDt = 0.05f;
if ( pPlayer && !pPlayer->IsDormant() )
{
pPlayer->GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
}
else
{
GetRagdollInitBoneArrays( boneDelta0, boneDelta1, currentBones, boneDt );
}
InitAsClientRagdoll( boneDelta0, boneDelta1, currentBones, boneDt );
}
void C_SDKRagdoll::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED )
{
CreateRagdoll();
}
}
IRagdoll* C_SDKRagdoll::GetIRagdoll() const
{
return m_pRagdoll;
}
C_BaseAnimating * C_SDKPlayer::BecomeRagdollOnClient()
{
// Let the C_CSRagdoll entity do this.
// m_builtRagdoll = true;
return NULL;
}
IRagdoll* C_SDKPlayer::GetRepresentativeRagdoll() const
{
if ( m_hRagdoll.Get() )
{
C_SDKRagdoll *pRagdoll = (C_SDKRagdoll*)m_hRagdoll.Get();
return pRagdoll->GetIRagdoll();
}
else
{
return NULL;
}
}
C_SDKPlayer::C_SDKPlayer() :
m_iv_angEyeAngles( "C_SDKPlayer::m_iv_angEyeAngles" )
{
m_PlayerAnimState = CreatePlayerAnimState( this, this, LEGANIM_9WAY, true );
m_angEyeAngles.Init();
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
}
C_SDKPlayer::~C_SDKPlayer()
{
m_PlayerAnimState->Release();
}
C_SDKPlayer* C_SDKPlayer::GetLocalSDKPlayer()
{
return ToSDKPlayer( C_BasePlayer::GetLocalPlayer() );
}
const QAngle& C_SDKPlayer::GetRenderAngles()
{
if ( IsRagdoll() )
{
return vec3_angle;
}
else
{
return m_PlayerAnimState->GetRenderAngles();
}
}
void C_SDKPlayer::UpdateClientSideAnimation()
{
// Update the animation data. It does the local check here so this works when using
// a third-person camera (and we don't have valid player angles).
if ( this == C_SDKPlayer::GetLocalSDKPlayer() )
m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] );
else
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
BaseClass::UpdateClientSideAnimation();
}
void C_SDKPlayer::PostDataUpdate( DataUpdateType_t updateType )
{
// C_BaseEntity assumes we're networking the entity's angles, so pretend that it
// networked the same value we already have.
SetNetworkAngles( GetLocalAngles() );
BaseClass::PostDataUpdate( updateType );
}
void C_SDKPlayer::OnDataChanged( DataUpdateType_t type )
{
BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
UpdateVisibility();
}
void C_SDKPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
if ( event == PLAYERANIMEVENT_THROW_GRENADE )
{
// Let the server handle this event. It will update m_iThrowGrenadeCounter and the client will
// pick up the event in CCSPlayerAnimState.
}
else
{
m_PlayerAnimState->DoAnimationEvent( event, nData );
}
}
bool C_SDKPlayer::ShouldDraw( void )
{
// If we're dead, our ragdoll will be drawn for us instead.
if ( !IsAlive() )
return false;
if( GetTeamNumber() == TEAM_SPECTATOR )
return false;
if( IsLocalPlayer() && IsRagdoll() )
return true;
return BaseClass::ShouldDraw();
}
CWeaponSDKBase* C_SDKPlayer::GetActiveSDKWeapon() const
{
return dynamic_cast< CWeaponSDKBase* >( GetActiveWeapon() );
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_SDK_PLAYER_H
#define C_SDK_PLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "sdk_playeranimstate.h"
#include "c_baseplayer.h"
#include "sdk_shareddefs.h"
#include "baseparticleentity.h"
class C_SDKPlayer : public C_BasePlayer, public ISDKPlayerAnimStateHelpers
{
public:
DECLARE_CLASS( C_SDKPlayer, C_BasePlayer );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
C_SDKPlayer();
~C_SDKPlayer();
static C_SDKPlayer* GetLocalSDKPlayer();
virtual const QAngle& GetRenderAngles();
virtual void UpdateClientSideAnimation();
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
// Called by shared code.
public:
// ISDKPlayerAnimState overrides.
virtual CWeaponSDKBase* SDKAnim_GetActiveWeapon();
virtual bool SDKAnim_CanMove();
void DoAnimationEvent( PlayerAnimEvent_t event, int nData = 0 );
bool ShouldDraw();
ISDKPlayerAnimState *m_PlayerAnimState;
QAngle m_angEyeAngles;
CInterpolatedVar< QAngle > m_iv_angEyeAngles;
CNetworkVar( int, m_iThrowGrenadeCounter ); // used to trigger grenade throw animations.
CNetworkVar( int, m_iShotsFired ); // number of shots fired recently
EHANDLE m_hRagdoll;
CWeaponSDKBase *GetActiveSDKWeapon() const;
C_BaseAnimating *BecomeRagdollOnClient();
IRagdoll* C_SDKPlayer::GetRepresentativeRagdoll() const;
void FireBullet(
Vector vecSrc,
const QAngle &shootAngles,
float vecSpread,
int iDamage,
int iBulletType,
CBaseEntity *pevAttacker,
bool bDoEffects,
float x,
float y );
private:
C_SDKPlayer( const C_SDKPlayer & );
};
inline C_SDKPlayer* ToSDKPlayer( CBaseEntity *pPlayer )
{
Assert( dynamic_cast< C_SDKPlayer* >( pPlayer ) != NULL );
return static_cast< C_SDKPlayer* >( pPlayer );
}
#endif // C_SDK_PLAYER_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side C_SDKTeam class
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "engine/IEngineSound.h"
#include "hud.h"
#include "recvproxy.h"
#include "c_sdk_team.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT(C_SDKTeam, DT_SDKTeam, CSDKTeam)
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_SDKTeam::C_SDKTeam()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_SDKTeam::~C_SDKTeam()
{
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side CTFTeam class
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_SDK_TEAM_H
#define C_SDK_TEAM_H
#ifdef _WIN32
#pragma once
#endif
#include "c_team.h"
#include "shareddefs.h"
class C_BaseEntity;
class C_BaseObject;
class CBaseTechnology;
//-----------------------------------------------------------------------------
// Purpose: TF's Team manager
//-----------------------------------------------------------------------------
class C_SDKTeam : public C_Team
{
DECLARE_CLASS( C_SDKTeam, C_Team );
DECLARE_CLIENTCLASS();
public:
C_SDKTeam();
virtual ~C_SDKTeam();
};
#endif // C_SDK_TEAM_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "sdk_fx_shared.h"
#include "c_sdk_player.h"
#include "c_basetempentity.h"
#include <cliententitylist.h>
class C_TEFireBullets : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEFireBullets, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
int m_iPlayer;
Vector m_vecOrigin;
QAngle m_vecAngles;
int m_iWeaponID;
int m_iMode;
int m_iSeed;
float m_flSpread;
};
void C_TEFireBullets::PostDataUpdate( DataUpdateType_t updateType )
{
// Create the effect.
m_vecAngles.z = 0;
FX_FireBullets(
m_iPlayer+1,
m_vecOrigin,
m_vecAngles,
m_iWeaponID,
m_iMode,
m_iSeed,
m_flSpread );
}
IMPLEMENT_CLIENTCLASS_EVENT( C_TEFireBullets, DT_TEFireBullets, CTEFireBullets );
BEGIN_RECV_TABLE_NOBASE(C_TEFireBullets, DT_TEFireBullets)
RecvPropVector( RECVINFO( m_vecOrigin ) ),
RecvPropFloat( RECVINFO( m_vecAngles[0] ) ),
RecvPropFloat( RECVINFO( m_vecAngles[1] ) ),
RecvPropInt( RECVINFO( m_iWeaponID ) ),
RecvPropInt( RECVINFO( m_iMode ) ),
RecvPropInt( RECVINFO( m_iSeed ) ),
RecvPropInt( RECVINFO( m_iPlayer ) ),
RecvPropFloat( RECVINFO( m_flSpread ) ),
END_RECV_TABLE()
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "cbase.h"
#include "hud.h"
#include "clientmode_sdk.h"
#include "cdll_client_int.h"
#include "iinput.h"
#include "vgui/ISurface.h"
#include "vgui/IPanel.h"
#include <vgui_controls/AnimationController.h>
#include "ivmodemanager.h"
#include "buymenu.h"
#include "filesystem.h"
#include "vgui/IVGui.h"
#include "hud_chat.h"
#include "view_shared.h"
#include "view.h"
#include "ivrenderview.h"
#include "model_types.h"
#include "iefx.h"
#include "dlight.h"
#include <imapoverview.h>
#include "c_playerresource.h"
#include <KeyValues.h>
#include "text_message.h"
#include "panelmetaclassmgr.h"
ConVar default_fov( "default_fov", "90", FCVAR_CHEAT );
IClientMode *g_pClientMode = NULL;
// --------------------------------------------------------------------------------- //
// CSDKModeManager.
// --------------------------------------------------------------------------------- //
class CSDKModeManager : public IVModeManager
{
public:
virtual void Init();
virtual void SwitchMode( bool commander, bool force ) {}
virtual void LevelInit( const char *newmap );
virtual void LevelShutdown( void );
virtual void ActivateMouse( bool isactive ) {}
};
static CSDKModeManager g_ModeManager;
IVModeManager *modemanager = ( IVModeManager * )&g_ModeManager;
// --------------------------------------------------------------------------------- //
// CSDKModeManager implementation.
// --------------------------------------------------------------------------------- //
#define SCREEN_FILE "scripts/vgui_screens.txt"
void CSDKModeManager::Init()
{
g_pClientMode = GetClientModeNormal();
PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );
}
void CSDKModeManager::LevelInit( const char *newmap )
{
g_pClientMode->LevelInit( newmap );
}
void CSDKModeManager::LevelShutdown( void )
{
g_pClientMode->LevelShutdown();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ClientModeSDKNormal::ClientModeSDKNormal()
{
}
//-----------------------------------------------------------------------------
// Purpose: If you don't know what a destructor is by now, you are probably going to get fired
//-----------------------------------------------------------------------------
ClientModeSDKNormal::~ClientModeSDKNormal()
{
}
void ClientModeSDKNormal::InitViewport()
{
m_pViewport = new SDKViewport();
m_pViewport->Start( gameuifuncs, gameeventmanager );
}
ClientModeSDKNormal g_ClientModeNormal;
IClientMode *GetClientModeNormal()
{
return &g_ClientModeNormal;
}
ClientModeSDKNormal* GetClientModeSDKNormal()
{
Assert( dynamic_cast< ClientModeSDKNormal* >( GetClientModeNormal() ) );
return static_cast< ClientModeSDKNormal* >( GetClientModeNormal() );
}
float ClientModeSDKNormal::GetViewModelFOV( void )
{
return 74.0f;
}
int ClientModeSDKNormal::GetDeathMessageStartHeight( void )
{
return m_pViewport->GetDeathMessageStartHeight();
}
void ClientModeSDKNormal::PostRenderVGui()
{
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SDK_CLIENTMODE_H
#define SDK_CLIENTMODE_H
#ifdef _WIN32
#pragma once
#endif
#include "clientmode_shared.h"
#include "sdkviewport.h"
class ClientModeSDKNormal : public ClientModeShared
{
DECLARE_CLASS( ClientModeSDKNormal, ClientModeShared );
private:
// IClientMode overrides.
public:
ClientModeSDKNormal();
virtual ~ClientModeSDKNormal();
virtual void InitViewport();
virtual float GetViewModelFOV( void );
int GetDeathMessageStartHeight( void );
virtual void PostRenderVGui();
private:
// void UpdateSpectatorMode( void );
};
extern IClientMode *GetClientModeNormal();
extern ClientModeSDKNormal* GetClientModeSDKNormal();
#endif // SDK_CLIENTMODE_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "fx_impact.h"
#include "engine/IEngineSound.h"
//-----------------------------------------------------------------------------
// Purpose: Handle weapon impacts
//-----------------------------------------------------------------------------
void ImpactCallback( const CEffectData &data )
{
trace_t tr;
Vector vecOrigin, vecStart, vecShotDir;
int iMaterial, iDamageType, iHitbox;
short nSurfaceProp;
C_BaseEntity *pEntity = ParseImpactData( data, &vecOrigin, &vecStart, &vecShotDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
if ( !pEntity )
return;
// If we hit, perform our custom effects and play the sound
if ( Impact( vecOrigin, vecStart, iMaterial, iDamageType, iHitbox, pEntity, tr ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vecOrigin, tr, vecShotDir, iMaterial, 1.0 );
//Play a ricochet sound some of the time
if( random->RandomInt(1,10) <= 3 && (iDamageType == DMG_BULLET) )
{
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, "Bounce.Shrapnel", &vecOrigin );
}
}
PlayImpactSound( pEntity, tr, vecOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "Impact", ImpactCallback );
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific impact effect hooks
//
//=============================================================================//
#include "cbase.h"
#include "fx_impact.h"
#include "tempent.h"
#include "c_te_effect_dispatch.h"
#include "c_te_legacytempents.h"
//-----------------------------------------------------------------------------
// Purpose: Handle weapon effect callbacks
//-----------------------------------------------------------------------------
void SDK_EjectBrass( int shell, const CEffectData &data )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if( !pPlayer )
return;
tempents->CSEjectBrass( data.m_vOrigin, data.m_vAngles, data.m_fFlags, shell, pPlayer );
}
void SDK_FX_EjectBrass_9mm_Callback( const CEffectData &data )
{
SDK_EjectBrass( CS_SHELL_9MM, data );
}
void SDK_FX_EjectBrass_12Gauge_Callback( const CEffectData &data )
{
SDK_EjectBrass( CS_SHELL_12GAUGE, data );
}
DECLARE_CLIENT_EFFECT( "EjectBrass_9mm", SDK_FX_EjectBrass_9mm_Callback );
DECLARE_CLIENT_EFFECT( "EjectBrass_12Gauge",SDK_FX_EjectBrass_12Gauge_Callback );
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "hud_numericdisplay.h"
#include "iclientmode.h"
#include "iclientvehicle.h"
#include <vgui_controls/AnimationController.h>
#include <vgui/ILocalize.h>
#include "ihudlcd.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Displays current ammunition level
//-----------------------------------------------------------------------------
class CHudAmmo : public CHudNumericDisplay, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudAmmo, CHudNumericDisplay );
public:
CHudAmmo( const char *pElementName );
void Init( void );
void VidInit( void );
void Reset();
void SetAmmo(int ammo, bool playAnimation);
void SetAmmo2(int ammo2, bool playAnimation);
protected:
virtual void OnThink();
void UpdateAmmoDisplays();
void UpdatePlayerAmmo( C_BasePlayer *player );
private:
CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
CHandle< C_BaseEntity > m_hCurrentVehicle;
int m_iAmmo;
int m_iAmmo2;
};
DECLARE_HUDELEMENT( CHudAmmo );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudAmmo::CHudAmmo( const char *pElementName ) : BaseClass(NULL, "HudAmmo"), CHudElement( pElementName )
{
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT | HIDEHUD_WEAPONSELECTION );
hudlcd->SetGlobalStat( "(ammo_primary)", "0" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "0" );
hudlcd->SetGlobalStat( "(weapon_print_name)", "" );
hudlcd->SetGlobalStat( "(weapon_name)", "" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudAmmo::Init( void )
{
m_iAmmo = -1;
m_iAmmo2 = -1;
wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_AMMO");
if (tempString)
{
SetLabelText(tempString);
}
else
{
SetLabelText(L"AMMO");
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudAmmo::VidInit( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Resets hud after save/restore
//-----------------------------------------------------------------------------
void CHudAmmo::Reset()
{
BaseClass::Reset();
m_hCurrentActiveWeapon = NULL;
m_hCurrentVehicle = NULL;
m_iAmmo = 0;
m_iAmmo2 = 0;
UpdateAmmoDisplays();
}
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
{
// Clear out the vehicle entity
m_hCurrentVehicle = NULL;
C_BaseCombatWeapon *wpn = GetActiveWeapon();
hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
{
hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
return;
}
SetPaintEnabled(true);
SetPaintBackgroundEnabled(true);
// get the ammo in our clip
int ammo1 = wpn->Clip1();
int ammo2;
if (ammo1 < 0)
{
// we don't use clip ammo, just use the total ammo count
ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
ammo2 = 0;
}
else
{
// we use clip ammo, so the second ammo is the total ammo
ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
}
hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
if (wpn == m_hCurrentActiveWeapon)
{
// same weapon, just update counts
SetAmmo(ammo1, true);
SetAmmo2(ammo2, true);
}
else
{
// diferent weapon, change without triggering
SetAmmo(ammo1, false);
SetAmmo2(ammo2, false);
// update whether or not we show the total ammo display
if (wpn->UsesClipsForAmmo1())
{
SetShouldDisplaySecondaryValue(true);
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
}
else
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
SetShouldDisplaySecondaryValue(false);
}
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
m_hCurrentActiveWeapon = wpn;
}
}
/*
void CHudAmmo::UpdateVehicleAmmo( C_BasePlayer *player, IClientVehicle *pVehicle )
{
m_hCurrentActiveWeapon = NULL;
CBaseEntity *pVehicleEnt = pVehicle->GetVehicleEnt();
if ( !pVehicleEnt || pVehicle->GetPrimaryAmmoType() < 0 )
{
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
return;
}
SetPaintEnabled(true);
SetPaintBackgroundEnabled(true);
// get the ammo in our clip
int ammo1 = pVehicle->GetPrimaryAmmoClip();
int ammo2;
if (ammo1 < 0)
{
// we don't use clip ammo, just use the total ammo count
ammo1 = pVehicle->GetPrimaryAmmoCount();
ammo2 = 0;
}
else
{
// we use clip ammo, so the second ammo is the total ammo
ammo2 = pVehicle->GetPrimaryAmmoCount();
}
if (pVehicleEnt == m_hCurrentVehicle)
{
// same weapon, just update counts
SetAmmo(ammo1, true);
SetAmmo2(ammo2, true);
}
else
{
// diferent weapon, change without triggering
SetAmmo(ammo1, false);
SetAmmo2(ammo2, false);
// update whether or not we show the total ammo display
if (pVehicle->PrimaryAmmoUsesClips())
{
SetShouldDisplaySecondaryValue(true);
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
}
else
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
SetShouldDisplaySecondaryValue(false);
}
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
m_hCurrentVehicle = pVehicleEnt;
}
}
*/
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::OnThink()
{
UpdateAmmoDisplays();
}
//-----------------------------------------------------------------------------
// Purpose: updates the ammo display counts
//-----------------------------------------------------------------------------
void CHudAmmo::UpdateAmmoDisplays()
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
UpdatePlayerAmmo( player );
}
//-----------------------------------------------------------------------------
// Purpose: Updates ammo display
//-----------------------------------------------------------------------------
void CHudAmmo::SetAmmo(int ammo, bool playAnimation)
{
if (ammo != m_iAmmo)
{
if (ammo == 0)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoEmpty");
}
else if (ammo < m_iAmmo)
{
// ammo has decreased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoDecreased");
}
else
{
// ammunition has increased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoIncreased");
}
m_iAmmo = ammo;
}
SetDisplayValue(ammo);
}
//-----------------------------------------------------------------------------
// Purpose: Updates 2nd ammo display
//-----------------------------------------------------------------------------
void CHudAmmo::SetAmmo2(int ammo2, bool playAnimation)
{
if (ammo2 != m_iAmmo2)
{
if (ammo2 == 0)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Empty");
}
else if (ammo2 < m_iAmmo2)
{
// ammo has decreased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Decreased");
}
else
{
// ammunition has increased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Increased");
}
m_iAmmo2 = ammo2;
}
SetSecondaryValue(ammo2);
}
//-----------------------------------------------------------------------------
// Purpose: Displays the secondary ammunition level
//-----------------------------------------------------------------------------
class CHudSecondaryAmmo : public CHudNumericDisplay, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudSecondaryAmmo, CHudNumericDisplay );
public:
CHudSecondaryAmmo( const char *pElementName ) : BaseClass( NULL, "HudAmmoSecondary" ), CHudElement( pElementName )
{
m_iAmmo = -1;
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
}
void Init( void )
{
}
void VidInit( void )
{
}
void SetAmmo( int ammo )
{
if (ammo != m_iAmmo)
{
if (ammo == 0)
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryEmpty");
}
else if (ammo < m_iAmmo)
{
// ammo has decreased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryDecreased");
}
else
{
// ammunition has increased
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryIncreased");
}
m_iAmmo = ammo;
}
SetDisplayValue( ammo );
}
void Reset()
{
// hud reset, update ammo state
BaseClass::Reset();
m_iAmmo = 0;
m_hCurrentActiveWeapon = NULL;
SetAlpha( 0 );
UpdateAmmoState();
}
protected:
virtual void OnThink()
{
// set whether or not the panel draws based on if we have a weapon that supports secondary ammo
C_BaseCombatWeapon *wpn = GetActiveWeapon();
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
IClientVehicle *pVehicle = player ? player->GetVehicle() : NULL;
if (!wpn || !player || pVehicle)
{
m_hCurrentActiveWeapon = NULL;
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
return;
}
else
{
SetPaintEnabled(true);
SetPaintBackgroundEnabled(true);
}
UpdateAmmoState();
}
void UpdateAmmoState()
{
C_BaseCombatWeapon *wpn = GetActiveWeapon();
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if (player && wpn && wpn->UsesSecondaryAmmo())
{
SetAmmo(player->GetAmmoCount(wpn->GetSecondaryAmmoType()));
}
if ( m_hCurrentActiveWeapon != wpn )
{
if ( wpn->UsesSecondaryAmmo() )
{
// we've changed to a weapon that uses secondary ammo
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesSecondaryAmmo");
}
else
{
// we've changed away from a weapon that uses secondary ammo
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseSecondaryAmmo");
}
m_hCurrentActiveWeapon = wpn;
}
}
private:
CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
int m_iAmmo;
};
DECLARE_HUDELEMENT( CHudSecondaryAmmo );
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "sdk_hud_chat.h"
//#include "c_sdk_player.h"
//#include "c_sdk_playerresource.h"
#include "hud_macros.h"
#include "text_message.h"
#include "vguicenterprint.h"
#include "vgui/ILocalize.h"
#include "ihudlcd.h"
ConVar cl_showtextmsg( "cl_showtextmsg", "1", 0, "Enable/disable text messages printing on the screen." );
float g_ColorGreen[3] = { 153, 255, 153 };
float g_ColorYellow[3] = { 255, 178.5, 0.0 };
float *GetClientColor( int clientIndex )
{
if ( clientIndex == 0 ) // console msg
{
return g_ColorGreen;
}
else
{
return g_ColorYellow;
}
}
// converts all '\r' characters to '\n', so that the engine can deal with the properly
// returns a pointer to str
static char* ConvertCRtoNL( char *str )
{
for ( char *ch = str; *ch != 0; ch++ )
if ( *ch == '\r' )
*ch = '\n';
return str;
}
// converts all '\r' characters to '\n', so that the engine can deal with the properly
// returns a pointer to str
static wchar_t* ConvertCRtoNL( wchar_t *str )
{
for ( wchar_t *ch = str; *ch != 0; ch++ )
if ( *ch == L'\r' )
*ch = L'\n';
return str;
}
static void StripEndNewlineFromString( char *str )
{
int s = strlen( str ) - 1;
if ( s >= 0 )
{
if ( str[s] == '\n' || str[s] == '\r' )
str[s] = 0;
}
}
static void StripEndNewlineFromString( wchar_t *str )
{
int s = wcslen( str ) - 1;
if ( s >= 0 )
{
if ( str[s] == L'\n' || str[s] == L'\r' )
str[s] = 0;
}
}
DECLARE_HUDELEMENT( CHudChat );
DECLARE_HUD_MESSAGE( CHudChat, SayText );
DECLARE_HUD_MESSAGE( CHudChat, TextMsg );
//=====================
//CHudChatLine
//=====================
void CHudChatLine::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings( pScheme );
m_hFont = pScheme->GetFont( "ChatFont" );
SetBorder( NULL );
SetBgColor( Color( 0, 0, 0, 0 ) );
SetFgColor( Color( 0, 0, 0, 0 ) );
SetFont( m_hFont );
}
void CHudChatLine::PerformFadeout( void )
{
// Flash + Extra bright when new
float curtime = gpGlobals->curtime;
int lr = m_clrText[0];
int lg = m_clrText[1];
int lb = m_clrText[2];
//CSPort chat only fades out, no blinking.
if ( curtime <= m_flExpireTime && curtime > m_flExpireTime - CHATLINE_FADE_TIME )
{
float frac = ( m_flExpireTime - curtime ) / CHATLINE_FADE_TIME;
int alpha = frac * 255;
alpha = clamp( alpha, 0, 255 );
wchar_t wbuf[4096];
GetText(0, wbuf, sizeof(wbuf));
SetText( "" );
if ( m_iNameLength > 0 )
{
wchar_t wText[4096];
// draw the first x characters in the player color
wcsncpy( wText, wbuf, MIN( m_iNameLength + 1, MAX_PLAYER_NAME_LENGTH+32) );
wText[ MIN( m_iNameLength, MAX_PLAYER_NAME_LENGTH+31) ] = 0;
m_clrNameColor[3] = alpha;
InsertColorChange( m_clrNameColor );
InsertString( wText );
wcsncpy( wText, wbuf + ( m_iNameLength ), wcslen( wbuf + m_iNameLength ) );
wText[ wcslen( wbuf + m_iNameLength ) ] = '\0';
InsertColorChange( Color( g_ColorYellow[0], g_ColorYellow[1], g_ColorYellow[2], alpha ) );
InsertString( wText );
InvalidateLayout( true );
}
else
{
InsertColorChange( Color( lr, lg, lb, alpha ) );
InsertString( wbuf );
}
}
OnThink();
}
//=====================
//CHudChatInputLine
//=====================
void CHudChatInputLine::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
vgui::HFont hFont = pScheme->GetFont( "ChatFont" );
m_pPrompt->SetFont( hFont );
m_pInput->SetFont( hFont );
m_pInput->SetFgColor( pScheme->GetColor( "Chat.TypingText", pScheme->GetColor( "Panel.FgColor", Color( 255, 255, 255, 255 ) ) ) );
}
//=====================
//CHudChat
//=====================
CHudChat::CHudChat( const char *pElementName ) : BaseClass( pElementName )
{
}
void CHudChat::CreateChatInputLine( void )
{
m_pChatInput = new CHudChatInputLine( this, "ChatInputLine" );
m_pChatInput->SetVisible( false );
}
void CHudChat::CreateChatLines( void )
{
for ( int i = 0; i < CHAT_INTERFACE_LINES; i++ )
{
char sz[ 32 ];
Q_snprintf( sz, sizeof( sz ), "ChatLine%02i", i );
m_ChatLines[ i ] = new CHudChatLine( this, sz );
m_ChatLines[ i ]->SetVisible( false );
}
}
void CHudChat::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
SetBgColor( Color( 0, 0, 0, 0 ) );
SetFgColor( Color( 0, 0, 0, 0 ) );
}
void CHudChat::Init( void )
{
BaseClass::Init();
HOOK_HUD_MESSAGE( CHudChat, SayText );
HOOK_HUD_MESSAGE( CHudChat, TextMsg );
}
//-----------------------------------------------------------------------------
// Purpose: Overrides base reset to not cancel chat at round restart
//-----------------------------------------------------------------------------
void CHudChat::Reset( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszName -
// iSize -
// *pbuf -
//-----------------------------------------------------------------------------
void CHudChat::MsgFunc_SayText( bf_read &msg )
{
char szString[256];
int client = msg.ReadByte();
msg.ReadString( szString, sizeof(szString) );
bool bWantsToChat = msg.ReadByte();
if ( bWantsToChat )
{
// print raw chat text
ChatPrintf( client, "%s", szString );
}
else
{
// try to lookup translated string
Printf( "%s", hudtextmessage->LookupString( szString ) );
}
Msg( "%s", szString );
}
wchar_t* ReadLocalizedRadioCommandString( bf_read &msg, wchar_t *pOut, int outSize, bool bStripNewline )
{
char szString[2048];
msg.ReadString( szString, sizeof(szString) );
const wchar_t *pBuf = g_pVGuiLocalize->Find( szString );
if ( pBuf )
{
wcsncpy( pOut, pBuf, outSize/sizeof(wchar_t) );
pOut[outSize/sizeof(wchar_t)-1] = 0;
}
else
{
g_pVGuiLocalize->ConvertANSIToUnicode( szString, pOut, outSize );
}
if ( bStripNewline )
StripEndNewlineFromString( pOut );
return pOut;
}
// Message handler for text messages
// displays a string, looking them up from the titles.txt file, which can be localised
// parameters:
// byte: message direction ( HUD_PRINTCONSOLE, HUD_PRINTNOTIFY, HUD_PRINTCENTER, HUD_PRINTTALK )
// string: message
// optional parameters:
// string: message parameter 1
// string: message parameter 2
// string: message parameter 3
// string: message parameter 4
// any string that starts with the character '#' is a message name, and is used to look up the real message in titles.txt
// the next (optional) one to four strings are parameters for that string (which can also be message names if they begin with '#')
void CHudChat::MsgFunc_TextMsg( bf_read &msg )
{
char szString[2048];
int msg_dest = msg.ReadByte();
wchar_t szBuf[5][128];
wchar_t outputBuf[256];
for ( int i=0; i<5; ++i )
{
msg.ReadString( szString, sizeof(szString) );
char *tmpStr = hudtextmessage->LookupString( szString, &msg_dest );
const wchar_t *pBuf = g_pVGuiLocalize->Find( tmpStr );
if ( pBuf )
{
// Copy pBuf into szBuf[i].
int nMaxChars = sizeof( szBuf[i] ) / sizeof( wchar_t );
wcsncpy( szBuf[i], pBuf, nMaxChars );
szBuf[i][nMaxChars-1] = 0;
}
else
{
if ( i )
{
StripEndNewlineFromString( tmpStr ); // these strings are meant for subsitution into the main strings, so cull the automatic end newlines
}
g_pVGuiLocalize->ConvertANSIToUnicode( tmpStr, szBuf[i], sizeof(szBuf[i]) );
}
}
if ( !cl_showtextmsg.GetInt() )
return;
int len;
switch ( msg_dest )
{
case HUD_PRINTCENTER:
g_pVGuiLocalize->ConstructString( outputBuf, sizeof(outputBuf), szBuf[0], 4, szBuf[1], szBuf[2], szBuf[3], szBuf[4] );
internalCenterPrint->Print( ConvertCRtoNL( outputBuf ) );
break;
case HUD_PRINTNOTIFY:
g_pVGuiLocalize->ConstructString( outputBuf, sizeof(outputBuf), szBuf[0], 4, szBuf[1], szBuf[2], szBuf[3], szBuf[4] );
g_pVGuiLocalize->ConvertUnicodeToANSI( outputBuf, szString, sizeof(szString) );
len = strlen( szString );
if ( len && szString[len-1] != '\n' && szString[len-1] != '\r' )
{
Q_strncat( szString, "\n", sizeof(szString), 1 );
}
Msg( "%s", ConvertCRtoNL( szString ) );
break;
case HUD_PRINTTALK:
g_pVGuiLocalize->ConstructString( outputBuf, sizeof(outputBuf), szBuf[0], 4, szBuf[1], szBuf[2], szBuf[3], szBuf[4] );
g_pVGuiLocalize->ConvertUnicodeToANSI( outputBuf, szString, sizeof(szString) );
len = strlen( szString );
if ( len && szString[len-1] != '\n' && szString[len-1] != '\r' )
{
Q_strncat( szString, "\n", sizeof(szString), 1 );
}
Printf( "%s", ConvertCRtoNL( szString ) );
break;
case HUD_PRINTCONSOLE:
g_pVGuiLocalize->ConstructString( outputBuf, sizeof(outputBuf), szBuf[0], 4, szBuf[1], szBuf[2], szBuf[3], szBuf[4] );
g_pVGuiLocalize->ConvertUnicodeToANSI( outputBuf, szString, sizeof(szString) );
len = strlen( szString );
if ( len && szString[len-1] != '\n' && szString[len-1] != '\r' )
{
Q_strncat( szString, "\n", sizeof(szString), 1 );
}
Msg( "%s", ConvertCRtoNL( szString ) );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *fmt -
// ... -
//-----------------------------------------------------------------------------
void CHudChat::ChatPrintf( int iPlayerIndex, const char *fmt, ... )
{
va_list marker;
char msg[4096];
va_start(marker, fmt);
Q_vsnprintf(msg, sizeof( msg), fmt, marker);
va_end(marker);
// Strip any trailing '\n'
if ( strlen( msg ) > 0 && msg[ strlen( msg )-1 ] == '\n' )
{
msg[ strlen( msg ) - 1 ] = 0;
}
// Strip leading \n characters ( or notify/color signifiers )
char *pmsg = msg;
while ( *pmsg && ( *pmsg == '\n' || *pmsg == 1 || *pmsg == 2 ) )
{
pmsg++;
}
if ( !*pmsg )
return;
if ( *pmsg < 32 )
{
hudlcd->AddChatLine( pmsg + 1 );
}
else
{
hudlcd->AddChatLine( pmsg );
}
CHudChatLine *line = (CHudChatLine *)FindUnusedChatLine();
if ( !line )
{
ExpireOldest();
line = (CHudChatLine *)FindUnusedChatLine();
}
if ( !line )
{
return;
}
line->SetText( "" );
int iNameLength = 0;
player_info_t sPlayerInfo;
if ( iPlayerIndex == 0 )
{
Q_memset( &sPlayerInfo, 0, sizeof(player_info_t) );
Q_strncpy( sPlayerInfo.name, "Console", sizeof(sPlayerInfo.name) );
}
else
{
engine->GetPlayerInfo( iPlayerIndex, &sPlayerInfo );
}
const char *pName = sPlayerInfo.name;
if ( pName )
{
const char *nameInString = strstr( pmsg, pName );
if ( nameInString )
{
iNameLength = strlen( pName ) + (nameInString - pmsg);
}
}
else
line->InsertColorChange( Color( g_ColorYellow[0], g_ColorYellow[1], g_ColorYellow[2], 255 ) );
char *buf = static_cast<char *>( _alloca( strlen( pmsg ) + 1 ) );
wchar_t *wbuf = static_cast<wchar_t *>( _alloca( (strlen( pmsg ) + 1 ) * sizeof(wchar_t) ) );
if ( buf )
{
float *flColor = GetClientColor( iPlayerIndex );
line->SetExpireTime();
// draw the first x characters in the player color
Q_strncpy( buf, pmsg, MIN( iNameLength + 1, MAX_PLAYER_NAME_LENGTH+32) );
buf[ MIN( iNameLength, MAX_PLAYER_NAME_LENGTH+31) ] = 0;
line->InsertColorChange( Color( flColor[0], flColor[1], flColor[2], 255 ) );
line->InsertString( buf );
Q_strncpy( buf, pmsg + iNameLength, strlen( pmsg ));
buf[ strlen( pmsg + iNameLength ) ] = '\0';
line->InsertColorChange( Color( g_ColorYellow[0], g_ColorYellow[1], g_ColorYellow[2], 255 ) );
g_pVGuiLocalize->ConvertANSIToUnicode( buf, wbuf, strlen(pmsg)*sizeof(wchar_t));
line->InsertString( wbuf );
line->SetVisible( true );
line->SetNameLength( iNameLength );
line->SetNameColor( Color( flColor[0], flColor[1], flColor[2], 255 ) );
}
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, -1 /*SOUND_FROM_LOCAL_PLAYER*/, "HudChat.Message" );
}
int CHudChat::GetChatInputOffset( void )
{
if ( m_pChatInput->IsVisible() )
{
return m_iFontHeight;
}
else
return 0;
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SDK_HUD_CHAT_H
#define SDK_HUD_CHAT_H
#ifdef _WIN32
#pragma once
#endif
#include <hud_basechat.h>
class CHudChatLine : public CBaseHudChatLine
{
DECLARE_CLASS_SIMPLE( CHudChatLine, CBaseHudChatLine );
public:
CHudChatLine( vgui::Panel *parent, const char *panelName ) : CBaseHudChatLine( parent, panelName ) {}
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
void PerformFadeout( void );
void MsgFunc_SayText(bf_read &msg);
private:
CHudChatLine( const CHudChatLine & ); // not defined, not accessible
};
//-----------------------------------------------------------------------------
// Purpose: The prompt and text entry area for chat messages
//-----------------------------------------------------------------------------
class CHudChatInputLine : public CBaseHudChatInputLine
{
DECLARE_CLASS_SIMPLE( CHudChatInputLine, CBaseHudChatInputLine );
public:
CHudChatInputLine( CBaseHudChat *parent, char const *panelName ) : CBaseHudChatInputLine( parent, panelName ) {}
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
};
class CHudChat : public CBaseHudChat
{
DECLARE_CLASS_SIMPLE( CHudChat, CBaseHudChat );
public:
CHudChat( const char *pElementName );
virtual void CreateChatInputLine( void );
virtual void CreateChatLines( void );
virtual void Init( void );
virtual void Reset( void );
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
void MsgFunc_SayText( bf_read &msg );
void MsgFunc_TextMsg( bf_read &msg );
void ChatPrintf( int iPlayerIndex, PRINTF_FORMAT_STRING const char *fmt, ... );
int GetChatInputOffset( void );
};
#endif //SDK_HUD_CHAT_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//
// Health.cpp
//
// implementation of CHudHealth class
//
#include "cbase.h"
#include "hud.h"
#include "hud_macros.h"
#include "view.h"
#include "iclientmode.h"
#include <KeyValues.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui/ILocalize.h>
using namespace vgui;
#include "hudelement.h"
#include "hud_numericdisplay.h"
#include "ConVar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define INIT_HEALTH -1
//-----------------------------------------------------------------------------
// Purpose: Health panel
//-----------------------------------------------------------------------------
class CHudHealth : public CHudElement, public CHudNumericDisplay
{
DECLARE_CLASS_SIMPLE( CHudHealth, CHudNumericDisplay );
public:
CHudHealth( const char *pElementName );
virtual void Init( void );
virtual void VidInit( void );
virtual void Reset( void );
virtual void OnThink();
void MsgFunc_Damage( bf_read &msg );
private:
// old variables
int m_iHealth;
int m_bitsDamage;
};
DECLARE_HUDELEMENT( CHudHealth );
DECLARE_HUD_MESSAGE( CHudHealth, Damage );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudHealth::CHudHealth( const char *pElementName ) : CHudElement( pElementName ), CHudNumericDisplay(NULL, "HudHealth")
{
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::Init()
{
HOOK_HUD_MESSAGE( CHudHealth, Damage );
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::Reset()
{
m_iHealth = INIT_HEALTH;
m_bitsDamage = 0;
wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_HEALTH");
if (tempString)
{
SetLabelText(tempString);
}
else
{
SetLabelText(L"HEALTH");
}
SetDisplayValue(m_iHealth);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::VidInit()
{
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::OnThink()
{
int newHealth = 0;
C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
if ( local )
{
// Never below zero
newHealth = MAX( local->GetHealth(), 0 );
}
// Only update the fade if we've changed health
if ( newHealth == m_iHealth )
{
return;
}
m_iHealth = newHealth;
if ( m_iHealth >= 20 )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthIncreasedAbove20");
}
else if ( m_iHealth > 0 )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthIncreasedBelow20");
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthLow");
}
SetDisplayValue(m_iHealth);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::MsgFunc_Damage( bf_read &msg )
{
int armor = msg.ReadByte(); // armor
int damageTaken = msg.ReadByte(); // health
long bitsDamage = msg.ReadLong(); // damage bits
bitsDamage; // variable still sent but not used
Vector vecFrom;
vecFrom.x = msg.ReadBitCoord();
vecFrom.y = msg.ReadBitCoord();
vecFrom.z = msg.ReadBitCoord();
// Actually took damage?
if ( damageTaken > 0 || armor > 0 )
{
if ( damageTaken > 0 )
{
// start the animation
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthDamageTaken");
}
}
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Simple HUD element
//
//=============================================================================
#include "cbase.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "iclientmode.h"
#include "view.h"
using namespace vgui;
#include <vgui_controls/Panel.h>
#include <vgui_controls/Frame.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ILocalize.h>
class CHudGameMessage : public CHudElement, public vgui::Panel
{
private:
DECLARE_CLASS_SIMPLE( CHudGameMessage, vgui::Panel );
public:
CHudGameMessage( const char *pElementName ) : CHudElement( pElementName ), vgui::Panel( NULL, "HudGameMessage" )
{
// Set our parent window
SetParent( g_pClientMode->GetViewport() );
m_pIcon = NULL;
// Never hide
SetHiddenBits( 0 );
};
void Init( void );
void VidInit( void );
void Paint( void );
// Callback function for the "GameMessage" user message
void MsgFunc_GameMessage( bf_read &msg );
private:
CHudTexture *m_pIcon; // Icon texture reference
wchar_t m_pText[256]; // Unicode text buffer
float m_flStartTime; // When the message was recevied
float m_flDuration; // Duration of the message
};
DECLARE_HUDELEMENT( CHudGameMessage );
DECLARE_HUD_MESSAGE( CHudGameMessage, GameMessage );
void CHudGameMessage::VidInit( void )
{
// Store off a reference to our icon
m_pIcon = gHUD.GetIcon( "message_icon" );
m_pText[0] = '\0';
}
void CHudGameMessage::Init( void )
{
HOOK_HUD_MESSAGE( CHudGameMessage, GameMessage );
}
void CHudGameMessage::MsgFunc_GameMessage( bf_read &msg )
{
// Read in our string
char szString[256];
msg.ReadString( szString, sizeof(szString) );
// Convert it to localize friendly unicode
g_pVGuiLocalize->ConvertANSIToUnicode( szString, m_pText, sizeof(m_pText) );
// Setup our time trackers
m_flStartTime = gpGlobals->curtime;
m_flDuration = 5.0f;
}
void CHudGameMessage::Paint( void )
{
if ( !m_pIcon )
return;
// Find our fade based on our time shown
float dt = ( m_flStartTime - gpGlobals->curtime );
float flAlpha = SimpleSplineRemapVal( dt, 0.0f, m_flDuration, 255, 0 );
flAlpha = clamp( flAlpha, 0.0f, 255.0f );
// Draw our icon
m_pIcon->DrawSelf( 0, 0, 32, 32, Color(255,255,255,flAlpha) );
// Get our scheme and font information
vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" );
vgui::HFont hFont = vgui::scheme()->GetIScheme(scheme)->GetFont( "Default" );
// Draw our text
surface()->DrawSetTextFont( hFont ); // set the font
surface()->DrawSetTextColor( 255, 255, 255, flAlpha ); // white
surface()->DrawSetTextPos( 32, 8 ); // x,y position
surface()->DrawPrintText( m_pText, wcslen(m_pText) ); // print text
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_selection.h"
#include "iclientmode.h"
#include "history_resource.h"
#include "input.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 "vgui/ILocalize.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: hl2 weapon selection hud element
//-----------------------------------------------------------------------------
class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
public:
CHudWeaponSelection(const char *pElementName );
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();
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);
void FastWeaponSwitch( int iWeaponSlot );
virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
{
m_hSelectedWeapon = pWeapon;
}
void DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number);
CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" );
CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
CPanelAnimationVarAliasType( float, m_flSmallBoxSize, "SmallBoxSize", "32", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "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_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" );
bool m_bFadingOut;
};
DECLARE_HUDELEMENT( CHudWeaponSelection );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_bFadingOut = false;
}
//-----------------------------------------------------------------------------
// Purpose: sets up display for showing weapon pickup
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
{
// add to pickup history
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
if ( pHudHR )
{
pHudHR->AddToHistory( pWeapon );
}
}
#define SELECTION_TIMEOUT_THRESHOLD 5.0f // Seconds
#define SELECTION_FADEOUT_TIME 1.5f
//-----------------------------------------------------------------------------
// Purpose: updates animation status
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnThink( void )
{
// Time out after awhile of inactivity
if ( ( gpGlobals->curtime - m_flSelectionTime ) > SELECTION_TIMEOUT_THRESHOLD )
{
if (!m_bFadingOut)
{
// start fading out
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FadeOutWeaponSelectionMenu" );
m_bFadingOut = true;
}
else if (gpGlobals->curtime - m_flSelectionTime > SELECTION_TIMEOUT_THRESHOLD + SELECTION_FADEOUT_TIME)
{
// finished fade, close
HideSelection();
}
}
else if (m_bFadingOut)
{
// stop us fading out, show the animation again
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" );
m_bFadingOut = false;
}
}
//-----------------------------------------------------------------------------
// 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();
}
//-------------------------------------------------------------------------
// Purpose: draws the selection area
//-------------------------------------------------------------------------
void CHudWeaponSelection::Paint()
{
if (!ShouldDraw())
return;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon();
if ( !pSelectedWeapon )
return;
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
// interpolate the selected box size between the small box size and the large box size
// interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size
float percentageDone = 1.0f; //min(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime);
int largeBoxWide = m_flSmallBoxSize + ((m_flLargeBoxWide - m_flSmallBoxSize) * percentageDone);
int largeBoxTall = m_flSmallBoxSize + ((m_flLargeBoxTall - m_flSmallBoxSize) * percentageDone);
Color selectedColor;
{for (int i = 0; i < 4; i++)
{
selectedColor[i] = m_BoxColor[i] + ((m_SelectedBoxColor[i] - m_BoxColor[i]) * percentageDone);
}}
// calculate where to start drawing
int width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide;
int xpos = (GetWide() - width) / 2;
int ypos = 0;
// iterate over all the weapon slots
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
{
if ( i == iActiveSlot )
{
bool bFirstItem = true;
for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++)
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos);
if ( !pWeapon )
continue;
// draw box for selected weapon
DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1);
// draw icon
Color col = GetFgColor();
if ( pWeapon->GetSpriteActive() )
{
// find the center of the box to draw in
int iconWidth = pWeapon->GetSpriteActive()->Width();
int iconHeight = pWeapon->GetSpriteActive()->Height();
int x_offs = (largeBoxWide - iconWidth) / 2;
int y_offs = (largeBoxTall - iconHeight) / 2;
if (!pWeapon->CanBeSelected())
{
// unselectable weapon, display as such
col = Color(255, 0, 0, col[3]);
}
else if (pWeapon == pSelectedWeapon)
{
// currently selected weapon, display brighter
col[3] = m_flSelectionAlphaOverride;
// draw an active version over the top
pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col );
}
// draw the inactive version
pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, col );
}
// draw text
col = m_TextColor;
const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData();
if (pWeapon == pSelectedWeapon)
{
wchar_t text[128];
wchar_t *tempString = g_pVGuiLocalize->Find(weaponInfo.szPrintName);
// setup our localized string
if ( tempString )
{
#ifdef WIN32
_snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%s", tempString);
#else
_snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%S", tempString);
#endif
text[sizeof(text)/sizeof(wchar_t) - 1] = 0;
}
else
{
// string wasn't found by g_pVGuiLocalize->Find()
g_pVGuiLocalize->ConvertANSIToUnicode(weaponInfo.szPrintName, text, sizeof(text));
}
surface()->DrawSetTextColor( col );
surface()->DrawSetTextFont( m_hTextFont );
// count the position
int slen = 0, charCount = 0, maxslen = 0;
int firstslen = 0;
{
for (wchar_t *pch = text; *pch != 0; pch++)
{
if (*pch == '\n')
{
// newline character, drop to the next line
if (slen > maxslen)
{
maxslen = slen;
}
if (!firstslen)
{
firstslen = slen;
}
slen = 0;
}
else if (*pch == '\r')
{
// do nothing
}
else
{
slen += surface()->GetCharacterWidth( m_hTextFont, *pch );
charCount++;
}
}
}
if (slen > maxslen)
{
maxslen = slen;
}
if (!firstslen)
{
firstslen = maxslen;
}
int tx = xpos + ((largeBoxWide - firstslen) / 2);
int ty = ypos + (int)m_flTextYPos;
surface()->DrawSetTextPos( tx, ty );
// adjust the charCount by the scan amount
charCount *= m_flTextScan;
for (wchar_t *pch = text; charCount > 0; pch++)
{
if (*pch == '\n')
{
// newline character, move to the next line
surface()->DrawSetTextPos( xpos + ((largeBoxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f));
}
else if (*pch == '\r')
{
// do nothing
}
else
{
surface()->DrawUnicodeChar(*pch);
charCount--;
}
}
}
ypos += (largeBoxTall + m_flBoxGap);
bFirstItem = false;
}
xpos += largeBoxWide;
}
else
{
// check to see if there is a weapons in this bucket
if ( GetFirstPos( i ) )
{
// draw has weapon in slot
DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_BoxColor, m_flAlphaOverride, i + 1);
}
else
{
// draw empty slot
DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_EmptyBoxColor, m_flAlphaOverride, -1);
}
xpos += m_flSmallBoxSize;
}
// reset position
ypos = 0;
xpos += m_flBoxGap;
}
}
//-----------------------------------------------------------------------------
// Purpose: draws a selection box
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number)
{
BaseClass::DrawBox( x, y, wide, tall, color, normalizedAlpha / 255.0f );
// draw the number
if (number >= 0)
{
Color numberColor = m_NumberColor;
numberColor[3] *= normalizedAlpha / 255.0f;
surface()->DrawSetTextColor(numberColor);
surface()->DrawSetTextFont(m_hNumberFont);
wchar_t wch = '0' + number;
surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos);
surface()->DrawUnicodeChar(wch);
}
}
//-----------------------------------------------------------------------------
// Purpose: hud scheme settings
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetPaintBackgroundEnabled(false);
// set our size
int screenWide, screenTall;
int x, y;
GetPos(x, y);
GetHudSize(screenWide, screenTall);
SetBounds(0, y, screenWide, screenTall - y);
}
//-----------------------------------------------------------------------------
// Purpose: Opens weapon selection control
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OpenSelection( void )
{
Assert(!IsInSelectionMode());
CBaseHudWeaponSelection::OpenSelection();
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu");
}
//-----------------------------------------------------------------------------
// Purpose: Closes weapon selection control immediately
//-----------------------------------------------------------------------------
void CHudWeaponSelection::HideSelection( void )
{
CBaseHudWeaponSelection::HideSelection();
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu");
m_bFadingOut = false;
}
//-----------------------------------------------------------------------------
// 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 ( !IsInSelectionMode() )
{
OpenSelection();
}
// Play the "cycle to next weapon" sound
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 ( !IsInSelectionMode() )
{
OpenSelection();
}
// Play the "cycle to next weapon" sound
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: Opens the next weapon in the slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot )
{
// get the slot the player's weapon is in
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// see where we should start selection
int iPosition = -1;
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon();
if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot )
{
// start after this weapon
iPosition = pActiveWeapon->GetPosition();
}
C_BaseCombatWeapon *pNextWeapon = NULL;
// search for the weapon after the current one
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition);
// make sure it's in the same bucket
if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot )
{
// just look for any weapon in this slot
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1);
}
// see if we found a weapon that's different from the current and in the selected slot
if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot )
{
// select the new weapon
::input->MakeWeaponSelection( pNextWeapon );
}
else if ( pNextWeapon != pActiveWeapon )
{
// error sound
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
}
}
//-----------------------------------------------------------------------------
// 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;
// do a fast switch if set
if ( hud_fastswitch.GetBool() )
{
FastWeaponSwitch( iSlot );
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 )
{
if ( !IsInSelectionMode() )
{
// open the weapon selection
OpenSelection();
}
// Mark the change
SetSelectedWeapon( pActiveWeapon );
}
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: TF2 specific input handling
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "kbutton.h"
#include "input.h"
//-----------------------------------------------------------------------------
// Purpose: TF Input interface
//-----------------------------------------------------------------------------
class CSDKInput : public CInput
{
public:
};
static CSDKInput g_Input;
// Expose this interface
IInput *input = ( IInput * )&g_Input;
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "prediction.h"
#include "c_baseplayer.h"
#include "igamemovement.h"
static CMoveData g_MoveData;
CMoveData *g_pMoveData = &g_MoveData;
class CSDKPrediction : public CPrediction
{
DECLARE_CLASS( CSDKPrediction, CPrediction );
public:
virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move );
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSDKPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper,
CMoveData *move )
{
// Call the default SetupMove code.
BaseClass::SetupMove( player, ucmd, pHelper, move );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSDKPrediction::FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move )
{
// Call the default FinishMove code.
BaseClass::FinishMove( player, ucmd, move );
}
// Expose interface to engine
// Expose interface to engine
static CSDKPrediction g_Prediction;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CSDKPrediction, IPrediction, VCLIENT_PREDICTION_INTERFACE_VERSION, g_Prediction );
CPrediction *prediction = &g_Prediction;
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client DLL VGUI2 Viewport
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#pragma warning( disable : 4800 ) // disable forcing int to bool performance warning
// VGUI panel includes
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui/Cursor.h>
#include <vgui/IScheme.h>
#include <vgui/IVGui.h>
#include <vgui/ILocalize.h>
#include <vgui/VGUI.h>
// client dll/engine defines
#include "hud.h"
#include <voice_status.h>
// viewport definitions
#include <baseviewport.h>
#include "SDKViewport.h"
#include "vguicenterprint.h"
#include "text_message.h"
void SDKViewport::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
gHUD.InitColors( pScheme );
SetPaintBackgroundEnabled( false );
}
IViewPortPanel* SDKViewport::CreatePanelByName(const char *szPanelName)
{
IViewPortPanel* newpanel = NULL;
// Up here, strcmp against each type of panel we know how to create.
// else if ( Q_strcmp(PANEL_OVERVIEW, szPanelName) == 0 )
// {
// newpanel = new CCSMapOverview( this );
// }
// create a generic base panel, don't add twice
newpanel = BaseClass::CreatePanelByName( szPanelName );
return newpanel;
}
void SDKViewport::CreateDefaultPanels( void )
{
BaseClass::CreateDefaultPanels();
}
int SDKViewport::GetDeathMessageStartHeight( void )
{
int x = YRES(2);
IViewPortPanel *spectator = gViewPortInterface->FindPanelByName( PANEL_SPECGUI );
//TODO: Link to actual height of spectator bar
if ( spectator && spectator->IsVisible() )
{
x += YRES(52);
}
return x;
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SDKVIEWPORT_H
#define SDKVIEWPORT_H
#include "sdk_shareddefs.h"
#include "baseviewport.h"
using namespace vgui;
namespace vgui
{
class Panel;
}
class SDKViewport : public CBaseViewport
{
private:
DECLARE_CLASS_SIMPLE( SDKViewport, CBaseViewport );
public:
IViewPortPanel* CreatePanelByName(const char *szPanelName);
void CreateDefaultPanels( void );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
int GetDeathMessageStartHeight( void );
};
#endif // SDKViewport_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "vgui_int.h"
#include "ienginevgui.h"
#include "vgui_rootpanel_sdk.h"
#include "vgui/IVGui.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
C_SDKRootPanel *g_pRootPanel = NULL;
//-----------------------------------------------------------------------------
// Global functions.
//-----------------------------------------------------------------------------
void VGUI_CreateClientDLLRootPanel( void )
{
g_pRootPanel = new C_SDKRootPanel( enginevgui->GetPanel( PANEL_CLIENTDLL ) );
}
void VGUI_DestroyClientDLLRootPanel( void )
{
delete g_pRootPanel;
g_pRootPanel = NULL;
}
vgui::VPANEL VGui_GetClientDLLRootPanel( void )
{
return g_pRootPanel->GetVPanel();
}
//-----------------------------------------------------------------------------
// C_SDKRootPanel implementation.
//-----------------------------------------------------------------------------
C_SDKRootPanel::C_SDKRootPanel( vgui::VPANEL parent )
: BaseClass( NULL, "SDK Root Panel" )
{
SetParent( parent );
SetPaintEnabled( false );
SetPaintBorderEnabled( false );
SetPaintBackgroundEnabled( false );
// This panel does post child painting
SetPostChildPaintEnabled( true );
// Make it screen sized
SetBounds( 0, 0, ScreenWidth(), ScreenHeight() );
// Ask for OnTick messages
vgui::ivgui()->AddTickSignal( GetVPanel() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_SDKRootPanel::~C_SDKRootPanel( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SDKRootPanel::PostChildPaint()
{
BaseClass::PostChildPaint();
// Draw all panel effects
RenderPanelEffects();
}
//-----------------------------------------------------------------------------
// Purpose: For each panel effect, check if it wants to draw and draw it on
// this panel/surface if so
//-----------------------------------------------------------------------------
void C_SDKRootPanel::RenderPanelEffects( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SDKRootPanel::OnTick( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Reset effects on level load/shutdown
//-----------------------------------------------------------------------------
void C_SDKRootPanel::LevelInit( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_SDKRootPanel::LevelShutdown( void )
{
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef VGUI_ROOTPANEL_SDK_H
#define VGUI_ROOTPANEL_SDK_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Panel.h>
#include <vgui_controls/EditablePanel.h>
#include "utlvector.h"
class CPanelEffect;
// Serial under of effect, for safe lookup
typedef unsigned int EFFECT_HANDLE;
//-----------------------------------------------------------------------------
// Purpose: Sits between engine and client .dll panels
// Responsible for drawing screen overlays
//-----------------------------------------------------------------------------
class C_SDKRootPanel : public vgui::Panel
{
typedef vgui::Panel BaseClass;
public:
C_SDKRootPanel( vgui::VPANEL parent );
virtual ~C_SDKRootPanel( void );
// Draw Panel effects here
virtual void PostChildPaint();
// Clear list of Panel Effects
virtual void LevelInit( void );
virtual void LevelShutdown( void );
// Run effects and let them decide whether to remove themselves
void OnTick( void );
private:
// Render all panel effects
void RenderPanelEffects( void );
// List of current panel effects
CUtlVector< CPanelEffect *> m_Effects;
};
#endif // VGUI_ROOTPANEL_SDK_H