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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implementation of CHudHealth class.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "hud_macros.h"
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#include "view.h"
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#include "iclientmode.h"
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#include <KeyValues.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include <vgui_controls/AnimationController.h>
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#include <vgui_controls/Panel.h>
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using namespace vgui;
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#include "hudelement.h"
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#include "hud_numericdisplay.h"
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#include "ConVar.h"
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#include "c_tf_player.h"
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//=============================================================================
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//
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// TF Health Hud
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//
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class CHudHealth : public CHudElement, public CHudNumericDisplay
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{
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DECLARE_CLASS_SIMPLE( CHudHealth, CHudNumericDisplay );
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public:
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CHudHealth( const char *pElementName );
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virtual void Init( void );
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virtual void ApplySchemeSettings( IScheme *scheme );
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virtual void Reset( void );
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virtual void OnThink();
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virtual bool ShouldDraw();
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virtual void Paint( void );
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private:
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int m_nHealth;
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CHudTexture *m_pHealthIcon;
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float m_flHealthIconWidth;
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float m_flHealthIconHeight;
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CPanelAnimationVar( vgui::HFont, m_hHealthFont, "NumberFont", "HudNumbers" );
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CPanelAnimationVarAliasType( float, health_xpos, "digit_xpos", "50", "proportional_float" );
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CPanelAnimationVarAliasType( float, health_ypos, "digit_ypos", "2", "proportional_float" );
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};
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DECLARE_HUDELEMENT( CHudHealth );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudHealth::CHudHealth( const char *pElementName ) : CHudElement( pElementName ), CHudNumericDisplay( NULL, "HudHealth" )
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{
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m_nHealth = 0;
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m_pHealthIcon = NULL;
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m_flHealthIconHeight = 0;
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m_flHealthIconWidth = 0;
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudHealth::Init()
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{
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C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
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if ( !pTFPlayer )
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return;
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m_nHealth = pTFPlayer->GetHealth();
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SetDisplayValue( m_nHealth );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudHealth::ApplySchemeSettings( IScheme *scheme )
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{
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// Fall back to base.
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BaseClass::ApplySchemeSettings( scheme );
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// Setup the health icon.
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if( !m_pHealthIcon )
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{
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m_pHealthIcon = gHUD.GetIcon( "health_icon" );
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}
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if( m_pHealthIcon )
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{
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m_flHealthIconHeight = GetTall() - YRES( 2 );
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float flScale = m_flHealthIconHeight / static_cast<float>( m_pHealthIcon->Height() );
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m_flHealthIconWidth = flScale * static_cast<float>( m_pHealthIcon->Width() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: reset health to normal color at round restart
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//-----------------------------------------------------------------------------
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void CHudHealth::Reset()
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HealthRestored" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudHealth::OnThink()
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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// Never below zero.
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int nHealth = MAX( pPlayer->GetHealth(), 0 );
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// Only update the fade if we've changed health
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if ( nHealth == m_nHealth )
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return;
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// We are badly injured.
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if ( nHealth <= 25 )
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HealthLow" );
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}
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// Got hit.
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else if( nHealth < m_nHealth )
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HealthTookDamage" );
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}
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// Gained health.
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else if( nHealth > m_nHealth )
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HealthRestored" );
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}
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m_nHealth = nHealth;
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// SetDisplayValue( m_nHealth );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudHealth::ShouldDraw()
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{
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C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
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if ( !pTFPlayer )
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return false;
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return !pTFPlayer->IsObserver();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudHealth::Paint( void )
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{
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C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
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if ( !pTFPlayer )
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return;
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// Get the team color.
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Color teamColor;
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pTFPlayer->GetTeamColor( teamColor );
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// Draw the health icon.
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if( m_pHealthIcon )
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{
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m_pHealthIcon->DrawSelf( 0, 2, m_flHealthIconWidth, m_flHealthIconHeight, teamColor );
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}
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// Primary grenade count.
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vgui::surface()->DrawSetTextColor( teamColor );
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PaintNumbers( m_hHealthFont, health_xpos, health_ypos, m_nHealth );
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PaintLabel();
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}
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//=============================================================================
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//
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// TF Armor Hud
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//
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class CHudArmor : public CHudElement, public CHudNumericDisplay
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{
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public:
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DECLARE_CLASS_SIMPLE( CHudArmor, CHudNumericDisplay );
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CHudArmor( const char *pName );
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virtual void Init();
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virtual void ApplySchemeSettings( IScheme *scheme );
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virtual void OnThink();
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virtual bool ShouldDraw();
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virtual void Paint();
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private:
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int m_nArmor;
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CHudTexture *m_pArmorIcon;
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float m_flArmorIconWidth;
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float m_flArmorIconHeight;
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};
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DECLARE_HUDELEMENT( CHudArmor );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CHudArmor::CHudArmor( const char *pName ) : CHudNumericDisplay( NULL, "HudArmor" ), CHudElement( pName )
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{
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m_nArmor = 0;
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m_pArmorIcon = NULL;
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m_flArmorIconHeight = 0;
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m_flArmorIconWidth = 0;
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudArmor::Init()
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{
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C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
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if ( !pTFPlayer )
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return;
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m_nArmor = pTFPlayer->ArmorValue();
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SetDisplayValue( m_nArmor );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudArmor::ApplySchemeSettings( IScheme *scheme )
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{
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// Fall back to base.
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BaseClass::ApplySchemeSettings( scheme );
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// Setup the health icon.
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if( !m_pArmorIcon )
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{
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m_pArmorIcon = gHUD.GetIcon( "shield_bright" );
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}
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if( m_pArmorIcon )
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{
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m_flArmorIconHeight = GetTall() - YRES( 2 );
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float flScale = m_flArmorIconHeight / static_cast<float>( m_pArmorIcon->Height() );
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m_flArmorIconWidth = flScale * static_cast<float>( m_pArmorIcon->Width() );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudArmor::OnThink()
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{
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C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
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if ( !pTFPlayer )
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return;
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m_nArmor = pTFPlayer->ArmorValue();
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SetDisplayValue( m_nArmor );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudArmor::ShouldDraw()
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{
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C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
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if ( !pTFPlayer )
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return false;
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// Running the experiment - no armor!
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return ( pTFPlayer->ArmorValue() != 0 );
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return !pTFPlayer->IsObserver();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudArmor::Paint()
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{
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// Draw the armor icon.
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if( m_pArmorIcon )
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{
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m_pArmorIcon->DrawSelf( 0, 2, m_flArmorIconWidth, m_flArmorIconHeight, GetFgColor() );
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}
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// Base class paint.
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BaseClass::Paint();
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}
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