This commit is contained in:
FluorescentCIAAfricanAmerican
2020-04-22 12:56:21 -04:00
commit 3bf9df6b27
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_tfc_player.h"
#include "c_user_message_register.h"
#include "view.h"
#include "iclientvehicle.h"
#include "ivieweffects.h"
#include "input.h"
#include "IEffects.h"
#include "fx.h"
#include "c_basetempentity.h"
#include "hud_macros.h"
#include "engine/ivdebugoverlay.h"
#include "smoke_fog_overlay.h"
#include "playerandobjectenumerator.h"
#include "bone_setup.h"
#include "in_buttons.h"
#include "r_efx.h"
#include "dlight.h"
#include "shake.h"
#include "cl_animevent.h"
#include "weapon_tfcbase.h"
#if defined( CTFCPlayer )
#undef CTFCPlayer
#endif
#include "materialsystem/imesh.h" //for materials->FindMaterial
#include "iviewrender.h" //for view->
// -------------------------------------------------------------------------------- //
// 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_TFCPlayer *pPlayer = dynamic_cast< C_TFCPlayer* >( 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 );
// ------------------------------------------------------------------------------------------ //
// Data tables and prediction tables.
// ------------------------------------------------------------------------------------------ //
BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent )
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
RecvPropInt( RECVINFO( m_iEvent ) ),
RecvPropInt( RECVINFO( m_nData ) )
END_RECV_TABLE()
IMPLEMENT_CLIENTCLASS_DT( C_TFCPlayer, DT_TFCPlayer, CTFCPlayer )
RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
RecvPropDataTable( RECVINFO_DT( m_Shared ), 0, &REFERENCE_RECV_TABLE( DT_TFCPlayerShared ) )
END_RECV_TABLE()
BEGIN_PREDICTION_DATA( C_TFCPlayer )
DEFINE_PRED_TYPEDESCRIPTION( m_Shared, CTFCPlayerShared ),
END_PREDICTION_DATA()
// ------------------------------------------------------------------------------------------ //
// C_TFCPlayer implementation.
// ------------------------------------------------------------------------------------------ //
C_TFCPlayer::C_TFCPlayer() :
m_iv_angEyeAngles( "C_TFCPlayer::m_iv_angEyeAngles" )
{
m_PlayerAnimState = CreatePlayerAnimState( this );
m_Shared.Init( this );
AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
}
C_TFCPlayer::~C_TFCPlayer()
{
m_PlayerAnimState->Release();
}
C_TFCPlayer* C_TFCPlayer::GetLocalTFCPlayer()
{
return ToTFCPlayer( C_BasePlayer::GetLocalPlayer() );
}
const QAngle& C_TFCPlayer::GetRenderAngles()
{
if ( IsRagdoll() )
{
return vec3_angle;
}
else
{
return m_PlayerAnimState->GetRenderAngles();
}
}
void C_TFCPlayer::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_TFCPlayer::GetLocalTFCPlayer() )
m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] );
else
m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
BaseClass::UpdateClientSideAnimation();
}
void C_TFCPlayer::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_TFCPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
{
m_PlayerAnimState->DoAnimationEvent( event, nData );
}
void C_TFCPlayer::ProcessMuzzleFlashEvent()
{
// Reenable when the weapons have muzzle flash attachments in the right spot.
if ( this != C_BasePlayer::GetLocalPlayer() )
{
Vector vAttachment;
QAngle dummyAngles;
C_WeaponTFCBase *pWeapon = m_Shared.GetActiveTFCWeapon();
if ( pWeapon )
{
int iAttachment = pWeapon->LookupAttachment( "muzzle_flash" );
if ( iAttachment > 0 )
{
float flScale = 1;
pWeapon->GetAttachment( iAttachment, vAttachment, dummyAngles );
// The way the models are setup, the up vector points along the barrel.
Vector vForward, vRight, vUp;
AngleVectors( dummyAngles, &vForward, &vRight, &vUp );
VectorAngles( vUp, dummyAngles );
FX_MuzzleEffect( vAttachment, dummyAngles, flScale, INVALID_EHANDLE_INDEX, NULL, true );
}
}
}
Vector vAttachment;
QAngle dummyAngles;
bool bFoundAttachment = GetAttachment( 1, vAttachment, dummyAngles );
// If we have an attachment, then stick a light on it.
if ( bFoundAttachment )
{
dlight_t *el = effects->CL_AllocDlight( LIGHT_INDEX_MUZZLEFLASH + index );
el->origin = vAttachment;
el->radius = 24;
el->decay = el->radius / 0.05f;
el->die = gpGlobals->curtime + 0.05f;
el->color.r = 255;
el->color.g = 192;
el->color.b = 64;
el->color.exponent = 5;
}
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_TFC_PLAYER_H
#define C_TFC_PLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "tfc_playeranimstate.h"
#include "c_baseplayer.h"
#include "tfc_shareddefs.h"
#include "baseparticleentity.h"
#include "tfc_player_shared.h"
class C_TFCPlayer : public C_BasePlayer
{
public:
DECLARE_CLASS( C_TFCPlayer, C_BasePlayer );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
C_TFCPlayer();
~C_TFCPlayer();
static C_TFCPlayer* GetLocalTFCPlayer();
virtual const QAngle& GetRenderAngles();
virtual void UpdateClientSideAnimation();
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void ProcessMuzzleFlashEvent();
public:
CTFCPlayerShared m_Shared;
// Called by shared code.
public:
void DoAnimationEvent( PlayerAnimEvent_t event, int nData );
ITFCPlayerAnimState *m_PlayerAnimState;
QAngle m_angEyeAngles;
CInterpolatedVar< QAngle > m_iv_angEyeAngles;
private:
C_TFCPlayer( const C_TFCPlayer & );
};
inline C_TFCPlayer* ToTFCPlayer( CBasePlayer *pPlayer )
{
Assert( dynamic_cast< C_TFCPlayer* >( pPlayer ) != NULL );
return static_cast< C_TFCPlayer* >( pPlayer );
}
#endif // C_TFC_PLAYER_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side C_TFCTeam class
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "engine/IEngineSound.h"
#include "hud.h"
#include "recvproxy.h"
#include "c_tfc_team.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT(C_TFCTeam, DT_TFCTeam, CTFCTeam)
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TFCTeam::C_TFCTeam()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TFCTeam::~C_TFCTeam()
{
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side CTFTeam class
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_TFC_TEAM_H
#define C_TFC_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_TFCTeam : public C_Team
{
DECLARE_CLASS( C_TFCTeam, C_Team );
DECLARE_CLIENTCLASS();
public:
C_TFCTeam();
virtual ~C_TFCTeam();
};
#endif // C_TFC_TEAM_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "cbase.h"
#include "hud.h"
#include "clientmode_tfc.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;
// --------------------------------------------------------------------------------- //
// CTFCModeManager.
// --------------------------------------------------------------------------------- //
class CTFCModeManager : 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 CTFCModeManager g_ModeManager;
IVModeManager *modemanager = ( IVModeManager * )&g_ModeManager;
// --------------------------------------------------------------------------------- //
// CTFCModeManager implementation.
// --------------------------------------------------------------------------------- //
#define SCREEN_FILE "scripts/vgui_screens.txt"
void CTFCModeManager::Init()
{
g_pClientMode = GetClientModeNormal();
PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );
}
void CTFCModeManager::LevelInit( const char *newmap )
{
g_pClientMode->LevelInit( newmap );
}
void CTFCModeManager::LevelShutdown( void )
{
g_pClientMode->LevelShutdown();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ClientModeTFCNormal::ClientModeTFCNormal()
{
}
//-----------------------------------------------------------------------------
// Purpose: If you don't know what a destructor is by now, you are probably going to get fired
//-----------------------------------------------------------------------------
ClientModeTFCNormal::~ClientModeTFCNormal()
{
}
void ClientModeTFCNormal::InitViewport()
{
m_pViewport = new TFCViewport();
m_pViewport->Start( gameuifuncs, gameeventmanager );
}
ClientModeTFCNormal g_ClientModeNormal;
IClientMode *GetClientModeNormal()
{
return &g_ClientModeNormal;
}
ClientModeTFCNormal* GetClientModeTFCNormal()
{
Assert( dynamic_cast< ClientModeTFCNormal* >( GetClientModeNormal() ) );
return static_cast< ClientModeTFCNormal* >( GetClientModeNormal() );
}
float g_flViewModelFOV = 90;
float ClientModeTFCNormal::GetViewModelFOV( void )
{
return g_flViewModelFOV;
}
int ClientModeTFCNormal::GetDeathMessageStartHeight( void )
{
return m_pViewport->GetDeathMessageStartHeight();
}
void ClientModeTFCNormal::FireGameEvent( KeyValues * event)
{
BaseClass::FireGameEvent( event );
}
void ClientModeTFCNormal::PostRenderVGui()
{
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#ifndef TFC_CLIENTMODE_H
#define TFC_CLIENTMODE_H
#ifdef _WIN32
#pragma once
#endif
#include "clientmode_shared.h"
#include "tfcviewport.h"
class ClientModeTFCNormal : public ClientModeShared
{
DECLARE_CLASS( ClientModeTFCNormal, ClientModeShared );
private:
// IClientMode overrides.
public:
ClientModeTFCNormal();
virtual ~ClientModeTFCNormal();
virtual void InitViewport();
virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
virtual float GetViewModelFOV( void );
int GetDeathMessageStartHeight( void );
virtual void FireGameEvent( KeyValues * event);
virtual void PostRenderVGui();
private:
// void UpdateSpectatorMode( void );
};
extern IClientMode *GetClientModeNormal();
extern ClientModeTFCNormal* GetClientModeTFCNormal();
#endif // TFC_CLIENTMODE_H
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "fx_impact.h"
void TFCImpact( const CEffectData &data )
{
Vector vOrigin, vStart, vDir;
short nSurfaceProp;
int iMaterial, iDamageType, iHitbox;
C_BaseEntity *pEntity = ParseImpactData( data, &vOrigin, &vStart, &vDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
trace_t tr;
if ( Impact( vOrigin, vStart, iMaterial, iDamageType, iHitbox, iEntIndex, tr ) )
{
// Check for custom effects based on the Decal index
PerformCustomEffects( vOrigin, tr, vDir, iMaterial, 1.0 );
}
PlayImpactSound( pEntity, tr, vOrigin, nSurfaceProp );
}
DECLARE_CLIENT_EFFECT( "Impact", TFCImpact );
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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 "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;
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;
}
}
//-----------------------------------------------------------------------------
// 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 "weapon_selection.h"
#include "iclientmode.h"
#include "history_resource.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"
#include <string.h>
//-----------------------------------------------------------------------------
// Purpose: cstrike 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);
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_flIconXPos, "IconXPos", "16", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "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" );
CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" );
CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" );
};
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 );
}
//-----------------------------------------------------------------------------
// 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( HISTSLOT_WEAP, pWeapon );
}
}
//-----------------------------------------------------------------------------
// Purpose: updates animation status
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnThink()
{
}
//-----------------------------------------------------------------------------
// 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();
m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS );
}
//-------------------------------------------------------------------------
// 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 = (m_iMaxSlots - 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 < m_iMaxSlots; 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 selected weapon
DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1);
// draw icon
Color col = GetFgColor();
// icons use old system, drawing in screen space
if ( pWeapon->GetSpriteActive() )
{
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;
}
pWeapon->GetSpriteActive()->DrawSelf( xpos + m_flIconXPos, ypos + m_flIconYPos, 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;
{
for (wchar_t *pch = text; *pch != 0; pch++)
{
if (*pch == '\n')
{
// newline character, drop to the next line
if (slen > maxslen)
{
maxslen = slen;
}
slen = 0;
}
else if (*pch == '\r')
{
// do nothing
}
else
{
slen += surface()->GetCharacterWidth( m_hTextFont, *pch );
charCount++;
}
}
}
if (slen > maxslen)
{
maxslen = slen;
}
int tx = xpos + ((largeBoxWide - maxslen) / 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
//-----------------------------------------------------------------------------
void CHudWeaponSelection::HideSelection( void )
{
CBaseHudWeaponSelection::HideSelection();
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu");
}
//-----------------------------------------------------------------------------
// 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( hud_fastswitch.GetInt() > 0 )
{
SelectWeapon();
}
else if ( !IsInSelectionMode() )
{
OpenSelection();
}
// Play the "cycle to next weapon" sound
if( m_bPlaySelectionSounds )
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( hud_fastswitch.GetInt() > 0 )
{
SelectWeapon();
}
else if ( !IsInSelectionMode() )
{
OpenSelection();
}
// Play the "cycle to next weapon" sound
if( m_bPlaySelectionSounds )
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: 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;
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 )
{
// Mark the change
SetSelectedWeapon( pActiveWeapon );
if( hud_fastswitch.GetInt() > 0 )
{
SelectWeapon();
}
else if ( !IsInSelectionMode() )
{
// open the weapon selection
OpenSelection();
}
}
if( m_bPlaySelectionSounds )
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
+23
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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 CTFCInput : public CInput
{
public:
};
static CTFCInput g_Input;
// Expose this interface
IInput *input = ( IInput * )&g_Input;
+53
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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 CTFCPrediction : public CPrediction
{
DECLARE_CLASS( CTFCPrediction, 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 CTFCPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper,
CMoveData *move )
{
// Call the default SetupMove code.
BaseClass::SetupMove( player, ucmd, pHelper, move );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFCPrediction::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 CTFCPrediction g_Prediction;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CTFCPrediction, IPrediction, VCLIENT_PREDICTION_INTERFACE_VERSION, g_Prediction );
CPrediction *prediction = &g_Prediction;
+61
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tfcclassmenu.h"
#include <KeyValues.h>
#include <filesystem.h>
#include <vgui_controls/Button.h>
#include <vgui/IVGui.h>
#include "hud.h" // for gEngfuncs
#include "tfc_gamerules.h"
#include "viewport_panel_names.h"
#include "c_tfc_player.h"
using namespace vgui;
// ----------------------------------------------------------------------------- //
// CTFCClassMenu
// ----------------------------------------------------------------------------- //
CTFCClassMenu::CTFCClassMenu(IViewPort *pViewPort) : CClassMenu(pViewPort)
{
}
const char *CTFCClassMenu::GetName( void )
{
return PANEL_CLASS;
}
void CTFCClassMenu::ShowPanel(bool bShow)
{
if ( bShow)
{
engine->CheckPoint( "ClassMenu" );
}
BaseClass::ShowPanel( bShow );
}
void CTFCClassMenu::Update()
{
// Force them to pick a class if they haven't picked one yet.
if ( C_TFCPlayer::GetLocalTFCPlayer()->m_Shared.GetPlayerClass() == PC_UNDEFINED )
{
SetVisibleButton( "CancelButton", false );
}
else
{
SetVisibleButton( "CancelButton", true );
}
}
+42
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TFCCLASSMENU_H
#define TFCCLASSMENU_H
#ifdef _WIN32
#pragma once
#endif
#include <classmenu.h>
#include <commandpanel.h>
#include <vgui_controls/EditablePanel.h>
#include <filesystem.h>
#include "tfc_shareddefs.h"
#include "cbase.h"
#include "tfc_gamerules.h"
#include "vgui_controls/ImagePanel.h"
//-----------------------------------------------------------------------------
// Purpose: Draws the Terrorist class menu
//-----------------------------------------------------------------------------
class CTFCClassMenu : public CClassMenu
{
private:
DECLARE_CLASS_SIMPLE( CTFCClassMenu, CClassMenu );
public:
CTFCClassMenu::CTFCClassMenu(IViewPort *pViewPort);
const char *GetName( void );
void ShowPanel(bool bShow);
void Update();
};
#endif // TFCCLASSMENU_H
+118
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "tfcteammenu.h"
#include <convar.h>
#include "hud.h" // for gEngfuncs
#include "c_tfc_player.h"
#include "tfc_gamerules.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFCTeamMenu::CTFCTeamMenu(IViewPort *pViewPort) : CTeamMenu(pViewPort)
{
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CTFCTeamMenu::~CTFCTeamMenu()
{
}
void CTFCTeamMenu::ApplySettings(KeyValues *inResourceData)
{
BaseClass::ApplySettings( inResourceData );
}
void CTFCTeamMenu::ShowPanel(bool bShow)
{
if ( bShow )
{
engine->CheckPoint( "TeamMenu" );
}
BaseClass::ShowPanel( bShow );
}
//-----------------------------------------------------------------------------
// Purpose: called to update the menu with new information
//-----------------------------------------------------------------------------
void CTFCTeamMenu::Update( void )
{
BaseClass::Update();
const ConVar *allowspecs = cvar->FindVar( "mp_allowspectators" );
if ( allowspecs && allowspecs->GetBool() )
{
C_TFCPlayer *pPlayer = C_TFCPlayer::GetLocalTFCPlayer();
if ( !pPlayer || !TFCGameRules() )
return;
// if we're not already a CT or T...or the freeze time isn't over yet...or we're dead
if ( pPlayer->GetTeamNumber() == TEAM_UNASSIGNED ||
( pPlayer && pPlayer->IsPlayerDead() ) )
{
SetVisibleButton("specbutton", true);
}
else
{
SetVisibleButton("specbutton", false);
}
}
else
{
SetVisibleButton("specbutton", false );
}
char mapName[MAX_MAP_NAME];
Q_FileBase( engine->GetLevelName(), mapName, sizeof(mapName) );
if( C_TFCPlayer::GetLocalTFCPlayer()->GetTeamNumber() == TEAM_UNASSIGNED ) // we aren't on a team yet
{
SetVisibleButton("CancelButton", false);
}
else
{
SetVisibleButton("CancelButton", true);
}
}
//-----------------------------------------------------------------------------
// Purpose: When a team button is pressed it triggers this function to
// cause the player to join a team
//-----------------------------------------------------------------------------
void CTFCTeamMenu::OnCommand( const char *command )
{
if ( Q_stricmp( command, "vguicancel" ) )
{
engine->ClientCmd( command );
}
BaseClass::OnCommand(command);
gViewPortInterface->ShowBackGround( false );
OnClose();
}
//-----------------------------------------------------------------------------
// Purpose: Sets the visibility of a button by name
//-----------------------------------------------------------------------------
void CTFCTeamMenu::SetVisibleButton(const char *textEntryName, bool state)
{
Button *entry = dynamic_cast<Button *>(FindChildByName(textEntryName));
if (entry)
{
entry->SetVisible(state);
}
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TFCTEAMMENU_H
#define TFCTEAMMENU_H
#ifdef _WIN32
#pragma once
#endif
#include <teammenu.h>
//-----------------------------------------------------------------------------
// Purpose: Displays the team menu
//-----------------------------------------------------------------------------
class CTFCTeamMenu : public CTeamMenu
{
private:
DECLARE_CLASS_SIMPLE( CTFCTeamMenu, CTeamMenu );
public:
CTFCTeamMenu(IViewPort *pViewPort);
~CTFCTeamMenu();
virtual void ApplySettings( KeyValues *inResourceData );
void Update();
void ShowPanel( bool bShow );
private:
enum { NUM_TEAMS = 3 };
// VGUI2 override
void OnCommand( const char *command);
// helper functions
void SetVisibleButton(const char *textEntryName, bool state);
};
#endif // TFCTEAMMENU_H
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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 "TFCViewport.h"
#include "tfcteammenu.h"
#include "vguicenterprint.h"
#include "text_message.h"
#include "tfcclassmenu.h"
//
// This is the main function of the viewport. Right here is where we create our class menu,
// team menu, and anything else that we want to turn on and off in the UI.
//
void TFCViewport::CreateDefaultPanels( void )
{
AddNewPanel( new CTFCTeamMenu( this ), "CTFCTeamMenu" );
AddNewPanel( new CTFCClassMenu( this ), "CTFCClassMenu" );
BaseClass::CreateDefaultPanels();
}
void TFCViewport::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
gHUD.InitColors( pScheme );
SetPaintBackgroundEnabled( false );
}
IViewPortPanel* TFCViewport::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;
}
int TFCViewport::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 TFCVIEWPORT_H
#define TFCVIEWPORT_H
#include "tfc_shareddefs.h"
#include "baseviewport.h"
using namespace vgui;
namespace vgui
{
class Panel;
}
class TFCViewport : public CBaseViewport
{
private:
DECLARE_CLASS_SIMPLE( TFCViewport, CBaseViewport );
public:
IViewPortPanel* CreatePanelByName(const char *szPanelName);
void CreateDefaultPanels( void );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
int GetDeathMessageStartHeight( void );
};
#endif // TFCViewport_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_tfc.h"
#include "vgui/IVGui.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
C_TFCRootPanel *g_pRootPanel = NULL;
//-----------------------------------------------------------------------------
// Global functions.
//-----------------------------------------------------------------------------
void VGUI_CreateClientDLLRootPanel( void )
{
g_pRootPanel = new C_TFCRootPanel( enginevgui->GetPanel( PANEL_CLIENTDLL ) );
}
void VGUI_DestroyClientDLLRootPanel( void )
{
delete g_pRootPanel;
g_pRootPanel = NULL;
}
vgui::VPANEL VGui_GetClientDLLRootPanel( void )
{
return g_pRootPanel->GetVPanel();
}
//-----------------------------------------------------------------------------
// C_TFCRootPanel implementation.
//-----------------------------------------------------------------------------
C_TFCRootPanel::C_TFCRootPanel( vgui::VPANEL parent )
: BaseClass( NULL, "TFC 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_TFCRootPanel::~C_TFCRootPanel( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFCRootPanel::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_TFCRootPanel::RenderPanelEffects( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFCRootPanel::OnTick( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Reset effects on level load/shutdown
//-----------------------------------------------------------------------------
void C_TFCRootPanel::LevelInit( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TFCRootPanel::LevelShutdown( void )
{
}
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef VGUI_ROOTPANEL_TFC_H
#define VGUI_ROOTPANEL_TFC_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_TFCRootPanel : public vgui::Panel
{
typedef vgui::Panel BaseClass;
public:
C_TFCRootPanel( vgui::VPANEL parent );
virtual ~C_TFCRootPanel( 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_TFC_H