add source-sdk-2013

This commit is contained in:
nillerusr
2022-03-01 23:00:42 +03:00
parent 88b8830e8b
commit edc8d6c584
3288 changed files with 3731 additions and 1062455 deletions
+10 -61
View File
@@ -13,7 +13,6 @@
#include <KeyValues.h>
#include "filesystem.h"
#include "iinput.h"
#include "inputsystem/iinputsystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@@ -102,7 +101,6 @@ void CBaseHudWeaponSelection::Reset(void)
// Start hidden
m_bSelectionVisible = false;
m_flSelectionTime = gpGlobals->curtime;
gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
}
//-----------------------------------------------------------------------------
@@ -156,19 +154,13 @@ void CBaseHudWeaponSelection::ProcessInput()
if ( !pPlayer )
return;
int nFastswitchMode = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
nFastswitchMode = HUDTYPE_FASTSWITCH;
}
// Check to see if the player is in VGUI mode...
if ( pPlayer->IsInVGuiInputMode() && !pPlayer->IsInViewModelVGuiInputMode() )
{
// If so, close weapon selection when they press fire
if ( gHUD.m_iKeyBits & IN_ATTACK )
{
if ( HUDTYPE_PLUS != nFastswitchMode )
if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() )
{
// Swallow the button
gHUD.m_iKeyBits &= ~IN_ATTACK;
@@ -186,7 +178,7 @@ void CBaseHudWeaponSelection::ProcessInput()
if ( IsWeaponSelectable() )
{
#ifndef TF_CLIENT_DLL
if ( HUDTYPE_PLUS != nFastswitchMode )
if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() )
#endif
{
// Swallow the button
@@ -215,7 +207,6 @@ bool CBaseHudWeaponSelection::IsInSelectionMode()
void CBaseHudWeaponSelection::OpenSelection( void )
{
m_bSelectionVisible = true;
gHUD.LockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
}
//-----------------------------------------------------------------------------
@@ -224,7 +215,6 @@ void CBaseHudWeaponSelection::OpenSelection( void )
void CBaseHudWeaponSelection::HideSelection( void )
{
m_bSelectionVisible = false;
gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
}
//-----------------------------------------------------------------------------
@@ -232,14 +222,8 @@ void CBaseHudWeaponSelection::HideSelection( void )
//-----------------------------------------------------------------------------
bool CBaseHudWeaponSelection::CanBeSelectedInHUD( C_BaseCombatWeapon *pWeapon )
{
int nFastswitchMode = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
nFastswitchMode = HUDTYPE_FASTSWITCH;
}
// Xbox: In plus type, weapons without ammo can still be selected in the HUD
if( HUDTYPE_PLUS == nFastswitchMode )
if( HUDTYPE_PLUS == hud_fastswitch.GetInt() )
{
return pWeapon->VisibleInWeaponSelection();
}
@@ -295,13 +279,7 @@ void CBaseHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
//------------------------------------------------------------------------
void CBaseHudWeaponSelection::UserCmd_Slot1(void)
{
int nFastswitchMode = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
nFastswitchMode = HUDTYPE_FASTSWITCH;
}
if( HUDTYPE_CAROUSEL == nFastswitchMode )
if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
{
UserCmd_LastWeapon();
}
@@ -313,13 +291,7 @@ void CBaseHudWeaponSelection::UserCmd_Slot1(void)
void CBaseHudWeaponSelection::UserCmd_Slot2(void)
{
int nFastswitchMode = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
nFastswitchMode = HUDTYPE_FASTSWITCH;
}
if( HUDTYPE_CAROUSEL == nFastswitchMode )
if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
{
UserCmd_NextWeapon();
}
@@ -331,13 +303,7 @@ void CBaseHudWeaponSelection::UserCmd_Slot2(void)
void CBaseHudWeaponSelection::UserCmd_Slot3(void)
{
int nFastswitchMode = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
nFastswitchMode = HUDTYPE_FASTSWITCH;
}
if( HUDTYPE_CAROUSEL == nFastswitchMode )
if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
{
engine->ClientCmd( "phys_swap" );
}
@@ -349,13 +315,7 @@ void CBaseHudWeaponSelection::UserCmd_Slot3(void)
void CBaseHudWeaponSelection::UserCmd_Slot4(void)
{
int nFastswitchMode = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
nFastswitchMode = HUDTYPE_FASTSWITCH;
}
if( HUDTYPE_CAROUSEL == nFastswitchMode )
if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
{
UserCmd_PrevWeapon();
}
@@ -475,14 +435,8 @@ void CBaseHudWeaponSelection::UserCmd_NextWeapon(void)
if ( !BaseClass::ShouldDraw() )
return;
int nFastswitchMode = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
nFastswitchMode = HUDTYPE_FASTSWITCH;
}
CycleToNextWeapon();
if( nFastswitchMode > 0 )
if( hud_fastswitch.GetInt() > 0 )
{
SelectWeapon();
}
@@ -498,14 +452,9 @@ void CBaseHudWeaponSelection::UserCmd_PrevWeapon(void)
if ( !BaseClass::ShouldDraw() )
return;
int nFastswitchMode = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
nFastswitchMode = HUDTYPE_FASTSWITCH;
}
CycleToPrevWeapon();
if( nFastswitchMode > 0 )
if( hud_fastswitch.GetInt() > 0 )
{
SelectWeapon();
}