mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
671 lines
17 KiB
C++
671 lines
17 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_selection.h"
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#include "iclientmode.h"
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#include "ammodef.h"
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#include "input.h"
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#include <KeyValues.h>
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#include <vgui/IScheme.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include <vgui_controls/Panel.h>
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#include <string.h>
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#define HL1_MAX_WEAPON_SLOTS 5
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//-----------------------------------------------------------------------------
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// Purpose: hl2 weapon selection hud element
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//-----------------------------------------------------------------------------
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class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
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public:
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CHudWeaponSelection(const char *pElementName );
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bool ShouldDraw();
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void CycleToNextWeapon( void );
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void CycleToPrevWeapon( void );
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C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos );
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void SelectWeaponSlot( int iSlot );
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C_BaseCombatWeapon *GetSelectedWeapon( void )
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{
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return m_hSelectedWeapon;
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}
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void VidInit( void );
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C_BaseCombatWeapon *GetNextActivePos( int iSlot, int iSlotPos );
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protected:
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void Paint();
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void ApplySchemeSettings(vgui::IScheme *pScheme);
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private:
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C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
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C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
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void FastWeaponSwitch( int iWeaponSlot );
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void DrawAmmoBar( C_BaseCombatWeapon *pWeapon, int x, int y, int nWidth, int nHeight );
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int DrawBar( int x, int y, int width, int height, float f );
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void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
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{
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m_hSelectedWeapon = pWeapon;
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}
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CHudTexture *icon_buckets[ HL1_MAX_WEAPON_SLOTS ];
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CHudTexture *icon_selection;
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Color m_clrReddish;
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Color m_clrGreenish;
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};
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DECLARE_HUDELEMENT( CHudWeaponSelection );
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection")
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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}
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void CHudWeaponSelection::VidInit()
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{
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Reset();
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for ( int i = 0; i < HL1_MAX_WEAPON_SLOTS; i++ )
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{
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char szNumString[ 10 ];
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sprintf( szNumString, "bucket%d", i );
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icon_buckets[ i ] = gHUD.GetIcon( szNumString );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the panel should draw
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//-----------------------------------------------------------------------------
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bool CHudWeaponSelection::ShouldDraw()
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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{
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if ( IsInSelectionMode() )
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{
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HideSelection();
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}
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return false;
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}
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bool bret = CBaseHudWeaponSelection::ShouldDraw();
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if ( !bret )
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return false;
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return ( m_bSelectionVisible ) ? true : false;
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}
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//-------------------------------------------------------------------------
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// Purpose: draws the selection area
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//-------------------------------------------------------------------------
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void CHudWeaponSelection::Paint()
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{
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if (!ShouldDraw())
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return;
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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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// find and display our current selection
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C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon();
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if ( !pSelectedWeapon )
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return;
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int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
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int xpos = 10;
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// iterate over all the weapon slots
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for ( int i = 0; i < HL1_MAX_WEAPON_SLOTS; i++ )
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{
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int nWidth;
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int r1, g1, b1, a1;
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(gHUD.m_clrYellowish).GetColor( r1, g1, b1, a1 );
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int ypos = 10;
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icon_buckets[ i ]->DrawSelf( xpos, ypos, Color( r1, g1, b1, 255 ) );
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ypos = icon_buckets[ i ]->Height() + 10;
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if ( i == iActiveSlot )
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{
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bool bFirstItem = true;
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nWidth = icon_buckets[ i ]->Width();
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for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ )
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{
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C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos );
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if ( !pWeapon )
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continue;
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// icons use old system, drawing in screen space
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if ( pWeapon->GetSpriteActive() )
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{
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int r, g, b, a;
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(gHUD.m_clrYellowish).GetColor( r, g, b, a );
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if (pWeapon == pSelectedWeapon)
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{
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pWeapon->GetSpriteActive()->DrawSelf( xpos, ypos, Color( r, g, b, a ) );
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if ( !icon_selection )
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{
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icon_selection = gHUD.GetIcon( "selection" );
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}
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if ( icon_selection )
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{
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icon_selection->DrawSelf( xpos, ypos, Color( r, g, b, a ) );
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}
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}
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else
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{
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if ( pWeapon->HasAmmo() )
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{
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a = 192;
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}
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else
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{
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m_clrReddish.GetColor( r, g, b, a );
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a = 128;
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}
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if ( pWeapon->GetSpriteInactive() )
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{
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pWeapon->GetSpriteInactive()->DrawSelf( xpos, ypos, Color( r, g, b, a ) );
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}
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}
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}
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// Draw Ammo Bar
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DrawAmmoBar( pWeapon, xpos + 10, ypos, 20, 4 );
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ypos += pWeapon->GetSpriteActive()->Height() + 5;
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if ( bFirstItem )
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{
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nWidth = pWeapon->GetSpriteActive()->Width();
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bFirstItem = false;
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}
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}
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}
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else
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{
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// Draw Row of weapons.
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for ( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ )
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{
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int r2, g2, b2, a2;
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C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, iPos );
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if ( !pWeapon )
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continue;
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if ( pWeapon->HasAmmo() )
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{
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(gHUD.m_clrYellowish).GetColor( r2, g2, b2, a2 );
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a2 = 128;
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}
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else
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{
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m_clrReddish.GetColor( r2, g2, b2, a2 );
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a2 = 96;
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}
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Color clrBox( r2, g2, b2, a2 );
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vgui::surface()->DrawSetColor( clrBox );
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vgui::surface()->DrawFilledRect( xpos, ypos, xpos + icon_buckets[ i ]->Width(), ypos + icon_buckets[ i ]->Height() );
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ypos += icon_buckets[ i ]->Height() + 5;
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}
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nWidth = icon_buckets[ i ]->Width();
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}
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// advance position
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xpos += nWidth + 5;
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}
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}
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void CHudWeaponSelection::DrawAmmoBar( C_BaseCombatWeapon *pWeapon, int x, int y, int nWidth, int nHeight )
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{
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if ( pWeapon->GetPrimaryAmmoType() != -1 )
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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int nAmmoCount = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
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if ( !nAmmoCount )
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return;
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float flPct = (float)nAmmoCount / (float)GetAmmoDef()->MaxCarry( pWeapon->GetPrimaryAmmoType() );
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x = DrawBar( x, y, nWidth, nHeight, flPct );
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// Do we have secondary ammo too?
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if ( pWeapon->GetSecondaryAmmoType() != -1 )
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{
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flPct = (float)pPlayer->GetAmmoCount( pWeapon->GetSecondaryAmmoType() ) / (float)GetAmmoDef()->MaxCarry( pWeapon->GetSecondaryAmmoType() );
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x += 5; //!!!
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DrawBar( x, y, nWidth, nHeight, flPct );
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}
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}
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}
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int CHudWeaponSelection::DrawBar( int x, int y, int nWidth, int nHeight, float flPct )
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{
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Color clrBar;
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int r, g, b, a;
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if ( flPct < 0 )
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{
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flPct = 0;
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}
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else if ( flPct > 1 )
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{
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flPct = 1;
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}
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if ( flPct )
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{
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int nBarWidth = flPct * nWidth;
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// Always show at least one pixel if we have ammo.
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if (nBarWidth <= 0)
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nBarWidth = 1;
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m_clrGreenish.GetColor( r, g, b, a );
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clrBar.SetColor( r, g, b, 255 );
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vgui::surface()->DrawSetColor( clrBar );
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vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nHeight );
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x += nBarWidth;
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nWidth -= nBarWidth;
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}
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(gHUD.m_clrYellowish).GetColor( r, g, b, a );
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clrBar.SetColor( r, g, b, 128 );
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vgui::surface()->DrawSetColor( clrBar );
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vgui::surface()->DrawFilledRect( x, y, x + nWidth, y + nHeight );
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return ( x + nWidth );
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}
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//-----------------------------------------------------------------------------
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// Purpose: hud scheme settings
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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SetPaintBackgroundEnabled(false);
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// set our size
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int screenWide, screenTall;
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int x, y;
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GetPos(x, y);
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GetHudSize(screenWide, screenTall);
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SetBounds(0, y, screenWide, screenTall - y);
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m_clrReddish = pScheme->GetColor( "Reddish", Color( 255, 16, 16, 255 ) );
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m_clrGreenish = pScheme->GetColor( "Greenish", Color( 255, 16, 16, 255 ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the next available weapon item in the weapon selection
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//-----------------------------------------------------------------------------
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C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
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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 NULL;
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C_BaseCombatWeapon *pNextWeapon = NULL;
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// search all the weapons looking for the closest next
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int iLowestNextSlot = HL1_MAX_WEAPON_SLOTS;
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int iLowestNextPosition = MAX_WEAPON_POSITIONS;
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for ( int i = 0; i < MAX_WEAPONS; i++ )
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{
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C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
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if ( !pWeapon )
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continue;
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if ( pWeapon->CanBeSelected() )
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{
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int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
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// see if this weapon is further ahead in the selection list
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if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) )
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{
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// see if this weapon is closer than the current lowest
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if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) )
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{
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iLowestNextSlot = weaponSlot;
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iLowestNextPosition = weaponPosition;
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pNextWeapon = pWeapon;
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}
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}
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}
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}
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return pNextWeapon;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the prior available weapon item in the weapon selection
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//-----------------------------------------------------------------------------
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C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
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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 NULL;
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C_BaseCombatWeapon *pPrevWeapon = NULL;
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// search all the weapons looking for the closest next
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int iLowestPrevSlot = -1;
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int iLowestPrevPosition = -1;
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for ( int i = 0; i < MAX_WEAPONS; i++ )
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{
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C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
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if ( !pWeapon )
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continue;
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if ( pWeapon->CanBeSelected() )
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{
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int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
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// see if this weapon is further ahead in the selection list
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if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) )
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{
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// see if this weapon is closer than the current lowest
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if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) )
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{
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iLowestPrevSlot = weaponSlot;
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iLowestPrevPosition = weaponPosition;
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pPrevWeapon = pWeapon;
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}
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}
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}
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}
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return pPrevWeapon;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Moves the selection to the next item in the menu
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::CycleToNextWeapon( void )
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{
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// Get the local player.
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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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C_BaseCombatWeapon *pNextWeapon = NULL;
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if ( IsInSelectionMode() )
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{
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// find the next selection spot
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C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
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if ( !pWeapon )
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return;
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pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
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}
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else
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{
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// open selection at the current place
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pNextWeapon = pPlayer->GetActiveWeapon();
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if ( pNextWeapon )
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{
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pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
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}
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}
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if ( !pNextWeapon )
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{
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// wrap around back to start
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pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1);
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}
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if ( pNextWeapon )
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{
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SetSelectedWeapon( pNextWeapon );
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if( hud_fastswitch.GetInt() > 0 )
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{
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SelectWeapon();
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}
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else if ( !IsInSelectionMode() )
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{
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OpenSelection();
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}
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// Play the "cycle to next weapon" sound
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pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Moves the selection to the previous item in the menu
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::CycleToPrevWeapon( void )
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{
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// Get the local player.
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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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C_BaseCombatWeapon *pNextWeapon = NULL;
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if ( IsInSelectionMode() )
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{
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// find the next selection spot
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C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
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if ( !pWeapon )
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return;
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pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
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}
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else
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{
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// open selection at the current place
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pNextWeapon = pPlayer->GetActiveWeapon();
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if ( pNextWeapon )
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{
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pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
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}
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}
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if ( !pNextWeapon )
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{
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// wrap around back to end of weapon list
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pNextWeapon = FindPrevWeaponInWeaponSelection( HL1_MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS );
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}
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if ( pNextWeapon )
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{
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SetSelectedWeapon( pNextWeapon );
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if( hud_fastswitch.GetInt() > 0 )
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{
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SelectWeapon();
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}
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else if ( !IsInSelectionMode() )
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{
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OpenSelection();
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}
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// Play the "cycle to next weapon" sound
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pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the weapon in the specified slot
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//-----------------------------------------------------------------------------
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C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos )
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{
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return NULL;
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for ( int i = 0; i < MAX_WEAPONS; i++ )
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{
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C_BaseCombatWeapon *pWeapon = player->GetWeapon(i);
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if ( pWeapon == NULL )
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|
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 > HL1_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 )
|
|
{
|
|
SetSelectedWeapon( pActiveWeapon );
|
|
|
|
if( hud_fastswitch.GetInt() > 0 )
|
|
{
|
|
// only one active item in bucket, so change directly to weapon
|
|
SelectWeapon();
|
|
}
|
|
else if ( !IsInSelectionMode() )
|
|
{
|
|
// open the weapon selection
|
|
OpenSelection();
|
|
}
|
|
}
|
|
|
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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" );
|
|
}
|
|
}
|
|
|
|
C_BaseCombatWeapon *CHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos )
|
|
{
|
|
if ( iSlot >= HL1_MAX_WEAPON_SLOTS )
|
|
return NULL;
|
|
|
|
return CBaseHudWeaponSelection::GetNextActivePos( iSlot, iSlotPos );
|
|
}
|