mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
684 lines
19 KiB
C++
684 lines
19 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: Weapon selection handling
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#include "cbase.h"
|
|
#include "weapon_selection.h"
|
|
#include "hud_macros.h"
|
|
#include "history_resource.h"
|
|
#include "menu.h"
|
|
#include "in_buttons.h"
|
|
#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"
|
|
|
|
#define HISTORY_DRAW_TIME "5"
|
|
|
|
ConVar hud_drawhistory_time( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 );
|
|
ConVar hud_fastswitch( "hud_fastswitch", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Weapon Selection commands
|
|
//-----------------------------------------------------------------------------
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot1, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot2, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot3, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot4, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot5, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot6, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot7, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot8, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot9, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot0, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot10, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Close, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, NextWeapon, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, PrevWeapon, "CHudWeaponSelection");
|
|
DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, LastWeapon, "CHudWeaponSelection");
|
|
|
|
HOOK_COMMAND( slot1, Slot1 );
|
|
HOOK_COMMAND( slot2, Slot2 );
|
|
HOOK_COMMAND( slot3, Slot3 );
|
|
HOOK_COMMAND( slot4, Slot4 );
|
|
HOOK_COMMAND( slot5, Slot5 );
|
|
HOOK_COMMAND( slot6, Slot6 );
|
|
HOOK_COMMAND( slot7, Slot7 );
|
|
HOOK_COMMAND( slot8, Slot8 );
|
|
HOOK_COMMAND( slot9, Slot9 );
|
|
HOOK_COMMAND( slot0, Slot0 );
|
|
HOOK_COMMAND( slot10, Slot10 );
|
|
HOOK_COMMAND( cancelselect, Close );
|
|
HOOK_COMMAND( invnext, NextWeapon );
|
|
HOOK_COMMAND( invprev, PrevWeapon );
|
|
HOOK_COMMAND( lastinv, LastWeapon );
|
|
|
|
// instance info
|
|
CBaseHudWeaponSelection *CBaseHudWeaponSelection::s_pInstance = NULL;
|
|
CBaseHudWeaponSelection *CBaseHudWeaponSelection::GetInstance()
|
|
{
|
|
return s_pInstance;
|
|
}
|
|
CBaseHudWeaponSelection *GetHudWeaponSelection()
|
|
{
|
|
return CBaseHudWeaponSelection::GetInstance();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CBaseHudWeaponSelection::CBaseHudWeaponSelection( const char *pElementName ) : CHudElement( pElementName )
|
|
{
|
|
s_pInstance = this;
|
|
|
|
SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_NEEDSUIT | HIDEHUD_PLAYERDEAD | HIDEHUD_INVEHICLE );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::Init(void)
|
|
{
|
|
Reset();
|
|
|
|
// Initialise the weapons resource
|
|
gWR.Init();
|
|
|
|
m_flSelectionTime = gpGlobals->curtime;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::Reset(void)
|
|
{
|
|
gWR.Reset();
|
|
|
|
// Start hidden
|
|
m_bSelectionVisible = false;
|
|
m_flSelectionTime = gpGlobals->curtime;
|
|
gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::UpdateSelectionTime( void )
|
|
{
|
|
m_flSelectionTime = gpGlobals->curtime;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::VidInit(void)
|
|
{
|
|
// If we've already loaded weapons, let's get new sprites
|
|
gWR.LoadAllWeaponSprites();
|
|
|
|
// set spacing of pickup history
|
|
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
|
|
if( pHudHR )
|
|
{
|
|
pHudHR->SetHistoryGap( 21 );
|
|
}
|
|
|
|
Reset();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::OnThink( void )
|
|
{
|
|
// Don't allow weapon selection if we're frozen in place
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() )
|
|
{
|
|
if ( IsInSelectionMode() )
|
|
{
|
|
CancelWeaponSelection();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Think used for selection of weapon menu item.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::ProcessInput()
|
|
{
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
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 )
|
|
{
|
|
// Swallow the button
|
|
gHUD.m_iKeyBits &= ~IN_ATTACK;
|
|
input->ClearInputButton( IN_ATTACK );
|
|
}
|
|
|
|
engine->ClientCmd( "cancelselect\n" );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Has the player selected a weapon?
|
|
if ( gHUD.m_iKeyBits & (IN_ATTACK | IN_ATTACK2) )
|
|
{
|
|
if ( IsWeaponSelectable() )
|
|
{
|
|
#ifndef TF_CLIENT_DLL
|
|
if ( HUDTYPE_PLUS != nFastswitchMode )
|
|
#endif
|
|
{
|
|
// Swallow the button
|
|
gHUD.m_iKeyBits &= ~(IN_ATTACK | IN_ATTACK2);
|
|
input->ClearInputButton( IN_ATTACK );
|
|
input->ClearInputButton( IN_ATTACK2 );
|
|
}
|
|
|
|
// select weapon
|
|
SelectWeapon();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHudWeaponSelection::IsInSelectionMode()
|
|
{
|
|
return m_bSelectionVisible;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::OpenSelection( void )
|
|
{
|
|
m_bSelectionVisible = true;
|
|
gHUD.LockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::HideSelection( void )
|
|
{
|
|
m_bSelectionVisible = false;
|
|
gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns whether a weapon can be selected in the HUD, based on hud type
|
|
//-----------------------------------------------------------------------------
|
|
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 )
|
|
{
|
|
return pWeapon->VisibleInWeaponSelection();
|
|
}
|
|
|
|
if ( !pWeapon->VisibleInWeaponSelection() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// All other current hud types
|
|
return pWeapon->CanBeSelected();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: handles keyboard input
|
|
//-----------------------------------------------------------------------------
|
|
int CBaseHudWeaponSelection::KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding )
|
|
{
|
|
if (IsInSelectionMode() && pszCurrentBinding && !stricmp(pszCurrentBinding, "cancelselect"))
|
|
{
|
|
HideSelection();
|
|
// returning 0 indicates, we've handled it, no more action needs to be taken
|
|
return 0;
|
|
}
|
|
|
|
if ( down >= 1 && keynum >= KEY_1 && keynum <= KEY_9 )
|
|
{
|
|
if ( HandleHudMenuInput( keynum - KEY_0 ) )
|
|
return 0;
|
|
}
|
|
|
|
// let someone else handle it
|
|
return 1;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a weapon has been picked up
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
|
|
{
|
|
// add to pickup history
|
|
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
|
|
|
|
if ( pHudHR )
|
|
{
|
|
pHudHR->AddToHistory( pWeapon );
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------
|
|
// Command Handlers
|
|
//------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::UserCmd_Slot1(void)
|
|
{
|
|
int nFastswitchMode = hud_fastswitch.GetInt();
|
|
if ( ::input->IsSteamControllerActive() )
|
|
{
|
|
nFastswitchMode = HUDTYPE_FASTSWITCH;
|
|
}
|
|
|
|
if( HUDTYPE_CAROUSEL == nFastswitchMode )
|
|
{
|
|
UserCmd_LastWeapon();
|
|
}
|
|
else
|
|
{
|
|
SelectSlot( 1 );
|
|
}
|
|
}
|
|
|
|
void CBaseHudWeaponSelection::UserCmd_Slot2(void)
|
|
{
|
|
int nFastswitchMode = hud_fastswitch.GetInt();
|
|
if ( ::input->IsSteamControllerActive() )
|
|
{
|
|
nFastswitchMode = HUDTYPE_FASTSWITCH;
|
|
}
|
|
|
|
if( HUDTYPE_CAROUSEL == nFastswitchMode )
|
|
{
|
|
UserCmd_NextWeapon();
|
|
}
|
|
else
|
|
{
|
|
SelectSlot( 2 );
|
|
}
|
|
}
|
|
|
|
void CBaseHudWeaponSelection::UserCmd_Slot3(void)
|
|
{
|
|
int nFastswitchMode = hud_fastswitch.GetInt();
|
|
if ( ::input->IsSteamControllerActive() )
|
|
{
|
|
nFastswitchMode = HUDTYPE_FASTSWITCH;
|
|
}
|
|
|
|
if( HUDTYPE_CAROUSEL == nFastswitchMode )
|
|
{
|
|
engine->ClientCmd( "phys_swap" );
|
|
}
|
|
else
|
|
{
|
|
SelectSlot( 3 );
|
|
}
|
|
}
|
|
|
|
void CBaseHudWeaponSelection::UserCmd_Slot4(void)
|
|
{
|
|
int nFastswitchMode = hud_fastswitch.GetInt();
|
|
if ( ::input->IsSteamControllerActive() )
|
|
{
|
|
nFastswitchMode = HUDTYPE_FASTSWITCH;
|
|
}
|
|
|
|
if( HUDTYPE_CAROUSEL == nFastswitchMode )
|
|
{
|
|
UserCmd_PrevWeapon();
|
|
}
|
|
else
|
|
{
|
|
SelectSlot( 4 );
|
|
}
|
|
}
|
|
|
|
void CBaseHudWeaponSelection::UserCmd_Slot5(void)
|
|
{
|
|
SelectSlot( 5 );
|
|
}
|
|
|
|
void CBaseHudWeaponSelection::UserCmd_Slot6(void)
|
|
{
|
|
SelectSlot( 6 );
|
|
}
|
|
|
|
void CBaseHudWeaponSelection::UserCmd_Slot7(void)
|
|
{
|
|
SelectSlot( 7 );
|
|
}
|
|
|
|
void CBaseHudWeaponSelection::UserCmd_Slot8(void)
|
|
{
|
|
SelectSlot( 8 );
|
|
}
|
|
|
|
void CBaseHudWeaponSelection::UserCmd_Slot9(void)
|
|
{
|
|
SelectSlot( 9 );
|
|
}
|
|
|
|
void CBaseHudWeaponSelection::UserCmd_Slot0(void)
|
|
{
|
|
SelectSlot( 0 );
|
|
}
|
|
|
|
void CBaseHudWeaponSelection::UserCmd_Slot10(void)
|
|
{
|
|
SelectSlot( 10 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns true if the CHudMenu should take slot1, etc commands
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHudWeaponSelection::IsHudMenuTakingInput()
|
|
{
|
|
CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu );
|
|
return ( pHudMenu && pHudMenu->IsMenuOpen() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns true if the CHudMenu handles the slot command
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHudWeaponSelection::HandleHudMenuInput( int iSlot )
|
|
{
|
|
CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu );
|
|
if ( !pHudMenu || !pHudMenu->IsMenuOpen() )
|
|
return false;
|
|
|
|
pHudMenu->SelectMenuItem( iSlot );
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns true if the weapon selection hud should be hidden because
|
|
// the CHudMenu is open
|
|
//-----------------------------------------------------------------------------
|
|
bool CBaseHudWeaponSelection::IsHudMenuPreventingWeaponSelection()
|
|
{
|
|
// Don't allow weapon selection if we're frozen in place
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() )
|
|
return true;
|
|
|
|
return IsHudMenuTakingInput();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Menu Selection Code
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::SelectSlot( int iSlot )
|
|
{
|
|
// A menu may be overriding weapon selection commands
|
|
if ( HandleHudMenuInput( iSlot ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If we're not allowed to draw, ignore weapon selections
|
|
if ( !BaseClass::ShouldDraw() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
UpdateSelectionTime();
|
|
SelectWeaponSlot( iSlot );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Close the weapon selection
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::UserCmd_Close(void)
|
|
{
|
|
CancelWeaponSelection();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Selects the next item in the weapon menu
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::UserCmd_NextWeapon(void)
|
|
{
|
|
// If we're not allowed to draw, ignore weapon selections
|
|
if ( !BaseClass::ShouldDraw() )
|
|
return;
|
|
|
|
int nFastswitchMode = hud_fastswitch.GetInt();
|
|
if ( ::input->IsSteamControllerActive() )
|
|
{
|
|
nFastswitchMode = HUDTYPE_FASTSWITCH;
|
|
}
|
|
|
|
CycleToNextWeapon();
|
|
if( nFastswitchMode > 0 )
|
|
{
|
|
SelectWeapon();
|
|
}
|
|
UpdateSelectionTime();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Selects the previous item in the menu
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::UserCmd_PrevWeapon(void)
|
|
{
|
|
// If we're not allowed to draw, ignore weapon selections
|
|
if ( !BaseClass::ShouldDraw() )
|
|
return;
|
|
|
|
int nFastswitchMode = hud_fastswitch.GetInt();
|
|
if ( ::input->IsSteamControllerActive() )
|
|
{
|
|
nFastswitchMode = HUDTYPE_FASTSWITCH;
|
|
}
|
|
|
|
CycleToPrevWeapon();
|
|
if( nFastswitchMode > 0 )
|
|
{
|
|
SelectWeapon();
|
|
}
|
|
|
|
UpdateSelectionTime();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Switches the last weapon the player was using
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::UserCmd_LastWeapon(void)
|
|
{
|
|
// If we're not allowed to draw, ignore weapon selections
|
|
if ( !BaseClass::ShouldDraw() )
|
|
return;
|
|
|
|
/*
|
|
if ( IsHudMenuPreventingWeaponSelection() )
|
|
{
|
|
return;
|
|
}
|
|
*/
|
|
|
|
SwitchToLastWeapon();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Switches the last weapon the player was using
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::SwitchToLastWeapon( void )
|
|
{
|
|
// Get the player's last weapon
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
return;
|
|
|
|
input->MakeWeaponSelection( player->GetLastWeapon() );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::SetWeaponSelected( void )
|
|
{
|
|
Assert( GetSelectedWeapon() );
|
|
// Mark selection so that it's placed into next CUserCmd created
|
|
input->MakeWeaponSelection( GetSelectedWeapon() );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Player has chosen to draw the currently selected weapon
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::SelectWeapon( void )
|
|
{
|
|
if ( !GetSelectedWeapon() )
|
|
{
|
|
engine->ClientCmd( "cancelselect\n" );
|
|
return;
|
|
}
|
|
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
return;
|
|
|
|
// Don't allow selections of weapons that can't be selected (out of ammo, etc)
|
|
if ( !GetSelectedWeapon()->CanBeSelected() )
|
|
{
|
|
player->EmitSound( "Player.DenyWeaponSelection" );
|
|
}
|
|
else
|
|
{
|
|
SetWeaponSelected();
|
|
|
|
m_hSelectedWeapon = NULL;
|
|
|
|
engine->ClientCmd( "cancelselect\n" );
|
|
|
|
// Play the "weapon selected" sound
|
|
player->EmitSound( "Player.WeaponSelected" );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Abort selecting a weapon
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseHudWeaponSelection::CancelWeaponSelection( void )
|
|
{
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
return;
|
|
|
|
// Fastswitches happen in a single frame, so the Weapon Selection HUD Element isn't visible
|
|
// yet, but it's going to be next frame. We need to ask it if it thinks it's going to draw,
|
|
// instead of checking it's IsActive flag.
|
|
if ( ShouldDraw() )
|
|
{
|
|
HideSelection();
|
|
|
|
m_hSelectedWeapon = NULL;
|
|
|
|
// Play the "close weapon selection" sound
|
|
player->EmitSound( "Player.WeaponSelectionClose" );
|
|
}
|
|
else
|
|
{
|
|
engine->ClientCmd("escape");
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the first weapon for a given slot.
|
|
//-----------------------------------------------------------------------------
|
|
C_BaseCombatWeapon *CBaseHudWeaponSelection::GetFirstPos( int iSlot )
|
|
{
|
|
int iLowestPosition = MAX_WEAPON_POSITIONS;
|
|
C_BaseCombatWeapon *pFirstWeapon = NULL;
|
|
|
|
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 )
|
|
continue;
|
|
|
|
if ( ( pWeapon->GetSlot() == iSlot ) && (pWeapon->VisibleInWeaponSelection()) )
|
|
{
|
|
// If this weapon is lower in the slot than the current lowest, it's our new winner
|
|
if ( pWeapon->GetPosition() <= iLowestPosition )
|
|
{
|
|
iLowestPosition = pWeapon->GetPosition();
|
|
pFirstWeapon = pWeapon;
|
|
}
|
|
}
|
|
}
|
|
|
|
return pFirstWeapon;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
C_BaseCombatWeapon *CBaseHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos )
|
|
{
|
|
if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS )
|
|
return NULL;
|
|
|
|
int iLowestPosition = MAX_WEAPON_POSITIONS;
|
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
|
|
|
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 )
|
|
continue;
|
|
|
|
if ( CanBeSelectedInHUD( pWeapon ) && pWeapon->GetSlot() == iSlot )
|
|
{
|
|
// If this weapon is lower in the slot than the current lowest, and above our desired position, it's our new winner
|
|
if ( pWeapon->GetPosition() <= iLowestPosition && pWeapon->GetPosition() >= iSlotPos )
|
|
{
|
|
iLowestPosition = pWeapon->GetPosition();
|
|
pNextWeapon = pWeapon;
|
|
}
|
|
}
|
|
}
|
|
|
|
return pNextWeapon;
|
|
}
|