source-engine/game/client/hl2/hud_weaponselection.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

1526 lines
43 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "weapon_selection.h"
#include "iclientmode.h"
#include "history_resource.h"
#include "input.h"
#include "../hud_crosshair.h"
#include "VGuiMatSurface/IMatSystemSurface.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"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar hud_showemptyweaponslots( "hud_showemptyweaponslots", "1", FCVAR_ARCHIVE, "Shows slots for missing weapons when recieving weapons out of order" );
#define SELECTION_TIMEOUT_THRESHOLD 0.5f // Seconds
#define SELECTION_FADEOUT_TIME 0.75f
#define PLUS_DISPLAY_TIMEOUT 0.5f // Seconds
#define PLUS_FADEOUT_TIME 0.75f
#define FASTSWITCH_DISPLAY_TIMEOUT 1.5f
#define FASTSWITCH_FADEOUT_TIME 1.5f
#define CAROUSEL_SMALL_DISPLAY_ALPHA 200.0f
#define FASTSWITCH_SMALL_DISPLAY_ALPHA 160.0f
#define MAX_CAROUSEL_SLOTS 5
//-----------------------------------------------------------------------------
// Purpose: hl2 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;
}
virtual void SetWeaponSelected()
{
CBaseHudWeaponSelection::SetWeaponSelected();
switch( hud_fastswitch.GetInt() )
{
case HUDTYPE_FASTSWITCH:
case HUDTYPE_CAROUSEL:
ActivateFastswitchWeaponDisplay( GetSelectedWeapon() );
break;
case HUDTYPE_PLUS:
ActivateWeaponHighlight( GetSelectedWeapon() );
break;
default:
// do nothing
break;
}
}
private:
C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
void DrawLargeWeaponBox( C_BaseCombatWeapon *pWeapon, bool bSelected, int x, int y, int wide, int tall, Color color, float alpha, int number );
void ActivateFastswitchWeaponDisplay( C_BaseCombatWeapon *pWeapon );
void ActivateWeaponHighlight( C_BaseCombatWeapon *pWeapon );
float GetWeaponBoxAlpha( bool bSelected );
int GetLastPosInSlot( int iSlot ) const;
void FastWeaponSwitch( int iWeaponSlot );
void PlusTypeFastWeaponSwitch( int iWeaponSlot );
virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
{
m_hSelectedWeapon = pWeapon;
}
virtual void SetSelectedSlot( int slot )
{
m_iSelectedSlot = slot;
}
void SetSelectedSlideDir( int dir )
{
m_iSelectedSlideDir = dir;
}
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" );
CPanelAnimationVar( float, m_flBlur, "Blur", "0" );
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_flMediumBoxWide, "MediumBoxWide", "75", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flMediumBoxTall, "MediumBoxTall", "50", "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_flTextYPos, "TextYPos", "54", "proportional_float" );
CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "0" );
CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "0" );
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, "SelectedBoxColor", "SelectionSelectedBoxBg" );
CPanelAnimationVar( Color, m_SelectedFgColor, "SelectedFgColor", "FgColor" );
CPanelAnimationVar( Color, m_BrightBoxColor, "SelectedFgColor", "BgColor" );
CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" );
CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" );
bool m_bFadingOut;
// fastswitch weapon display
struct WeaponBox_t
{
int m_iSlot;
int m_iSlotPos;
};
CUtlVector<WeaponBox_t> m_WeaponBoxes;
int m_iSelectedWeaponBox;
int m_iSelectedSlideDir;
int m_iSelectedBoxPosition;
int m_iSelectedSlot;
C_BaseCombatWeapon *m_pLastWeapon;
CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" );
};
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 );
m_bFadingOut = false;
}
//-----------------------------------------------------------------------------
// 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( pWeapon );
}
}
//-----------------------------------------------------------------------------
// Purpose: updates animation status
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnThink( void )
{
float flSelectionTimeout = SELECTION_TIMEOUT_THRESHOLD;
float flSelectionFadeoutTime = SELECTION_FADEOUT_TIME;
if ( hud_fastswitch.GetBool() )
{
flSelectionTimeout = FASTSWITCH_DISPLAY_TIMEOUT;
flSelectionFadeoutTime = FASTSWITCH_FADEOUT_TIME;
}
// Time out after awhile of inactivity
if ( ( gpGlobals->curtime - m_flSelectionTime ) > flSelectionTimeout )
{
if (!m_bFadingOut)
{
// start fading out
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FadeOutWeaponSelectionMenu" );
m_bFadingOut = true;
}
else if ( gpGlobals->curtime - m_flSelectionTime > flSelectionTimeout + flSelectionFadeoutTime )
{
// finished fade, close
HideSelection();
}
}
else if (m_bFadingOut)
{
// stop us fading out, show the animation again
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" );
m_bFadingOut = false;
}
}
//-----------------------------------------------------------------------------
// 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;
// draw weapon selection a little longer if in fastswitch so we can see what we've selected
if ( hud_fastswitch.GetBool() && ( gpGlobals->curtime - m_flSelectionTime ) < (FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME) )
return true;
return ( m_bSelectionVisible ) ? true : false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::LevelInit()
{
CHudElement::LevelInit();
m_iSelectedWeaponBox = -1;
m_iSelectedSlideDir = 0;
m_pLastWeapon = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: starts animating the center of the draw point to the newly selected weapon
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ActivateFastswitchWeaponDisplay( C_BaseCombatWeapon *pSelectedWeapon )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// make sure all our configuration data is read
MakeReadyForUse();
m_WeaponBoxes.RemoveAll();
m_iSelectedWeaponBox = 0;
// find out where our selected weapon is in the full list
int cWeapons = 0;
int iLastSelectedWeaponBox = -1;
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
{
for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++)
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos );
if ( !pWeapon )
continue;
WeaponBox_t box = { i, slotpos };
m_WeaponBoxes.AddToTail( box );
if ( pWeapon == pSelectedWeapon )
{
m_iSelectedWeaponBox = cWeapons;
}
if ( pWeapon == m_pLastWeapon )
{
iLastSelectedWeaponBox = cWeapons;
}
cWeapons++;
}
}
if ( iLastSelectedWeaponBox == -1 )
{
// unexpected failure, no last weapon to scroll from, default to snap behavior
m_pLastWeapon = NULL;
}
// calculate where we would have to start drawing for this weapon to slide into center
float flStart, flStop, flTime;
if ( !m_pLastWeapon || m_iSelectedSlideDir == 0 || m_flHorizWeaponSelectOffsetPoint != 0 )
{
// no previous weapon or weapon selected directly or selection during slide, snap to exact position
m_pLastWeapon = pSelectedWeapon;
flStart = flStop = flTime = 0;
}
else
{
// offset display for a scroll
// causing selected weapon to slide into position
// scroll direction based on user's "previous" or "next" selection
int numIcons = 0;
int start = iLastSelectedWeaponBox;
for (int i=0; i<cWeapons; i++)
{
// count icons in direction of slide to destination
if ( start == m_iSelectedWeaponBox )
break;
if ( m_iSelectedSlideDir < 0 )
{
start--;
}
else
{
start++;
}
// handle wraparound in either direction
start = ( start + cWeapons ) % cWeapons;
numIcons++;
}
flStart = numIcons * (m_flLargeBoxWide + m_flBoxGap);
if ( m_iSelectedSlideDir < 0 )
flStart *= -1;
flStop = 0;
// shorten duration for scrolling when desired weapon is farther away
// otherwise a large skip in the same duration causes the scroll to fly too fast
flTime = numIcons * 0.20f;
if ( numIcons > 1 )
flTime *= 0.5f;
}
m_flHorizWeaponSelectOffsetPoint = flStart;
g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "WeaponBoxOffset", flStop, 0, flTime, AnimationController::INTERPOLATOR_LINEAR );
// start the highlight after the scroll completes
m_flBlur = 7.f;
g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Blur", 0, flTime, 0.75f, AnimationController::INTERPOLATOR_DEACCEL );
}
//-----------------------------------------------------------------------------
// Purpose: starts animating the highlight for the selected weapon
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ActivateWeaponHighlight( C_BaseCombatWeapon *pSelectedWeapon )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// make sure all our configuration data is read
MakeReadyForUse();
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition );
if ( !pWeapon )
return;
// start the highlight after the scroll completes
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "WeaponHighlight" );
}
//-----------------------------------------------------------------------------
// Purpose: returns an (per frame animating) alpha value for different weapon boxes
//-----------------------------------------------------------------------------
float CHudWeaponSelection::GetWeaponBoxAlpha( bool bSelected )
{
float alpha;
if ( bSelected )
{
alpha = m_flSelectionAlphaOverride;
}
else
{
alpha = m_flSelectionAlphaOverride * (m_flAlphaOverride / 255.0f);
}
return alpha;
}
//-------------------------------------------------------------------------
// Purpose: draws the selection area
//-------------------------------------------------------------------------
void CHudWeaponSelection::Paint()
{
int width;
int xpos;
int ypos;
if (!ShouldDraw())
return;
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = NULL;
switch ( hud_fastswitch.GetInt() )
{
case HUDTYPE_FASTSWITCH:
case HUDTYPE_CAROUSEL:
pSelectedWeapon = pPlayer->GetActiveWeapon();
break;
default:
pSelectedWeapon = GetSelectedWeapon();
break;
}
if ( !pSelectedWeapon )
return;
bool bPushedViewport = false;
if( hud_fastswitch.GetInt() == HUDTYPE_FASTSWITCH || hud_fastswitch.GetInt() == HUDTYPE_PLUS )
{
CMatRenderContextPtr pRenderContext( materials );
if( pRenderContext->GetRenderTarget() )
{
surface()->PushFullscreenViewport();
bPushedViewport = true;
}
}
// 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);
}
switch ( hud_fastswitch.GetInt() )
{
case HUDTYPE_CAROUSEL:
{
// carousel style - flat line of items
ypos = 0;
if ( m_iSelectedWeaponBox == -1 || m_WeaponBoxes.Count() <= 1 )
{
// nothing to do
return;
}
else if ( m_WeaponBoxes.Count() < MAX_CAROUSEL_SLOTS )
{
// draw the selected weapon as a 1 of n style
width = (m_WeaponBoxes.Count()-1) * (m_flLargeBoxWide+m_flBoxGap) + m_flLargeBoxWide;
xpos = (GetWide() - width)/2;
for ( int i=0; i<m_WeaponBoxes.Count(); i++ )
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos );
if ( !pWeapon )
break;
float alpha = GetWeaponBoxAlpha( i == m_iSelectedWeaponBox );
if ( i == m_iSelectedWeaponBox )
{
// draw selected in highlighted style
DrawLargeWeaponBox( pWeapon, true, xpos, ypos, m_flLargeBoxWide, m_flLargeBoxTall, selectedColor, alpha, -1 );
}
else
{
DrawLargeWeaponBox( pWeapon, false, xpos, ypos, m_flLargeBoxWide, m_flLargeBoxTall / 1.5f, m_BoxColor, alpha, -1 );
}
xpos += (m_flLargeBoxWide + m_flBoxGap);
}
}
else
{
// draw the selected weapon in the center, as a continuous scrolling carosuel
// draw at center the current selected and all items to its right
xpos = GetWide()/2 + m_flHorizWeaponSelectOffsetPoint - largeBoxWide/2;
int i = m_iSelectedWeaponBox;
while ( 1 )
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos );
if ( !pWeapon )
break;
float alpha;
if ( i == m_iSelectedWeaponBox && !m_flHorizWeaponSelectOffsetPoint )
{
// draw selected in highlighted style
alpha = GetWeaponBoxAlpha( true );
DrawLargeWeaponBox( pWeapon, true, xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, alpha, -1 );
}
else
{
alpha = GetWeaponBoxAlpha( false );
DrawLargeWeaponBox( pWeapon, false, xpos, ypos, largeBoxWide, largeBoxTall / 1.5f, m_BoxColor, alpha, -1 );
}
// advance until past edge
xpos += (largeBoxWide + m_flBoxGap);
if ( xpos >= GetWide() )
break;
++i;
if ( i >= m_WeaponBoxes.Count() )
{
// wraparound
i = 0;
}
}
// draw all items left of center
xpos = GetWide()/2 + m_flHorizWeaponSelectOffsetPoint - (3*largeBoxWide/2 + m_flBoxGap);
i = m_iSelectedWeaponBox - 1;
while ( 1 )
{
if ( i < 0 )
{
// wraparound
i = m_WeaponBoxes.Count() - 1;
}
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos );
if ( !pWeapon )
break;
float alpha;
if ( i == m_iSelectedWeaponBox && !m_flHorizWeaponSelectOffsetPoint )
{
// draw selected in highlighted style
alpha = GetWeaponBoxAlpha( true );
DrawLargeWeaponBox( pWeapon, true, xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, alpha, -1 );
}
else
{
alpha = GetWeaponBoxAlpha( false );
DrawLargeWeaponBox( pWeapon, false, xpos, ypos, largeBoxWide, largeBoxTall / 1.5f, m_BoxColor, alpha, -1 );
}
// retreat until past edge
xpos -= (largeBoxWide + m_flBoxGap);
if ( xpos + largeBoxWide <= 0 )
break;
--i;
}
}
}
break;
case HUDTYPE_PLUS:
{
float fCenterX, fCenterY;
bool bBehindCamera = false;
CHudCrosshair::GetDrawPosition( &fCenterX, &fCenterY, &bBehindCamera );
// if the crosshair is behind the camera, don't draw it
if( bBehindCamera )
return;
// bucket style
int screenCenterX = (int) fCenterX;
int screenCenterY = (int) fCenterY - 15; // Height isn't quite screen height, so adjust for center alignment
// Modifiers for the four directions. Used to change the x and y offsets
// of each box based on which bucket we're drawing. Bucket directions are
// 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT
int xModifiers[] = { 0, 1, 0, -1, -1, 1 };
int yModifiers[] = { -1, 0, 1, 0, 1, 1 };
// Draw the four buckets
for ( int i = 0; i < MAX_WEAPON_SLOTS; ++i )
{
// Set the top left corner so the first box would be centered in the screen.
int xPos = screenCenterX -( m_flMediumBoxWide / 2 );
int yPos = screenCenterY -( m_flMediumBoxTall / 2 );
// Find out how many positions to draw - an empty position should still
// be drawn if there is an active weapon in any slots past it.
int lastSlotPos = -1;
for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos )
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos );
if ( pWeapon )
{
lastSlotPos = slotPos;
}
}
// Draw the weapons in this bucket
for ( int slotPos = 0; slotPos <= lastSlotPos; ++slotPos )
{
// Offset the box position
xPos += ( m_flMediumBoxWide + 5 ) * xModifiers[ i ];
yPos += ( m_flMediumBoxTall + 5 ) * yModifiers[ i ];
int boxWide = m_flMediumBoxWide;
int boxTall = m_flMediumBoxTall;
int x = xPos;
int y = yPos;
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos );
bool selectedWeapon = false;
if ( i == m_iSelectedSlot && slotPos == m_iSelectedBoxPosition )
{
// This is a bit of a misnomer... we really are asking "Is this the selected slot"?
selectedWeapon = true;
}
// Draw the box with the appropriate icon
DrawLargeWeaponBox( pWeapon,
selectedWeapon,
x,
y,
boxWide,
boxTall,
selectedWeapon ? selectedColor : m_BoxColor,
GetWeaponBoxAlpha( selectedWeapon ),
-1 );
}
}
}
break;
case HUDTYPE_BUCKETS:
{
// bucket style
width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide;
xpos = (GetWide() - width) / 2;
ypos = 0;
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
// draw the bucket set
// iterate over all the weapon slots
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
{
if ( i == iActiveSlot )
{
bool bDrawBucketNumber = true;
int iLastPos = GetLastPosInSlot( i );
for (int slotpos = 0; slotpos <= iLastPos; slotpos++)
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos );
if ( !pWeapon )
{
if ( !hud_showemptyweaponslots.GetBool() )
continue;
DrawBox( xpos, ypos, largeBoxWide, largeBoxTall, m_EmptyBoxColor, m_flAlphaOverride, bDrawBucketNumber ? i + 1 : -1 );
}
else
{
bool bSelected = (pWeapon == pSelectedWeapon);
DrawLargeWeaponBox( pWeapon,
bSelected,
xpos,
ypos,
largeBoxWide,
largeBoxTall,
bSelected ? selectedColor : m_BoxColor,
GetWeaponBoxAlpha( bSelected ),
bDrawBucketNumber ? i + 1 : -1 );
}
// move down to the next bucket
ypos += (largeBoxTall + m_flBoxGap);
bDrawBucketNumber = 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;
}
}
break;
default:
{
// do nothing
}
break;
}
if( bPushedViewport )
{
surface()->PopFullscreenViewport();
}
}
//-----------------------------------------------------------------------------
// Purpose: draws a single weapon selection box
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawLargeWeaponBox( C_BaseCombatWeapon *pWeapon, bool bSelected, int xpos, int ypos, int boxWide, int boxTall, Color selectedColor, float alpha, int number )
{
Color col = bSelected ? m_SelectedFgColor : GetFgColor();
switch ( hud_fastswitch.GetInt() )
{
case HUDTYPE_BUCKETS:
{
// draw box for selected weapon
DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number );
// draw icon
col[3] *= (alpha / 255.0f);
if ( pWeapon->GetSpriteActive() )
{
// find the center of the box to draw in
int iconWidth = pWeapon->GetSpriteActive()->Width();
int iconHeight = pWeapon->GetSpriteActive()->Height();
int x_offs = (boxWide - iconWidth) / 2;
int y_offs;
if ( bSelected && hud_fastswitch.GetInt() != 0 )
{
// place the icon aligned with the non-selected version
y_offs = (boxTall / 1.5f - iconHeight) / 2;
}
else
{
y_offs = (boxTall - iconHeight) / 2;
}
if (!pWeapon->CanBeSelected())
{
// unselectable weapon, display as such
col = Color(255, 0, 0, col[3]);
}
else if (bSelected)
{
// currently selected weapon, display brighter
col[3] = alpha;
// draw an active version over the top
pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col );
}
// draw the inactive version
pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, col );
}
}
break;
case HUDTYPE_PLUS:
case HUDTYPE_CAROUSEL:
{
if ( !pWeapon )
{
// draw red box for an empty bubble
if( bSelected )
{
selectedColor.SetColor( 255, 0, 0, 40 );
}
DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number );
return;
}
else
{
// draw box for selected weapon
DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number );
}
int iconWidth;
int iconHeight;
int x_offs;
int y_offs;
// draw icon
col[3] *= (alpha / 255.0f);
if ( pWeapon->GetSpriteInactive() )
{
iconWidth = pWeapon->GetSpriteInactive()->Width();
iconHeight = pWeapon->GetSpriteInactive()->Height();
x_offs = (boxWide - iconWidth) / 2;
if ( bSelected && HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
{
// place the icon aligned with the non-selected version
y_offs = (boxTall/1.5f - iconHeight) / 2;
}
else
{
y_offs = (boxTall - iconHeight) / 2;
}
if ( !pWeapon->CanBeSelected() )
{
// unselectable weapon, display as such
col = Color(255, 0, 0, col[3]);
}
// draw the inactive version
pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, iconWidth, iconHeight, col );
}
if ( bSelected && pWeapon->GetSpriteActive() )
{
// find the center of the box to draw in
iconWidth = pWeapon->GetSpriteActive()->Width();
iconHeight = pWeapon->GetSpriteActive()->Height();
x_offs = (boxWide - iconWidth) / 2;
if ( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
{
// place the icon aligned with the non-selected version
y_offs = (boxTall/1.5f - iconHeight) / 2;
}
else
{
y_offs = (boxTall - iconHeight) / 2;
}
col[3] = 255;
for (float fl = m_flBlur; fl > 0.0f; fl -= 1.0f)
{
if (fl >= 1.0f)
{
pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col );
}
else
{
// draw a percentage of the last one
col[3] *= fl;
pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col );
}
}
}
}
break;
default:
{
// do nothing
}
break;
}
if ( HUDTYPE_PLUS == hud_fastswitch.GetInt() )
{
// No text in plus bucket method
return;
}
// draw text
col = m_TextColor;
const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData();
if ( bSelected )
{
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;
int firstslen = 0;
{
for (wchar_t *pch = text; *pch != 0; pch++)
{
if (*pch == '\n')
{
// newline character, drop to the next line
if (slen > maxslen)
{
maxslen = slen;
}
if (!firstslen)
{
firstslen = slen;
}
slen = 0;
}
else if (*pch == '\r')
{
// do nothing
}
else
{
slen += surface()->GetCharacterWidth( m_hTextFont, *pch );
charCount++;
}
}
}
if (slen > maxslen)
{
maxslen = slen;
}
if (!firstslen)
{
firstslen = maxslen;
}
int tx = xpos + ((m_flLargeBoxWide - firstslen) / 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 + ((boxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f));
}
else if (*pch == '\r')
{
// do nothing
}
else
{
surface()->DrawUnicodeChar(*pch);
charCount--;
}
}
}
}
//-----------------------------------------------------------------------------
// 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);
if ( hud_fastswitch.GetInt() == HUDTYPE_CAROUSEL )
{
// need bounds to be exact width for proper clipping during scroll
int width = MAX_CAROUSEL_SLOTS*m_flLargeBoxWide + (MAX_CAROUSEL_SLOTS-1)*m_flBoxGap;
SetBounds( (screenWide-width)/2, y, width, screenTall - y);
}
else
{
SetBounds( x, y, screenWide - x, screenTall - y );
}
}
//-----------------------------------------------------------------------------
// Purpose: Opens weapon selection control
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OpenSelection( void )
{
Assert(!IsInSelectionMode());
CBaseHudWeaponSelection::OpenSelection();
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu");
m_iSelectedBoxPosition = 0;
m_iSelectedSlot = -1;
}
//-----------------------------------------------------------------------------
// Purpose: Closes weapon selection control immediately
//-----------------------------------------------------------------------------
void CHudWeaponSelection::HideSelection( void )
{
CBaseHudWeaponSelection::HideSelection();
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu");
m_bFadingOut = false;
}
//-----------------------------------------------------------------------------
// 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 ( CanBeSelectedInHUD( pWeapon ) )
{
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 ( CanBeSelectedInHUD( pWeapon ) )
{
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;
m_pLastWeapon = pPlayer->GetActiveWeapon();
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 );
SetSelectedSlideDir( 1 );
if ( !IsInSelectionMode() )
{
OpenSelection();
}
// Play the "cycle to next weapon" sound
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;
m_pLastWeapon = pPlayer->GetActiveWeapon();
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 );
SetSelectedSlideDir( -1 );
if ( !IsInSelectionMode() )
{
OpenSelection();
}
// Play the "cycle to next weapon" sound
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
}
//-----------------------------------------------------------------------------
// Purpose: returns the # of the last weapon in the specified slot
//-----------------------------------------------------------------------------
int CHudWeaponSelection::GetLastPosInSlot( int iSlot ) const
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
int iMaxSlotPos;
if ( !player )
return -1;
iMaxSlotPos = -1;
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
C_BaseCombatWeapon *pWeapon = player->GetWeapon(i);
if ( pWeapon == NULL )
continue;
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() > iMaxSlotPos )
iMaxSlotPos = pWeapon->GetPosition();
}
return iMaxSlotPos;
}
//-----------------------------------------------------------------------------
// 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: 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;
m_pLastWeapon = NULL;
// 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" );
}
if ( HUDTYPE_CAROUSEL != hud_fastswitch.GetInt() )
{
// kill any fastswitch display
m_flSelectionTime = 0.0f;
}
}
//-----------------------------------------------------------------------------
// Purpose: Opens the next weapon in the slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::PlusTypeFastWeaponSwitch( int iWeaponSlot )
{
// get the slot the player's weapon is in
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
m_pLastWeapon = NULL;
int newSlot = m_iSelectedSlot;
// Changing slot number does not necessarily mean we need to change the slot - the player could be
// scrolling through the same slot but in the opposite direction. Slot pairs are 0,2 and 1,3 - so
// compare the 0 bits to see if we're within a pair. Otherwise, reset the box to the zero position.
if ( -1 == m_iSelectedSlot || ( ( m_iSelectedSlot ^ iWeaponSlot ) & 1 ) )
{
// Changing vertical/horizontal direction. Reset the selected box position to zero.
m_iSelectedBoxPosition = 0;
m_iSelectedSlot = iWeaponSlot;
}
else
{
// Still in the same horizontal/vertical direction. Determine which way we're moving in the slot.
int increment = 1;
if ( m_iSelectedSlot != iWeaponSlot )
{
// Decrementing within the slot. If we're at the zero position in this slot,
// jump to the zero position of the opposite slot. This also counts as our increment.
increment = -1;
if ( 0 == m_iSelectedBoxPosition )
{
newSlot = ( m_iSelectedSlot + 2 ) % 4;
increment = 0;
}
}
// Find out of the box position is at the end of the slot
int lastSlotPos = -1;
for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos )
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( newSlot, slotPos );
if ( pWeapon )
{
lastSlotPos = slotPos;
}
}
// Increment/Decrement the selected box position
if ( m_iSelectedBoxPosition + increment <= lastSlotPos )
{
m_iSelectedBoxPosition += increment;
m_iSelectedSlot = newSlot;
}
else
{
// error sound
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
return;
}
}
// Select the weapon in this position
bool bWeaponSelected = false;
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon();
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition );
if ( pWeapon )
{
if ( pWeapon != pActiveWeapon )
{
// Select the new weapon
::input->MakeWeaponSelection( pWeapon );
SetSelectedWeapon( pWeapon );
bWeaponSelected = true;
}
}
if ( !bWeaponSelected )
{
// Still need to set this to make hud display appear
SetSelectedWeapon( pPlayer->GetActiveWeapon() );
}
}
//-----------------------------------------------------------------------------
// 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;
switch( hud_fastswitch.GetInt() )
{
case HUDTYPE_FASTSWITCH:
case HUDTYPE_CAROUSEL:
{
FastWeaponSwitch( iSlot );
return;
}
case HUDTYPE_PLUS:
{
if ( !IsInSelectionMode() )
{
// open the weapon selection
OpenSelection();
}
PlusTypeFastWeaponSwitch( iSlot );
ActivateWeaponHighlight( GetSelectedWeapon() );
}
break;
case HUDTYPE_BUCKETS:
{
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 )
{
if ( !IsInSelectionMode() )
{
// open the weapon selection
OpenSelection();
}
// Mark the change
SetSelectedWeapon( pActiveWeapon );
SetSelectedSlideDir( 0 );
}
}
default:
{
// do nothing
}
break;
}
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}