//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CDoDHudAmmo::OnThink()
{
    C_BaseCombatWeapon *wpn = GetActiveWeapon();
    C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

    hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
    hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );

    if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
    {
        hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
        hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );

        SetPaintEnabled( false );
        SetPaintBackgroundEnabled( false );
        return;
    }
    else
    {
        SetPaintEnabled( true );
        SetPaintBackgroundEnabled( true );
    }

    // get the ammo in our clip
    int ammo1 = wpn->Clip1();
    int ammo2;
    if ( ammo1 < 0 )
    {
        // we don't use clip ammo, just use the total ammo count
        ammo1 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() );
        ammo2 = 0;
    }
    else
    {
        // we use clip ammo, so the second ammo is the total ammo
        ammo2 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() );
    }

    hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
    hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );

    if ( wpn == m_hCurrentActiveWeapon )
    {
        // same weapon, just update counts
        SetAmmo( ammo1, true );
        SetAmmo2( ammo2, true );
    }
    else
    {
        // diferent weapon, change without triggering
        SetAmmo( ammo1, false );
        SetAmmo2( ammo2, false );

        // update whether or not we show the total ammo display
        m_bUsesClips = wpn->UsesClipsForAmmo1();
        m_hCurrentActiveWeapon = wpn;
    }
}
Beispiel #2
0
void CBliinkHudAmmo::Paint()
{
	C_BliinkPlayer* pBliinkPlayer = ToBliinkPlayer(C_BasePlayer::GetLocalPlayer());

	if( !pBliinkPlayer )
		return;

	if( pBliinkPlayer->State_Get() != STATE_BLIINK_SURVIVOR )
		return;

	C_BaseCombatWeapon* pWeapon = pBliinkPlayer->GetActiveWeapon();

	if( !pWeapon )
		return;

	if( pWeapon->IsMeleeWeapon() )
		return;

	int iClipCount = pWeapon->Clip1();
	int iAmmoCount = pBliinkPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );

	vgui::IScheme* pScheme = vgui::scheme()->GetIScheme(GetScheme());
	int wide, tall;

	SetPaintBorderEnabled(false);

	// Drawing background
	surface()->DrawSetTexture( m_nAmmoBack );
	surface()->DrawTexturedRect( 0, 0, 128, 64 );

	// Drawing ammo count (clip/ammo)
	wchar_t pNumberText[12];
	V_snwprintf( pNumberText, ARRAYSIZE(pNumberText), L"%d : %d", iClipCount, iAmmoCount );
	vgui::HFont hNumberFont = pScheme->GetFont( "BliinkHUDLarge" );
	
	surface()->GetTextSize(hNumberFont, pNumberText, wide, tall);
	
	int number_xpos = (int) floor(64.0f - ((float) wide)/2.0f);
	int number_ypos = (int) floor(32.0f - ((float) tall)/2.0f);
 
	surface()->DrawSetTextFont( hNumberFont );
	surface()->DrawSetTextColor( 210, 210, 210, 255 );
	surface()->DrawSetTextPos( number_xpos, number_ypos );
	surface()->DrawPrintText( pNumberText, wcslen(pNumberText) );
}
Beispiel #3
0
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
{
	// Clear out the vehicle entity
	m_hCurrentVehicle = NULL;

	C_BaseCombatWeapon *wpn = GetActiveWeapon();

	hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
	hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );

	if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
	{
		hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
        hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );

		SetPaintEnabled(false);
		SetPaintBackgroundEnabled(false);
		return;
	}

	SetPaintEnabled(true);
	SetPaintBackgroundEnabled(true);

	// Get our icons for the ammo types
	m_iconPrimaryAmmo = gWR.GetAmmoIconFromWeapon( wpn->GetPrimaryAmmoType() );

	// get the ammo in our clip
	int ammo1 = wpn->Clip1();
	int ammo2;
	if (ammo1 < 0)
	{
		// we don't use clip ammo, just use the total ammo count
		ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
		ammo2 = 0;
	}
	else
	{
		// we use clip ammo, so the second ammo is the total ammo
		ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
	}

	hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
	hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );

	if (wpn == m_hCurrentActiveWeapon)
	{
		// same weapon, just update counts
		SetAmmo(ammo1, true);
		SetAmmo2(ammo2, true);
	}
	else
	{
		// diferent weapon, change without triggering
		SetAmmo(ammo1, false);
		SetAmmo2(ammo2, false);

		// update whether or not we show the total ammo display
		if (wpn->UsesClipsForAmmo1())
		{
			SetShouldDisplaySecondaryValue(true);
			g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
		}
		else
		{
			g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
			SetShouldDisplaySecondaryValue(false);
		}

		g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
		m_hCurrentActiveWeapon = wpn;
	}
}
void CHudAmmo::Paint( void )
{
	int r, g, b, a, nUnused;
	int x, y;
	Color clrAmmo;

	if (!ShouldDraw())
		return;

	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	C_BaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
	// find and display our current selection

	if ( !pPlayer || !pActiveWeapon )
	{
		hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
		hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
		return;
	}

	hudlcd->SetGlobalStat( "(weapon_print_name)", pActiveWeapon ? pActiveWeapon->GetPrintName() : " " );
	hudlcd->SetGlobalStat( "(weapon_name)", pActiveWeapon ? pActiveWeapon->GetName() : " " );

	if ( ( pActiveWeapon->GetPrimaryAmmoType() == -1 ) && ( pActiveWeapon->GetSecondaryAmmoType() == -1 ) )
		return;

	int nFontWidth	= GetNumberFontWidth();
	int nFontHeight	= GetNumberFontHeight();

	a = (int)max( MIN_ALPHA, m_flFade );

	if ( m_flFade > 0 )
		m_flFade -= ( gpGlobals->frametime * 20 );

	(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
	clrAmmo.SetColor( r, g, b, a );

	int nHudElemWidth, nHudElemHeight;
	GetSize( nHudElemWidth, nHudElemHeight );

	// Does this weapon have a clip?
	y = nHudElemHeight - ( nFontHeight * 1.5 );

	// Does weapon have any ammo at all?
	if ( pActiveWeapon->GetPrimaryAmmoType() != -1 )
	{
		CHudTexture	*icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetPrimaryAmmoType() );

		if ( !icon_ammo )
		{
			return;
		}

		int nIconWidth	= icon_ammo->Width();
		
		if ( pActiveWeapon->UsesClipsForAmmo1() )
		{
			// room for the number and the '|' and the current ammo
			
			x = nHudElemWidth - (8 * nFontWidth) - nIconWidth;
			x = DrawHudNumber( x, y, pActiveWeapon->Clip1(), clrAmmo );

			int nBarWidth = nFontWidth / 10;

			x += nFontWidth / 2;

			(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
			clrAmmo.SetColor( r, g, b, a );

			// draw the | bar
			clrAmmo.SetColor( r, g, b, a  );
			vgui::surface()->DrawSetColor( clrAmmo );
			vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nFontHeight );

			x += nBarWidth + nFontWidth / 2;

			x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );		
		}
		else
		{
			// SPR_Draw a bullets only line
			x = nHudElemWidth - 4 * nFontWidth - nIconWidth;
			x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );
		}

		// Draw the ammo Icon
		icon_ammo->DrawSelf( x, y, clrAmmo );

		hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ) ) );
	}
	else
	{
		hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
	}

	// Does weapon have seconday ammo?
	if ( pActiveWeapon->GetSecondaryAmmoType() != -1 )
	{
		CHudTexture	*icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetSecondaryAmmoType() );

		if ( !icon_ammo )
		{
			return;
		}

		int nIconWidth	= icon_ammo->Width();

		// Do we have secondary ammo?
		if ( pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ) > 0 )
		{
			y -= ( nFontHeight * 1.25 );
			x = nHudElemWidth - 4 * nFontWidth - nIconWidth;
			x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ), clrAmmo );

			// Draw the ammo Icon
			icon_ammo->DrawSelf( x, y, clrAmmo );
		}

		hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ) ) );
	}
	else
	{
		hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
	}

}
void CHUDQuickInfo::Paint()
{
	//BB: KILL THIS CRAP!
	return;

	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
	if ( player == NULL )
		return;

	C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
	if ( pWeapon == NULL )
		return;

	float fX, fY;
	bool bBehindCamera = false;
	CHudCrosshair::GetDrawPosition( &fX, &fY, &bBehindCamera );

	// if the crosshair is behind the camera, don't draw it
	if( bBehindCamera )
		return;

	int		xCenter	= (int)fX;
	int		yCenter = (int)fY - m_icon_lb->Height() / 2;

	float	scalar  = 138.0f/255.0f;
	
	// Check our health for a warning
	int	health	= player->GetHealth();
	if ( health != m_lastHealth )
	{
		UpdateEventTime();
		m_lastHealth = health;

		if ( health <= HEALTH_WARNING_THRESHOLD )
		{
			if ( m_warnHealth == false )
			{
				m_healthFade = 255;
				m_warnHealth = true;
				
				CLocalPlayerFilter filter;
				C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowHealth" );
			}
		}
		else
		{
			m_warnHealth = false;
		}
	}

	// Check our ammo for a warning
	int	ammo = pWeapon->Clip1();
	if ( ammo != m_lastAmmo )
	{
		UpdateEventTime();
		m_lastAmmo	= ammo;

		// Find how far through the current clip we are
		float ammoPerc = (float) ammo / (float) pWeapon->GetMaxClip1();

		// Warn if we're below a certain percentage of our clip's size
		if (( pWeapon->GetMaxClip1() > 1 ) && ( ammoPerc <= ( 1.0f - CLIP_PERC_THRESHOLD )))
		{
			if ( m_warnAmmo == false )
			{
				m_ammoFade = 255;
				m_warnAmmo = true;

				CLocalPlayerFilter filter;
				C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowAmmo" );
			}
		}
		else
		{
			m_warnAmmo = false;
		}
	}

	Color clrNormal = gHUD.m_clrNormal;
	clrNormal[3] = 255 * scalar;
	m_icon_c->DrawSelf( xCenter, yCenter, clrNormal );

	if( IsX360() )
	{
		// Because the fixed reticle draws on half-texels, this rather unsightly hack really helps
		// center the appearance of the quickinfo on 360 displays.
		xCenter += 1;
	}

	if ( !hud_quickinfo.GetInt() )
		return;

	int	sinScale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0f );

	// Update our health
	if ( m_healthFade > 0.0f )
	{
		DrawWarning( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_healthFade );
	}
	else
	{
		float healthPerc = (float) health / 100.0f;
		healthPerc = clamp( healthPerc, 0.0f, 1.0f );

		Color healthColor = m_warnHealth ? gHUD.m_clrCaution : gHUD.m_clrNormal;
		
		if ( m_warnHealth )
		{
			healthColor[3] = 255 * sinScale;
		}
		else
		{
			healthColor[3] = 255 * scalar;
		}
		
		gHUD.DrawIconProgressBar( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_icon_lbe, ( 1.0f - healthPerc ), healthColor, CHud::HUDPB_VERTICAL );
	}

	// Update our ammo
	if ( m_ammoFade > 0.0f )
	{
		DrawWarning( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_ammoFade );
	}
	else
	{
		float ammoPerc;

		if ( pWeapon->GetMaxClip1() <= 0 )
		{
			ammoPerc = 0.0f;
		}
		else
		{
			ammoPerc = 1.0f - ( (float) ammo / (float) pWeapon->GetMaxClip1() );
			ammoPerc = clamp( ammoPerc, 0.0f, 1.0f );
		}

		Color ammoColor = m_warnAmmo ? gHUD.m_clrCaution : gHUD.m_clrNormal;
		
		if ( m_warnAmmo )
		{
			ammoColor[3] = 255 * sinScale;
		}
		else
		{
			ammoColor[3] = 255 * scalar;
		}
		
		gHUD.DrawIconProgressBar( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_icon_rbe, ammoPerc, ammoColor, CHud::HUDPB_VERTICAL );
	}
}
Beispiel #6
0
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
{
	if (player && !player->IsAlive())
	{
		for (int i = 0; i < m_aRounds.Count(); i++)
			m_aRounds[i].bActive = false;
	}

	// Clear out the vehicle entity
	m_hCurrentVehicle = NULL;

	C_BaseCombatWeapon *wpn = GetActiveWeapon();

	hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
	hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );

	if ( !wpn || !player )
	{
		hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
		hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );

		SetPaintEnabled(false);
		SetPaintBackgroundEnabled(false);
		return;
	}

	SetPaintEnabled(true);
	SetPaintBackgroundEnabled(true);

	// get the ammo in our clip
	int ammo1 = wpn->Clip1();
	int ammo2;
	if (ammo1 < 0)
	{
		// we don't use clip ammo, just use the total ammo count
		ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
		ammo2 = 0;
	}
	else
	{
		// we use clip ammo, so the second ammo is the total ammo
		ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
	}

	hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
	hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );

	if (wpn == m_hCurrentActiveWeapon)
	{
		// same weapon, just update counts
		SetAmmo(ammo1, true);
		SetAmmo2(ammo2, true);
	}
	else
	{
		// diferent weapon, change without triggering
		SetAmmo(ammo1, false);
		SetAmmo2(ammo2, false);

		// update whether or not we show the total ammo display
		if (wpn->UsesClipsForAmmo1())
		{
			SetShouldDisplaySecondaryValue(true);
		}
		else
		{
			SetShouldDisplaySecondaryValue(false);
		}

		m_hCurrentActiveWeapon = wpn;
	}
}
void CHUDQuickInfo::Paint()
{
	CHudTexture	*icon_c		= gHUD.GetIcon( "crosshair" );
	CHudTexture	*icon_rb	= gHUD.GetIcon( "crosshair_right" );
	CHudTexture	*icon_lb	= gHUD.GetIcon( "crosshair_left" );

	if ( !icon_c || !icon_rb || !icon_lb )
		return;

	int		xCenter	= ( ScreenWidth() / 2 ) - icon_c->Width() / 2;
	int		yCenter = ( ScreenHeight() / 2 ) - icon_c->Height() / 2;
	int		scalar;
	
	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

	if ( player == NULL )
		return;

	C_BaseCombatWeapon *pWeapon = GetActiveWeapon();

	if ( pWeapon == NULL )
		return;

	//Get our values
	int	health	= player->GetHealth();
	int	ammo	= pWeapon->Clip1();

	if ( m_fDamageFade > 0.0f )
	{
		m_fDamageFade -= (gpGlobals->frametime * 200.0f);
	}

	//Check our health for a warning
	if ( health != m_lastHealth )
	{
		if ( health < m_lastHealth )
		{
			m_fDamageFade = QINFO_FADE_TIME;
		}

		m_fFade			= QINFO_FADE_TIME;
		m_lastHealth	= health;

		if ( health <= HEALTH_WARNING_THRESHOLD )
		{
			if ( m_warnHealth == false )
			{
				m_healthFade = 255;
				m_warnHealth = true;
				
				CLocalPlayerFilter filter;
				C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowHealth" );
			}
		}
		else
		{
			m_warnHealth = false;
		}
	}

	// Check our ammo for a warning
	if ( ammo != m_lastAmmo )
	{
		m_fFade		= QINFO_FADE_TIME;
		m_lastAmmo	= ammo;

		if ( ( (float) ammo / (float) pWeapon->GetMaxClip1() ) <= ( 1.0f - CLIP_PERC_THRESHOLD ) )
		{
			if ( m_warnAmmo == false )
			{
				m_ammoFade = 255;
				m_warnAmmo = true;

				CLocalPlayerFilter filter;
				C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowAmmo" );
			}
		}
		else
		{
			m_warnAmmo = false;
		}
	}

	//Get our crosshair intensity
	if ( m_fFade > 0.0f )
	{
		m_fFade  -= (gpGlobals->frametime * 50.0f);

		if ( m_fFade  < 128.0f )
		{
			scalar = (int) max( 16, (m_fFade) );
		}
		else
		{
			scalar = 128;
		}
	}
	else
	{
		scalar = 16;
	}

	if ( player->IsInAVehicle() )
	{
		scalar = 48;
	}

	Color clrNormal = gHUD.m_clrNormal;
	clrNormal[3] = 255 * scalar;
	icon_c->DrawSelf( xCenter, yCenter, clrNormal );

	int	sinScale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0f );

	//Update our health
	if ( m_healthFade > 0.0f )
	{
		DrawWarning( xCenter - 10, yCenter-5, icon_lb, m_healthFade );
	}
	else
	{
		float	healthPerc = (float) health / 100.0f;

		Color healthColor = m_warnHealth ? gHUD.m_clrCaution : gHUD.m_clrNormal;
		
		if ( m_warnHealth )
		{
			healthColor[3] = 255 * sinScale;
		}
		else
		{
			healthColor[3] = 255 * scalar;
		}
		
		gHUD.DrawIconProgressBar( xCenter - 10, yCenter-5, icon_lb, ( 1.0f - healthPerc ), healthColor, CHud::HUDPB_VERTICAL );
	}

	//Update our ammo
	if ( m_ammoFade > 0.0f )
	{
		DrawWarning( xCenter + icon_rb->Width() - 6, yCenter-5, icon_rb, m_ammoFade );
	}
	else
	{
		float ammoPerc = 1.0f - ( (float) ammo / (float) pWeapon->GetMaxClip1() );

		Color ammoColor = m_warnAmmo ? gHUD.m_clrCaution : gHUD.m_clrNormal;
		
		if ( m_warnAmmo )
		{
			ammoColor[3] = 255 * sinScale;
		}
		else
		{
			ammoColor[3] = 255 * scalar;
		}
		
		gHUD.DrawIconProgressBar( xCenter + icon_rb->Width() - 6, yCenter-5, icon_rb, ammoPerc, ammoColor, CHud::HUDPB_VERTICAL );
	}
}
Beispiel #8
0
//====================================================================
//====================================================================
void CBaseHTML::WebThink()
{
	if ( !cl_web_think.GetBool() )
		return;

	float flNextThink = cl_web_think_interval.GetFloat();

	// Información de la partida
	SetProperty( "isInGame", JSValue(engine->IsInGame()), m_pGameObject );
	SetProperty( "isPaused", JSValue(engine->IsPaused()), m_pGameObject );
	SetProperty( "maxClients", JSValue(engine->GetMaxClients()), m_pGameObject );
	SetProperty( "isLoading", JSValue(GameUI().m_bIsLoading), m_pGameObject );

	if ( InRules )
		SetProperty( "gameMode", JSValue(InRules->GameMode()), m_pGameObject );
	
	// Obtenemos al Jugador
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();

	// Existe, estamos en una partida
	if ( pPlayer )
	{
		// Información actual del Jugador
		C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
		int iHealth					= pPlayer->GetHealth();
		int iAmmo					= 0;
		int iAmmoTotal				= 0;

		// Tenemos un arma
		if ( pWeapon )
		{
			iAmmo		= pWeapon->Clip1();
			iAmmoTotal	= pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
		}

		// Actualizamos la información básica
		SetProperty( "health", JSValue(iHealth), m_pPlayerObject );
		SetProperty( "clip1Ammo", JSValue(iAmmo), m_pPlayerObject );
		SetProperty( "clip1TotalAmmo", JSValue(iAmmoTotal), m_pPlayerObject );
	}

	// Información de la API de Steam
	if ( IsPC() && steamapicontext )
	{
		// ID de Steam
		if ( !m_pSteamID )
		{
			// Intentamos obtener la ID
			if ( steamapicontext->SteamUser() )
			{
				CSteamID steamID	= steamapicontext->SteamUser()->GetSteamID();
				uint64 mySteamID	= steamID.ConvertToUint64();
				m_pSteamID			= VarArgs("%llu", mySteamID);
			}

			// ID cargada, se lo dejamos a JavaScript...
			if ( m_pSteamID )
			{
				SetProperty( "playerID", JSValue(WSLit(m_pSteamID)), m_pSteamObject );
				ExecuteJavaScript( "Helper.loadUserInfo()", "" );
			}
		}

		// Utilidades e información
		if ( steamapicontext->SteamUtils() )
		{
			uint32 serverTime	= steamapicontext->SteamUtils()->GetServerRealTime();
			const char *country = steamapicontext->SteamUtils()->GetIPCountry();
			uint8 battery		= steamapicontext->SteamUtils()->GetCurrentBatteryPower();
			uint32 computer		= steamapicontext->SteamUtils()->GetSecondsSinceComputerActive();

			SetProperty( "serverTime", JSValue(WSLit(VarArgs("%llu", serverTime))), m_pSteamObject );
			SetProperty( "country", JSValue(country), m_pSteamObject );
			SetProperty( "batteryPower", JSValue(WSLit(VarArgs("%llu", battery))), m_pSteamObject );
			SetProperty( "computerActive", JSValue(WSLit(VarArgs("%llu", computer))), m_pSteamObject );
		}
	}

	// Pensamiento en JS
	ExecuteJavaScript( "think()", "" );

	// Pensamiento nuevamente en...
	m_flNextThink = gpGlobals->curtime + flNextThink;
}
//-----------------------------------------------------------------------------
// Purpose: Get ammo info from the weapon and update the displays.
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::OnThink()
{
	// Get the player and active weapon.
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pPlayer )
		return;

	C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();

	if ( tf2c_ammobucket.GetBool() && m_pWeaponBucket && pWeapon )
	{
		const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
		if ( pPlayer )
		{
			if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
			{
				pTexture = pWeapon->GetSpriteActive();
			}
		}

		if ( pTexture )
		{
			char szImage[64];
			Q_snprintf( szImage, sizeof(szImage), "../%s", pTexture->szTextureFile );
			m_pWeaponBucket->SetImage( szImage );
			m_pWeaponBucket->SetVisible( true );
		}
		else
		{
			m_pWeaponBucket->SetVisible( false );
		}
	}
	else
	{
		m_pWeaponBucket->SetVisible( false );
	}

	if ( m_flNextThink < gpGlobals->curtime )
	{
		hudlcd->SetGlobalStat( "(weapon_print_name)", pWeapon ? pWeapon->GetPrintName() : " " );
		hudlcd->SetGlobalStat( "(weapon_name)", pWeapon ? pWeapon->GetName() : " " );

		if ( !pPlayer || !pWeapon || !pWeapon->UsesPrimaryAmmo() )
		{
			hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
			hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );

			// turn off our ammo counts
			UpdateAmmoLabels( false, false, false );

			m_nAmmo = -1;
			m_nAmmo2 = -1;
		}
		else
		{
			// Get the ammo in our clip.
			int nAmmo1 = pWeapon->Clip1();
			int nAmmo2 = 0;
			// Clip ammo not used, get total ammo count.
			if ( nAmmo1 < 0 )
			{
				nAmmo1 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
			}
			// Clip ammo, so the second ammo is the total ammo.
			else
			{
				nAmmo2 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
			}
			
			hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", nAmmo1 ) );
			hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", nAmmo2 ) );

			if ( m_nAmmo != nAmmo1 || m_nAmmo2 != nAmmo2 || m_hCurrentActiveWeapon.Get() != pWeapon )
			{
				m_nAmmo = nAmmo1;
				m_nAmmo2 = nAmmo2;
				m_hCurrentActiveWeapon = pWeapon;

				if ( m_hCurrentActiveWeapon.Get()->UsesClipsForAmmo1() )
				{
					UpdateAmmoLabels( true, true, false );

					SetDialogVariable( "Ammo", m_nAmmo );
					SetDialogVariable( "AmmoInReserve", m_nAmmo2 );
				}
				else
				{
					UpdateAmmoLabels( false, false, true );
					SetDialogVariable( "Ammo", m_nAmmo );
				}
			}
		}

		m_flNextThink = gpGlobals->curtime + 0.1f;
	}
}