Beispiel #1
0
int C_Camera::GetCamMode()
{
	C_SDKPlayer *pLocal = C_SDKPlayer::GetLocalSDKPlayer();
	if (!pLocal)
		return CAM_MODE_ROAMING;

	if (GetReplayManager() && GetReplayManager()->IsReplaying())
	{
		return CAM_MODE_TVCAM;
	}
	else if (GetMatchBall() && GetMatchBall()->m_eBallState == BALL_STATE_GOAL || SDKGameRules()->State_Get() == MATCH_PERIOD_PENALTIES)
	{
		if (pLocal->IsObserver() || pLocal->GetFlags() & FL_USE_TV_CAM)
			return CAM_MODE_TVCAM;
		else
			return CAM_MODE_FREE_CHASE;
	}
	else
	{
		if (pLocal->IsObserver())
			return m_nCamMode;
		else
			return CAM_MODE_FREE_CHASE;
	}
}
Beispiel #2
0
//-----------------------------------------------------------------------------
// Purpose: draws the stamina bar
//-----------------------------------------------------------------------------
void CHudChargedshotBar::Paint()
{
	C_SDKPlayer *pPlayer = C_SDKPlayer::GetLocalSDKPlayer();

	if ( !pPlayer )
		return;

	float stamina = pPlayer->m_Shared.GetStamina();
	float relStamina = stamina / 100.0f;

	Color bgColor;

	if (pPlayer->GetFlags() & FL_REMOTECONTROLLED)
		bgColor = Color(255, 255, 255, 255);
	else
		bgColor = Color(255 * (1 - relStamina), 255 * relStamina, 0, 255);

	float shotStrength;

	bool drawChargedshotIndicator = false;

	if (pPlayer->m_Shared.m_bDoChargedShot || pPlayer->m_Shared.m_bIsShotCharging)
	{
		float currentTime = pPlayer->GetFinalPredictedTime();
		currentTime -= TICK_INTERVAL;
		currentTime += (gpGlobals->interpolation_amount * TICK_INTERVAL);

		float duration = (pPlayer->m_Shared.m_bIsShotCharging ? currentTime - pPlayer->m_Shared.m_flShotChargingStart : pPlayer->m_Shared.m_flShotChargingDuration);
		float totalTime = currentTime - pPlayer->m_Shared.m_flShotChargingStart;
		float activeTime = min(duration, mp_chargedshot_increaseduration.GetFloat());
		float extra = totalTime - activeTime;
		float increaseFraction = clamp(pow(activeTime / mp_chargedshot_increaseduration.GetFloat(), mp_chargedshot_increaseexponent.GetFloat()), 0, 1);
		float decTime = (pow(1 - increaseFraction, 1.0f / mp_chargedshot_decreaseexponent.GetFloat())) * mp_chargedshot_decreaseduration.GetFloat();
		float decreaseFraction = clamp((decTime + extra) / mp_chargedshot_decreaseduration.GetFloat(), 0, 1);
		shotStrength = 1 - pow(decreaseFraction, mp_chargedshot_decreaseexponent.GetFloat());

		// Flash
		if (shotStrength > 0.95f)
		{
			relStamina = 1;
			bgColor = Color(255, 255, 255, 255);
		}

		drawChargedshotIndicator = true;
	}

	// Draw stamina bar back
	surface()->DrawSetColor(0, 0, 0, 255);
	surface()->DrawFilledRect(BAR_HMARGIN, BAR_VMARGIN, BAR_HMARGIN + BAR_WIDTH, BAR_VMARGIN + BAR_HEIGHT);

	// Draw stamina bar front
	surface()->DrawSetColor(bgColor);
	surface()->DrawFilledRect(
		BAR_HMARGIN + BAR_HPADDING,
		BAR_VMARGIN + BAR_VPADDING + (1 - relStamina) * (BAR_HEIGHT - 2 * BAR_VPADDING),
		BAR_HMARGIN + BAR_WIDTH - BAR_HPADDING,
		BAR_VMARGIN + BAR_VPADDING + BAR_HEIGHT - 2 * BAR_VPADDING);

	const int partCount = 4;
	int vMargin = BAR_HEIGHT / partCount;

	surface()->DrawSetColor(0, 0, 0, 255);

	for (int i = 1; i < partCount; i++)
	{
		surface()->DrawFilledRect(BAR_HMARGIN, BAR_VMARGIN + i * vMargin, BAR_HMARGIN + BAR_WIDTH, BAR_VMARGIN + i * vMargin + 1);
	}

	if (drawChargedshotIndicator)
	{
		// Draw chargedshot indicator back
		surface()->DrawSetColor(0, 0, 0, 255);
		surface()->DrawFilledRect(
			BAR_HMARGIN - PS_INDICATOR_OFFSET,
			BAR_VMARGIN + (1 - shotStrength) * (BAR_HEIGHT - PS_INDICATOR_HEIGHT),
			BAR_HMARGIN + BAR_WIDTH + PS_INDICATOR_OFFSET,
			BAR_VMARGIN + (1 - shotStrength) * (BAR_HEIGHT - PS_INDICATOR_HEIGHT) + PS_INDICATOR_HEIGHT);

		// Draw chargedshot indicator front
		surface()->DrawSetColor(255, 255, 255, 255);
		surface()->DrawFilledRect(
			BAR_HMARGIN - PS_INDICATOR_OFFSET + PS_INDICATOR_BORDER,
			BAR_VMARGIN + (1 - shotStrength) * (BAR_HEIGHT - PS_INDICATOR_HEIGHT) + PS_INDICATOR_BORDER,
			BAR_HMARGIN + BAR_WIDTH + PS_INDICATOR_OFFSET - PS_INDICATOR_BORDER,
			BAR_VMARGIN + (1 - shotStrength) * (BAR_HEIGHT - PS_INDICATOR_HEIGHT) + PS_INDICATOR_HEIGHT - PS_INDICATOR_BORDER);

	}
}
//-----------------------------------------------------------------------------
// Purpose: draws the stamina bar
//-----------------------------------------------------------------------------
void CHudChargedshotBar::Paint()
{
	C_SDKPlayer *pPlayer = C_SDKPlayer::GetLocalSDKPlayer();

	if ( !pPlayer )
		return;

	if (!SDKGameRules())
		return;

	float stamina = pPlayer->m_Shared.GetStamina() / 100.0f;
	
	Color staminaFgColor = g_ColorOrange;
	Color staminaBorderColor = Color(0, 0, 0, 255);
	Color staminaBgColor = Color(33, 33, 33, 255);

	// Draw shot bar border
	surface()->DrawSetColor(staminaBorderColor);
	surface()->DrawFilledRect(
		ScreenWidth() / 2 - STAMINABAR_WIDTH / 2 - STAMINABAR_BORDER,
		ScreenHeight() - STAMINABAR_VMARGIN - STAMINABAR_HEIGHT - 2 * STAMINABAR_BORDER,
		ScreenWidth() / 2 - STAMINABAR_WIDTH / 2 - STAMINABAR_BORDER + STAMINABAR_WIDTH + 2 * STAMINABAR_BORDER,
		ScreenHeight() - STAMINABAR_VMARGIN - STAMINABAR_HEIGHT - 2 * STAMINABAR_BORDER + STAMINABAR_HEIGHT + 2 * STAMINABAR_BORDER
	);

	// Draw shot bar background
	surface()->DrawSetColor(staminaBgColor);
	surface()->DrawFilledRect(
		ScreenWidth() / 2 - STAMINABAR_WIDTH / 2,
		ScreenHeight() - STAMINABAR_VMARGIN - STAMINABAR_HEIGHT - STAMINABAR_BORDER,
		ScreenWidth() / 2 + STAMINABAR_WIDTH / 2,
		ScreenHeight() - STAMINABAR_VMARGIN - STAMINABAR_HEIGHT - STAMINABAR_BORDER + STAMINABAR_HEIGHT
	);

	// Draw shot bar front
	surface()->DrawSetColor(staminaFgColor);
	surface()->DrawFilledRect(
		ScreenWidth() / 2 - STAMINABAR_WIDTH / 2,
		ScreenHeight() - STAMINABAR_VMARGIN - STAMINABAR_HEIGHT - STAMINABAR_BORDER,
		ScreenWidth() / 2 - STAMINABAR_WIDTH / 2 + stamina * STAMINABAR_WIDTH,
		ScreenHeight() - STAMINABAR_VMARGIN - STAMINABAR_HEIGHT - STAMINABAR_BORDER + STAMINABAR_HEIGHT
	);

	surface()->DrawSetColor(staminaBorderColor);

	for (int i = 1; i <= 3; i++)
	{
		surface()->DrawFilledRect(
			ScreenWidth() / 2 - STAMINABAR_WIDTH / 2 + i * 0.25f * STAMINABAR_WIDTH - 1,
			ScreenHeight() - STAMINABAR_VMARGIN - STAMINABAR_HEIGHT - STAMINABAR_BORDER,
			ScreenWidth() / 2 - STAMINABAR_WIDTH / 2 + i * 0.25f * STAMINABAR_WIDTH + 1,
			ScreenHeight() - STAMINABAR_VMARGIN - STAMINABAR_HEIGHT - STAMINABAR_BORDER + STAMINABAR_HEIGHT
		);
	}

	Color shotFgColor;
	Color shotBorderColor = Color(0, 0, 0, 255);
	Color shotBgColor = Color(33, 33, 33, 255);
	bool shotBlocked = true;

	if (pPlayer->GetFlags() & FL_REMOTECONTROLLED)
		shotFgColor = g_ColorBrown;
	else if (pPlayer->m_bShotsBlocked)
		shotFgColor = g_ColorRed;
	else if (pPlayer->m_bChargedshotBlocked)
		shotFgColor = g_ColorOrange;
	else
	{
		shotFgColor = g_ColorLightBlue;
		shotBlocked = false;
	}

	float shotStrength = shotBlocked ? 1.0f : pPlayer->GetChargedShotStrength();

	// Draw shot bar border
	surface()->DrawSetColor(shotBorderColor);
	surface()->DrawFilledRect(
		ScreenWidth() / 2 - SHOTBAR_WIDTH / 2 - SHOTBAR_BORDER,
		ScreenHeight() - SHOTBAR_VMARGIN - SHOTBAR_HEIGHT - 2 * SHOTBAR_BORDER,
		ScreenWidth() / 2 - SHOTBAR_WIDTH / 2 - SHOTBAR_BORDER + SHOTBAR_WIDTH + 2 * SHOTBAR_BORDER,
		ScreenHeight() - SHOTBAR_VMARGIN - SHOTBAR_HEIGHT - 2 * SHOTBAR_BORDER + SHOTBAR_HEIGHT + 2 * SHOTBAR_BORDER
	);

	// Draw shot bar background
	surface()->DrawSetColor(shotBgColor);
	surface()->DrawFilledRect(
		ScreenWidth() / 2 - SHOTBAR_WIDTH / 2,
		ScreenHeight() - SHOTBAR_VMARGIN - SHOTBAR_HEIGHT - SHOTBAR_BORDER,
		ScreenWidth() / 2 + SHOTBAR_WIDTH / 2,
		ScreenHeight() - SHOTBAR_VMARGIN - SHOTBAR_HEIGHT - SHOTBAR_BORDER + SHOTBAR_HEIGHT
	);

	// Draw shot bar front
	surface()->DrawSetColor(shotFgColor);
	surface()->DrawFilledRect(
		ScreenWidth() / 2 - SHOTBAR_WIDTH / 2,
		ScreenHeight() - SHOTBAR_VMARGIN - SHOTBAR_HEIGHT - SHOTBAR_BORDER,
		ScreenWidth() / 2 - SHOTBAR_WIDTH / 2 + shotStrength * SHOTBAR_WIDTH,
		ScreenHeight() - SHOTBAR_VMARGIN - SHOTBAR_HEIGHT - SHOTBAR_BORDER + SHOTBAR_HEIGHT
	);

	surface()->DrawSetColor(shotBorderColor);

	for (int i = 1; i <= 3; i++)
	{
		surface()->DrawFilledRect(
			ScreenWidth() / 2 - SHOTBAR_WIDTH / 2 + i * 0.25f * SHOTBAR_WIDTH - 1,
			ScreenHeight() - SHOTBAR_VMARGIN - SHOTBAR_HEIGHT - SHOTBAR_BORDER,
			ScreenWidth() / 2 - SHOTBAR_WIDTH / 2 + i * 0.25f * SHOTBAR_WIDTH + 1,
			ScreenHeight() - SHOTBAR_VMARGIN - SHOTBAR_HEIGHT - SHOTBAR_BORDER + SHOTBAR_HEIGHT
		);
	}
}