Ejemplo n.º 1
0
bool CAmmoChooser::Open()
{
	// Don't allow the chooser to be opened if we're selecting/deselecting a
	// weapon...

	CClientWeapon *pClientWeapon = g_pClientWeaponMgr->GetCurrentClientWeapon();

	WeaponState eState = pClientWeapon->GetState();
	if (W_DESELECT == eState || W_SELECT == eState) return false;


	if (m_bIsOpen)
        return true;


	m_hAmmo = pClientWeapon->GetAmmoRecord();

	if( m_hAmmo == pClientWeapon->GetNextAvailableAmmo() )
	{
		m_hAmmo = NULL;
        m_bIsOpen = false;
        return false;
	}
    m_bIsOpen = true;

	m_AutoCloseTimer.Start(kfDelayTime);
	g_pHUDMgr->QueueUpdate(kHUDChooser);
    return true;
}
Ejemplo n.º 2
0
void CHUDAmmo::Render()
{
	if( g_vtHUDAmmoRender.GetFloat( ) < 1.0f )
		return;

	bool bWeaponsEnabled = g_pClientWeaponMgr->WeaponsEnabled();
	CClientWeapon* pClientWeapon = g_pClientWeaponMgr->GetCurrentClientWeapon();
	if (!pClientWeapon || !bWeaponsEnabled) return;

	if (!m_bDraw || pClientWeapon->GetState() == W_DESELECT) return;

	SetRenderState();

	if (!m_bInfinite)
	{
		m_Text.Render();
	}

	//render icon here
	if (m_hIconTexture)
	{
		g_pDrawPrim->SetTexture(m_hIconTexture);
		g_pDrawPrim->DrawPrim(&m_IconPoly,1);
	}
}
Ejemplo n.º 3
0
// GRENADE PROTOTYPE
WeaponState	CClientWeaponMgr::GetCurrentWeaponState() const
{
	CClientWeapon* pWpn = GetCurrentClientWeapon();

	if (!pWpn) return W_INACTIVE;

	return pWpn->GetState();
}