Ejemplo n.º 1
0
//
//  CurWeapon: Update hud state with the current weapon and clip count. Ammo
//  counts are updated with AmmoX. Server assures that the Weapon ammo type
//  numbers match a real ammo type.
//
int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf)
{
	static wrect_t nullrc;
	int            fOnTarget = FALSE;

	BEGIN_READ(pbuf, iSize);

	int iState = READ_BYTE();
	int iId    = READ_BYTE();
	int iClip  = READ_CHAR();

	// detect if we're also on target
	if(iState > 1)
	{
		fOnTarget = TRUE;
	}

	if(iId < 1)
	{
		SetCrosshair(0, nullrc, 0, 0, 0);
		return 0;
	}

	// Is player dead???
	if((iId == -1) && (iClip == -1))
	{
		gHUD.m_fPlayerDead = TRUE;
		gpActiveSel        = NULL;
		return 1;
	}
	gHUD.m_fPlayerDead = FALSE;

	WEAPON *pWeapon = gWR.GetWeapon(iId);

	if(!pWeapon)
		return 0;

	if(iClip < -1)
		pWeapon->iClip = abs(iClip);
	else
		pWeapon->iClip = iClip;

	if(iState == 0) // we're not the current weapon, so update no more
		return 1;

	m_pWeapon = pWeapon;

	m_fFade = 200.0f; //!!!
	m_iFlags |= HUD_ACTIVE;

	return 1;
}
Ejemplo n.º 2
0
//
// Think:
//  Used for selection of weapon menu item.
//
void CHudAmmo::Think(void)
{
	if ( gHUD.m_fPlayerDead )
		return;

	if ( gHUD.m_iWeaponBits != gWR.iOldWeaponBits )
	{
		gWR.iOldWeaponBits = gHUD.m_iWeaponBits;

		for (int i = 0; i < MAX_WEAPONS-1; i++ )
		{
			WEAPON *p = gWR.GetWeapon(i);

			if ( p )
			{
				if ( gHUD.m_iWeaponBits & ( 1 << p->iId ) )
				{
					gWR.PickupWeapon( p );
				}
				else
				{
					gWR.DropWeapon( p );
				}
			}
		}
	}

	if (!gpActiveSel)
		return;

	// has the player selected one?
	if (gHUD.m_iKeyBits & IN_ATTACK)
	{
		if (gpActiveSel != (WEAPON *)1)
		{
			ServerCmd(gpActiveSel->szName);
			g_weaponselect = gpActiveSel->iId;
		}

		gpLastSel = gpActiveSel;
		gpActiveSel = NULL;
		gHUD.m_iKeyBits &= ~IN_ATTACK;

		PlaySound("common/wpn_select.wav", 1);
	}

}
Ejemplo n.º 3
0
//
// Think:
//  Used for selection of weapon menu item.
//
void CHudAmmo::Think(void)
{
	if ( gHUD.m_fPlayerDead )
		return;

	if ( gHUD.m_iWeaponBits != gWR.iOldWeaponBits )
	{
		gWR.iOldWeaponBits = gHUD.m_iWeaponBits;

		for (int i = MAX_WEAPONS-1; i > 0; i-- )
		{
			WEAPON *p = gWR.GetWeapon(i);

			if ( p )
			{
				if ( gHUD.m_iWeaponBits & ( 1 << p->iId ) )
					gWR.PickupWeapon( p );
				else
					gWR.DropWeapon( p );
			}
		}
	}

	if (!gpActiveSel)
		return;

	// has the player selected one?
	if (gHUD.m_iKeyBits & IN_ATTACK)
	{
		if (gpActiveSel != (WEAPON *)1)
		{
			ServerCmd(gpActiveSel->szName);
			g_weaponselect = gpActiveSel->iId;
		}

		gpLastSel = gpActiveSel;
		gpActiveSel = NULL;
		gHUD.m_iKeyBits &= ~IN_ATTACK;

		// Fograin92: Replaced with new audio engine
		gSoundEngine.PlaySound("common/wpn_select.wav", g_vecZero, SND_2D, 0, CVAR_GET_FLOAT("sm_snd_sfx"));
	}

}
Ejemplo n.º 4
0
//
//  CurWeapon: Update hud state with the current weapon and clip count. Ammo
//  counts are updated with AmmoX. Server assures that the Weapon ammo type
//  numbers match a real ammo type.
//
int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf)
{
	static wrect_t nullrc;
	int            fOnTarget = FALSE;

	BEGIN_READ(pbuf, iSize);

	int iState = READ_BYTE();
	int iId    = READ_CHAR();
	int iClip  = READ_CHAR();

	// detect if we're also on target
	if(iState > 1)
	{
		fOnTarget = TRUE;
	}

	if(iId < 1)
	{
		SetCrosshair(0, nullrc, 0, 0, 0);
		return 0;
	}

	// Is player dead???
	if((iId == -1) && (iClip == -1))
	{
		gHUD.m_fPlayerDead = TRUE;
		gpActiveSel        = NULL;
		return 1;
	}
	gHUD.m_fPlayerDead = FALSE;

	WEAPON *pWeapon = gWR.GetWeapon(iId);

	if(!pWeapon)
		return 0;

	if(iClip < -1)
		pWeapon->iClip = abs(iClip);
	else
		pWeapon->iClip = iClip;

	if(iState == 0) // we're not the current weapon, so update no more
		return 1;

	m_pWeapon = pWeapon;

	if(!(gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL)))
	{
		if(gHUD.m_iFOV >= 90)
		{ // normal crosshairs
			if(fOnTarget && m_pWeapon->hAutoaim)
				SetCrosshair(m_pWeapon->hAutoaim, m_pWeapon->rcAutoaim, 255, 255, 255);
			else
				SetCrosshair(m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255);
		}
		else
		{ // zoomed crosshairs
			if(fOnTarget && m_pWeapon->hZoomedAutoaim)
				SetCrosshair(m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255);
			else
				SetCrosshair(m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255);
		}
	}

	m_fFade = 200.0f; //!!!
	m_iFlags |= HUD_ACTIVE;

	return 1;
}
Ejemplo n.º 5
0
// 
//  CurWeapon: Update hud state with the current weapon and clip count. Ammo
//  counts are updated with AmmoX. Server assures that the Weapon ammo type 
//  numbers match a real ammo type.
//
int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf )
{
	static wrect_t nullrc;

	BEGIN_READ( pbuf, iSize );

	int iState = READ_BYTE();
	int iId = READ_CHAR();
	int iClip = READ_CHAR();

	if ( iId < 1 )
	{
		SetCrosshair(0, nullrc, 0, 0, 0);
		return 0;
	}

	if ( g_iUser1 != OBS_IN_EYE )
	{
		// Is player dead???
		if ((iId == -1) && (iClip == -1))
		{
			gHUD.m_fPlayerDead = TRUE;
			gpActiveSel = NULL;
			return 1;
		}
		gHUD.m_fPlayerDead = FALSE;
	}

	WEAPON *pWeapon = gWR.GetWeapon( iId );

	if ( !pWeapon )
		return 0;

	if ( iClip < -1 )
		pWeapon->iClip = abs(iClip);
	else
		pWeapon->iClip = iClip;


	if ( iState == 0 )	// we're not the current weapon, so update no more
		return 1;

	m_pWeapon = pWeapon;

	/*if( gHUD.m_iFOV <= 40 )
	{ // zoomed crosshairs
		if (fOnTarget && m_pWeapon->hZoomedAutoaim)
			SetCrosshair(m_pWeapon->hZoomedAutoaim, m_pWeapon->rcZoomedAutoaim, 255, 255, 255);
		else
			SetCrosshair(m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255);

	}
	else
	{
		SetCrosshair( 0, nullrc, 0, 0, 0);
	}*/


	m_fFade = 200.0f; //!!!
	m_iFlags |= HUD_ACTIVE;
	
	return 1;
}