Example #1
0
	void UpdateAmmoState()
	{
		C_BaseCombatWeapon *wpn = GetActiveWeapon();
		C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

		if (player && wpn && wpn->UsesSecondaryAmmo())
		{
			SetAmmo(player->GetAmmoCount(wpn->GetSecondaryAmmoType()));
		}

		if ( m_hCurrentActiveWeapon != wpn )
		{
			if ( wpn->UsesSecondaryAmmo() )
			{
				// we've changed to a weapon that uses secondary ammo
				g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesSecondaryAmmo");
			}
			else 
			{
				// we've changed away from a weapon that uses secondary ammo
				g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseSecondaryAmmo");
			}
			m_hCurrentActiveWeapon = wpn;
			
			// Get the icon we should be displaying
			m_iconSecondaryAmmo = gWR.GetAmmoIconFromWeapon( m_hCurrentActiveWeapon->GetSecondaryAmmoType() );
		}
	}
    void UpdateAmmoState()
    {
        C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
        C_BaseCombatWeapon *wpn = player ? player->GetActiveWeapon() : NULL;

        if (player && wpn && wpn->UsesSecondaryAmmo())
        {
            SetAmmo(player->GetAmmoCount(wpn->GetSecondaryAmmoType()));
        }

        if ( m_hCurrentActiveWeapon != wpn )
        {
            if ( wpn->UsesSecondaryAmmo() )
            {
                // we've changed to a weapon that uses secondary ammo
                GetClientMode()->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesSecondaryAmmo");
            }
            else
            {
                // we've changed away from a weapon that uses secondary ammo
                GetClientMode()->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseSecondaryAmmo");
            }
            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" );
	}

}