//-----------------------------------------------------------------------------
// 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;
    }
}
Example #2
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" );
	}

}
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CGEHudAmmo::UpdateAmmoDisplays( void )
{
	C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
	if (!player)
		return;

	C_GEWeapon *wpn = ToGEWeapon( GetActiveWeapon() );

	if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
	{
		SetPaintEnabled(false);
		SetPaintBackgroundEnabled(false);
		return;
	}

	SetPaintEnabled(true);
	SetPaintBackgroundEnabled(false);

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

	// Early out for moonraker only
	if ( wpn->GetWeaponID() == WEAPON_MOONRAKER )
	{
		SetShouldDisplayValue(false);
		SetShouldDisplaySecondaryValue(false);
		m_hCurrentActiveWeapon = wpn;
		return;
	}
	else
	{
		SetShouldDisplayValue(true);
	}

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

	if (wpn == m_hCurrentActiveWeapon)
	{
		// same weapon, just update counts
		SetAmmo1(clip, true);
		SetAmmo2(total, true);
	}
	else
	{
		// diferent weapon, change without triggering
		SetAmmo1(clip, false);
		SetAmmo2(total, 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;
	}
}
Example #6
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;
}