//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_BaseCombatWeapon *CBaseHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos ) { if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS ) return NULL; int iLowestPosition = MAX_WEAPON_POSITIONS; C_BaseCombatWeapon *pNextWeapon = NULL; C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return NULL; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon( i ); if ( !pWeapon ) continue; if ( CanBeSelectedInHUD( pWeapon ) && pWeapon->GetSlot() == iSlot ) { // If this weapon is lower in the slot than the current lowest, and above our desired position, it's our new winner if ( pWeapon->GetPosition() <= iLowestPosition && pWeapon->GetPosition() >= iSlotPos ) { iLowestPosition = pWeapon->GetPosition(); pNextWeapon = pWeapon; } } } return pNextWeapon; }
//----------------------------------------------------------------------------- // Purpose: Returns the first weapon for a given slot. //----------------------------------------------------------------------------- C_BaseCombatWeapon *CBaseHudWeaponSelection::GetFirstPos( int iSlot ) { int iLowestPosition = MAX_WEAPON_POSITIONS; C_BaseCombatWeapon *pFirstWeapon = NULL; C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return NULL; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon( i ); if ( !pWeapon ) continue; if ( ( pWeapon->GetSlot() == iSlot ) && (pWeapon->VisibleInWeaponSelection()) ) { // If this weapon is lower in the slot than the current lowest, it's our new winner if ( pWeapon->GetPosition() <= iLowestPosition ) { iLowestPosition = pWeapon->GetPosition(); pFirstWeapon = pWeapon; } } } return pFirstWeapon; }