//----------------------------------------------------------------------------- // Purpose: Draw function for the element //----------------------------------------------------------------------------- void CTargetID::Paint() { // No id if still choosing class if ( C_BaseTFPlayer::GetLocalPlayer()->GetClass() == TFCLASS_UNDECIDED ) return; // Get our target's ent index int iEntIndex = C_BaseTFPlayer::GetLocalPlayer()->GetIDTarget(); // Didn't find one? if ( !iEntIndex ) { // Check to see if we should clear our ID if ( m_flLastChangeTime && (gpGlobals->curtime > (m_flLastChangeTime + 0.5)) ) { m_flLastChangeTime = 0; m_sIDString[0] = 0; m_iLastEntIndex = 0; } else { // Keep re-using the old one iEntIndex = m_iLastEntIndex; } } else { m_flLastChangeTime = gpGlobals->curtime; } // Is this an entindex sent by the server? if ( iEntIndex ) { C_BaseTFPlayer *pPlayer = static_cast<C_BaseTFPlayer*>(cl_entitylist->GetEnt( iEntIndex )); C_BaseTFPlayer *pLocalPlayer = C_BaseTFPlayer::GetLocalPlayer(); // Some entities we always want to check, cause the text may change // even while we're looking at it // Is it a player? if ( IsPlayerIndex( iEntIndex ) ) { if ( pPlayer->InSameTeam(pLocalPlayer) ) { // Check distance to other player, and if the player is on the same team float flDistSq = pPlayer->GetRenderOrigin().DistToSqr( pLocalPlayer->GetRenderOrigin() ); if ( flDistSq < PLAYER_HINT_DISTANCE_SQ ) { Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nHealth: %.0f percent\nUse to donate resources", pPlayer->GetPlayerName(), ((float)pPlayer->GetHealth() / (float)pPlayer->GetMaxHealth() ) * 100 ); } else { Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nHealth: %.0f percent", pPlayer->GetPlayerName(), ((float)pPlayer->GetHealth() / (float)pPlayer->GetMaxHealth() ) * 100 ); } } else if (( pPlayer->GetHealth() == 0) && (pLocalPlayer->GetClass() == TFCLASS_INFILTRATOR) ) { Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nUse to disguise as this player", pPlayer->GetPlayerName() ); } else { m_sIDString[0] = 0; m_iLastEntIndex = 0; } } else { // Objects C_BaseEntity *pEnt = cl_entitylist->GetEnt( iEntIndex ); if ( !pEnt || !pEnt->InSameTeam(pLocalPlayer) ) { // This can happen because the object was destroyed m_sIDString[0] = 0; m_iLastEntIndex = 0; } else { // Don't check validity if it's sent by the server Q_strncpy( m_sIDString, pEnt->GetIDString(), sizeof(m_sIDString) ); m_iLastEntIndex = iEntIndex; } } } // Draw our ID string if ( m_sIDString[0] ) { int width, height; int ypos = YRES(300); // Messagechars can't handle multiple line strings, so parse out the \n's and give it one line at a time char *ch = m_sIDString; while ( *ch ) { // Find the next newline char *next_line; for ( next_line = ch; *next_line != '\n' && *next_line != 0; next_line++ ) { } // Stomp the newline char *top = next_line; if ( *top == '\n' ) { *top = 0; } else { top = NULL; } // Draw the line messagechars->GetStringLength( m_hFont, &width, &height, ch ); messagechars->DrawString( m_hFont, (ScreenWidth() - width) / 2, ypos, 255, 255, 245, 255, ch, IMessageChars::MESSAGESTRINGID_NONE ); ypos += height; // Restore the newline if ( top ) { *top = '\n'; } // Move to the next line ch = next_line; if ( *ch == '\n' ) { ch++; } } } }
void CHudPlayerOverlay::OnTick( ) { BaseClass::OnTick(); if (!IsLocalPlayerInTactical() || !engine->IsInGame()) { Hide(); return; } // Don't draw if I'm not visible in the tactical map if ( MapData().IsEntityVisibleToTactical( GetEntity() ) == false ) { Hide(); return; } // Don't draw it if I'm on team 0 (haven't decided on a team) C_BaseTFPlayer *pPlayer = m_hPlayer.Get(); if (!pPlayer || (pPlayer->GetTeamNumber() == 0) || (pPlayer->GetClass() == TFCLASS_UNDECIDED)) { Hide(); return; } SetVisible( true ); char *pName = g_PR->Get_Name( m_PlayerNum ); if ( pName ) { m_pName->SetName( pName ); } else { Hide(); return; } Vector pos, screen; C_BaseTFPlayer *tf2player = dynamic_cast<C_BaseTFPlayer *>( GetEntity() ); int iteam = 0; int iclass = 0; if ( tf2player ) { iteam = tf2player->GetTeamNumber(); iclass = tf2player->PlayerClass(); // FIXME: Get max health for player m_pHealth->SetHealth( (float)tf2player->GetHealth() / (float)100.0f ); } m_pClass->SetImage( 0 ); if ( iteam != 0 && iclass != TFCLASS_UNDECIDED ) m_pClass->SetTeamAndClass( iteam, iclass ); // Update our position on screen int sx, sy; GetEntityPosition( sx, sy ); // Set the position SetPos( (int)(sx + m_OffsetX + 0.5f), (int)(sy + m_OffsetY + 0.5f)); // Add it in m_pHealth->SetVisible( true ); m_pName->SetVisible( true ); m_pClass->SetVisible( true ); if ( MapData().m_Players[ m_PlayerNum - 1 ].m_bSelected ) { m_pSelected->SetVisible( true ); } else { m_pSelected->SetVisible( false ); } if ( MapData().m_Players[ m_PlayerNum - 1 ].m_nSquadNumber != 0 ) { char sz[ 32 ]; Q_snprintf( sz, sizeof( sz ), "%i", MapData().m_Players[ m_PlayerNum - 1 ].m_nSquadNumber ); m_pSquad->SetSquad( sz ); m_pSquad->SetVisible( true ); } else { m_pSquad->SetVisible( false ); } // Hide details if it's an enemy if ( ArePlayersOnSameTeam( engine->GetPlayer(), m_PlayerNum ) == false ) { m_pHealth->SetVisible( false ); m_pName->SetVisible( false ); m_pSelected->SetVisible( false ); m_pSquad->SetVisible( false ); // Only show class icon m_pClass->SetVisible( true ); } }