//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFHudFlagObjectives::OnTick() { // iterate through the flags to set their position in our HUD for ( int i = 0; i < g_Flags.Count(); i++ ) { CCaptureFlag *pFlag = dynamic_cast< CCaptureFlag* >( ClientEntityList().GetEnt( g_Flags[i] ) ); if ( pFlag ) { if (!pFlag->IsDisabled()) { if (m_pRedFlag && pFlag->GetTeamNumber() == TF_TEAM_RED) { m_pRedFlag->SetEntity(pFlag); } else if (m_pBlueFlag && pFlag->GetTeamNumber() == TF_TEAM_BLUE) { m_pBlueFlag->SetEntity(pFlag); } else if (m_pGreenFlag && pFlag->GetTeamNumber() == TF_TEAM_GREEN) { m_pGreenFlag->SetEntity(pFlag); } else if (m_pYellowFlag && pFlag->GetTeamNumber() == TF_TEAM_YELLOW) { m_pYellowFlag->SetEntity(pFlag); } } } else { // this isn't a valid index for a flag g_Flags.Remove( i ); } } // are we playing captures for rounds? if ( tf_flag_caps_per_round.GetInt() > 0 ) { C_TFTeam *pTeam = GetGlobalTFTeam( TF_TEAM_BLUE ); if ( pTeam ) { SetDialogVariable( "bluescore", pTeam->GetFlagCaptures() ); } pTeam = GetGlobalTFTeam( TF_TEAM_RED ); if ( pTeam ) { SetDialogVariable( "redscore", pTeam->GetFlagCaptures() ); } SetPlayingToLabelVisible( true ); SetDialogVariable( "rounds", tf_flag_caps_per_round.GetInt() ); } else // we're just playing straight score { C_TFTeam *pTeam = GetGlobalTFTeam( TF_TEAM_BLUE ); if ( pTeam ) { SetDialogVariable( "bluescore", pTeam->Get_Score() ); } pTeam = GetGlobalTFTeam( TF_TEAM_RED ); if ( pTeam ) { SetDialogVariable( "redscore", pTeam->Get_Score() ); } SetPlayingToLabelVisible( false ); } // check the local player to see if they're spectating, OBS_MODE_IN_EYE, and the target entity is carrying the flag bool bSpecCarriedImage = false; C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( pPlayer && ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) ) { // does our target have the flag? C_BaseEntity *pEnt = pPlayer->GetObserverTarget(); if ( pEnt && pEnt->IsPlayer() ) { C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pEnt ); if ( pTarget->HasTheFlag() ) { bSpecCarriedImage = true; CCaptureFlag *pPlayerFlag = dynamic_cast<CCaptureFlag*>(pTarget->GetItem()); if (m_pSpecCarriedImage) { switch (pPlayerFlag->GetTeamNumber()) { case TF_TEAM_RED: m_pSpecCarriedImage->SetImage(("%s_red", STRING(pPlayerFlag->m_szHudIcon))); break; case TF_TEAM_BLUE: m_pSpecCarriedImage->SetImage(("%s_blue", STRING(pPlayerFlag->m_szHudIcon))); break; case TF_TEAM_GREEN: m_pSpecCarriedImage->SetImage(("%s_green", STRING(pPlayerFlag->m_szHudIcon))); break; case TF_TEAM_YELLOW: m_pSpecCarriedImage->SetImage(("%s_yellow", STRING(pPlayerFlag->m_szHudIcon))); break; } } } } } if ( bSpecCarriedImage ) { if ( m_pSpecCarriedImage && !m_pSpecCarriedImage->IsVisible() ) { m_pSpecCarriedImage->SetVisible( true ); } } else { if ( m_pSpecCarriedImage && m_pSpecCarriedImage->IsVisible() ) { m_pSpecCarriedImage->SetVisible( false ); } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTFArrowPanel::Paint() { if ( !m_hEntity.Get() ) return; C_BaseEntity *pEnt = m_hEntity.Get(); IMaterial *pMaterial = m_NeutralMaterial; C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); // figure out what material we need to use if ( pEnt->GetTeamNumber() == TF_TEAM_RED ) { pMaterial = m_RedMaterial; if ( pLocalPlayer && ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) ) { // is our target a player? C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget(); if ( pTargetEnt && pTargetEnt->IsPlayer() ) { // does our target have the flag and are they carrying the flag we're currently drawing? C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pTargetEnt ); if ( pTarget->HasTheFlag() && ( pTarget->GetItem() == pEnt ) ) { pMaterial = m_RedMaterialNoArrow; } } } } else if ( pEnt->GetTeamNumber() == TF_TEAM_BLUE ) { pMaterial = m_BlueMaterial; if ( pLocalPlayer && ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) ) { // is our target a player? C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget(); if ( pTargetEnt && pTargetEnt->IsPlayer() ) { // does our target have the flag and are they carrying the flag we're currently drawing? C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pTargetEnt ); if ( pTarget->HasTheFlag() && ( pTarget->GetItem() == pEnt ) ) { pMaterial = m_BlueMaterialNoArrow; } } } } else if (pEnt->GetTeamNumber() == TF_TEAM_GREEN) { pMaterial = m_GreenMaterial; if (pLocalPlayer && (pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE)) { // is our target a player? C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget(); if (pTargetEnt && pTargetEnt->IsPlayer()) { // does our target have the flag and are they carrying the flag we're currently drawing? C_TFPlayer *pTarget = static_cast< C_TFPlayer* >(pTargetEnt); if (pTarget->HasTheFlag() && (pTarget->GetItem() == pEnt)) { pMaterial = m_GreenMaterialNoArrow; } } } } else if (pEnt->GetTeamNumber() == TF_TEAM_YELLOW) { pMaterial = m_YellowMaterial; if (pLocalPlayer && (pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE)) { // is our target a player? C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget(); if (pTargetEnt && pTargetEnt->IsPlayer()) { // does our target have the flag and are they carrying the flag we're currently drawing? C_TFPlayer *pTarget = static_cast< C_TFPlayer* >(pTargetEnt); if (pTarget->HasTheFlag() && (pTarget->GetItem() == pEnt)) { pMaterial = m_YellowMaterialNoArrow; } } } } int x = 0; int y = 0; ipanel()->GetAbsPos( GetVPanel(), x, y ); int nWidth = GetWide(); int nHeight = GetTall(); CMatRenderContextPtr pRenderContext( materials ); pRenderContext->MatrixMode( MATERIAL_MODEL ); pRenderContext->PushMatrix(); VMatrix panelRotation; panelRotation.Identity(); MatrixBuildRotationAboutAxis( panelRotation, Vector( 0, 0, 1 ), GetAngleRotation() ); // MatrixRotate( panelRotation, Vector( 1, 0, 0 ), 5 ); panelRotation.SetTranslation( Vector( x + nWidth/2, y + nHeight/2, 0 ) ); pRenderContext->LoadMatrix( panelRotation ); IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); meshBuilder.TexCoord2f( 0, 0, 0 ); meshBuilder.Position3f( -nWidth/2, -nHeight/2, 0 ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex(); meshBuilder.TexCoord2f( 0, 1, 0 ); meshBuilder.Position3f( nWidth/2, -nHeight/2, 0 ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex(); meshBuilder.TexCoord2f( 0, 1, 1 ); meshBuilder.Position3f( nWidth/2, nHeight/2, 0 ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex(); meshBuilder.TexCoord2f( 0, 0, 1 ); meshBuilder.Position3f( -nWidth/2, nHeight/2, 0 ); meshBuilder.Color4ub( 255, 255, 255, 255 ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); pRenderContext->PopMatrix(); }