void CPlayerHealthProxy::OnBind( void *pArg )
{
	// NOTE: Player health max is not available on the server...
	C_BaseEntity *pEntity = BindArgToEntity( pArg );
	C_BaseTFPlayer* pPlayer = dynamic_cast<C_BaseTFPlayer*>(pEntity);
	if (!pPlayer)
		return;

	Assert( m_pResult );
	SetFloatResult( pPlayer->HealthFraction() * m_Factor.GetFloat() );

	/*
	// Should we draw their health?
	// If he's not on our team we can't see it unless we're a command with "targetinginfo".
	if ( GetLocalTeam() != GetTeam() && !(local->HasNamedTechnology("targetinginfo") && IsLocalPlayerClass(TFCLASS_COMMANDO) ))
		return drawn;
	// Don't draw health bars above myself
	if ( local == this )
		return drawn;
	// Don't draw health bars over dead/dying player
	if ( GetHealth() <= 0 )
		return drawn;

	return drawn;
	*/
}
//-----------------------------------------------------------------------------
// Frame-based update
//-----------------------------------------------------------------------------
void CVehicleBayVGuiScreen::OnTick()
{
	BaseClass::OnTick();

	if (!GetEntity())
		return;

	C_BaseTFPlayer *pLocalPlayer = C_BaseTFPlayer::GetLocalPlayer();
	if ( !pLocalPlayer )
		return;

	int nBankResources = pLocalPlayer ? pLocalPlayer->GetBankResources() : 0;

	// Set the vehicles costs
	for ( int i = 0; i < NUM_VEHICLES; i++ )
	{
		if ( !m_pVehicleButtons[i] )
			continue;

		char buf[128];
		int iCost = CalculateObjectCost( g_ValidVehicles[i], pLocalPlayer->GetNumObjects( g_ValidVehicles[i] ), pLocalPlayer->GetTeamNumber() );
		Q_snprintf( buf, sizeof( buf ), "%s : %d", GetObjectInfo( g_ValidVehicles[i] )->m_pStatusName, iCost );
		m_pVehicleButtons[i]->SetText( buf );
		// Can't build if the game hasn't started
		if ( CurrentActIsAWaitingAct() )
		{
			m_pVehicleButtons[i]->SetEnabled( false );
		}
		else
		{
			m_pVehicleButtons[i]->SetEnabled( nBankResources >= iCost );
		}
	}
}
//-----------------------------------------------------------------------------
// Frame-based update
//-----------------------------------------------------------------------------
void CVehicleFlatbedControlPanel::OnTick()
{
	BaseClass::OnTick();

	C_BaseObject *pObj = GetOwningObject();
	if (!pObj)
		return;

	Assert( dynamic_cast<C_VehicleFlatbed*>(pObj) );
	C_VehicleFlatbed *pRam = static_cast<C_VehicleFlatbed*>(pObj);

	char buf[256];
	// Update the currently manned player label
	if ( pRam->GetDriverPlayer() )
	{
		Q_snprintf( buf, sizeof( buf ), "Driven by %s", pRam->GetDriverPlayer()->GetPlayerName() );
		m_pDriverLabel->SetText( buf );
		m_pDriverLabel->SetVisible( true );
	}
	else
	{
		m_pDriverLabel->SetVisible( false );
	}

	int nPassengerCount = pRam->GetPassengerCount();
	int nMaxPassengerCount = pRam->GetMaxPassengerCount();

	Q_snprintf( buf, sizeof( buf ), "Passengers %d/%d", nPassengerCount >= 1 ? nPassengerCount - 1 : 0, nMaxPassengerCount - 1 );
	m_pPassengerLabel->SetText( buf );

	// Update the get in button
	if ( pRam->IsPlayerInVehicle( C_BaseTFPlayer::GetLocalPlayer() ) ) 
	{
		m_pOccupyButton->SetEnabled( false );
		return;
	}

	if ( pRam->GetOwner() == C_BaseTFPlayer::GetLocalPlayer() )
	{
		if (nPassengerCount == nMaxPassengerCount)
		{
			// Owners can boot other players to get in
			C_BaseTFPlayer *pPlayer = static_cast<C_BaseTFPlayer*>(pRam->GetPassenger( VEHICLE_ROLE_DRIVER ));
			Q_snprintf( buf, sizeof( buf ), "Get In (Ejecting %s)", pPlayer->GetPlayerName() );
			m_pDriverLabel->SetText( buf );
			m_pOccupyButton->SetEnabled( true );
		}
		else
		{
			m_pOccupyButton->SetText( "Get In" );
			m_pOccupyButton->SetEnabled( true );
		}
	}
	else
	{
		m_pOccupyButton->SetText( "Get In" );
		m_pOccupyButton->SetEnabled( pRam->GetPassengerCount() < pRam->GetMaxPassengerCount() );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool GetEMPDamage()
{
	C_BaseTFPlayer *pPlayer;
	pPlayer = C_BaseTFPlayer::GetLocalPlayer();
	if ( !pPlayer )
		return false;

	return pPlayer->HasPowerup(POWERUP_EMP) ? true : false;
}
void CPlayerHealTimeProxy::OnBind( void *pArg  )
{
	// NOTE: Player health max is not available on the server...
	C_BaseEntity *pEntity = BindArgToEntity( pArg );
	C_BaseTFPlayer* pPlayer = dynamic_cast<C_BaseTFPlayer*>(pEntity);
	if (!pPlayer)
		return;

	Assert( m_pResult );
	float dt = gpGlobals->curtime - pPlayer->GetLastGainHealthTime();
	SetFloatResult( dt * m_Factor.GetFloat() );
}
//-----------------------------------------------------------------------------
// Purpose: We've received a new order, or a modified old one. Figure out what to do.
//-----------------------------------------------------------------------------
void CHudOrderList::RecalculateOrderList( void )
{
	C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();

	// Does this player have a personal order?
	C_Order *pOrder = pPlayer->PersonalOrder();
	if( pOrder )
	{
		// Highlight the selected order (and the personal order always)
		m_pOrderPanels[0]->SetBgColor( Color( 0,0,0, 192) );
		m_pOrderLabels[0]->SetBgColor( Color( 0,0,0, 192) );
	}
}
//-----------------------------------------------------------------------------
// Purpose: Draw the weapon's crosshair
//-----------------------------------------------------------------------------
void CWeaponCombatLaserRifle::DrawCrosshair( void )
{
	BaseClass::DrawCrosshair();

	// Draw the targeting zone around the crosshair
	int r, g, b, a;
	gHUD.m_clrYellowish.GetColor( r, g, b, a );

	// Check to see if we are in vgui mode
	C_BaseTFPlayer *pPlayer	= static_cast<C_BaseTFPlayer*>( GetOwner() );
	if ( !pPlayer || pPlayer->IsInVGuiInputMode() )
		return;

	// Draw a crosshair & accuracy hoodad
	int iBarWidth = XRES(10);
	int iBarHeight = YRES(10);
	int iTotalWidth = (iBarWidth * 2) + (40 * m_flInaccuracy) + XRES(10);
	int iTotalHeight = (iBarHeight * 2) + (40 * m_flInaccuracy) + YRES(10);
	
	// Horizontal bars
	int iLeft = (ScreenWidth() - iTotalWidth) / 2;
	int iMidHeight = (ScreenHeight() / 2);

	Color dark( r, g, b, 32 );
	Color light( r, g, b, 160 );

	vgui::surface()->DrawSetColor( dark );

	vgui::surface()->DrawFilledRect( iLeft, iMidHeight-1, iLeft+ iBarWidth, iMidHeight + 2 );
	vgui::surface()->DrawFilledRect( iLeft + iTotalWidth - iBarWidth, iMidHeight-1, iLeft + iTotalWidth, iMidHeight + 2 );

	vgui::surface()->DrawSetColor( light );

	vgui::surface()->DrawFilledRect( iLeft, iMidHeight, iLeft + iBarWidth, iMidHeight + 1 );
	vgui::surface()->DrawFilledRect( iLeft + iTotalWidth - iBarWidth, iMidHeight, iLeft + iTotalWidth, iMidHeight + 1 );
	
	// Vertical bars
	int iTop = (ScreenHeight() - iTotalHeight) / 2;
	int iMidWidth = (ScreenWidth() / 2);

	vgui::surface()->DrawSetColor( dark );
	
	vgui::surface()->DrawFilledRect( iMidWidth-1, iTop, iMidWidth + 2, iTop + iBarHeight );
	vgui::surface()->DrawFilledRect( iMidWidth-1, iTop + iTotalHeight - iBarHeight, iMidWidth + 2, iTop + iTotalHeight );

	vgui::surface()->DrawSetColor( light );

	vgui::surface()->DrawFilledRect( iMidWidth, iTop, iMidWidth + 1, iTop + iBarHeight );
	vgui::surface()->DrawFilledRect( iMidWidth, iTop + iTotalHeight - iBarHeight, iMidWidth + 1, iTop + iTotalHeight );
}
Exemple #8
0
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
float CHudPlayerOverlay::GetAlphaFrac( void )
{
    //
    // return fmod( gpGlobals->curtime, 1.0f );

    C_BaseTFPlayer *local = C_BaseTFPlayer::GetLocalPlayer();
    if ( !local )
        return 1.0;

    C_BaseTFPlayer *pPlayer = m_hPlayer.Get();
    if (!pPlayer || (pPlayer->GetTeamNumber() == local->GetTeamNumber()) )
        return 1.0f;

    return pPlayer->GetOverlayAlpha();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void ClientModeTFBase::PostRender( void )
{
	C_BaseTFPlayer *pl = C_BaseTFPlayer::GetLocalPlayer();
	if ( pl )
	{
		pl->UpdateTargetReticles();
	}

	if ( !m_pCVDrawFullSkybox )
	{
		assert( 0 );
		return;
	}

	m_pCVDrawFullSkybox->SetValue( m_flOldDrawFullSkybox );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombatBurstRifle::ViewModelDrawn( C_BaseViewModel *pViewModel )
{
	C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();
	if ( pPlayer && pPlayer->IsDamageBoosted() )
	{			
		Vector vecBarrelPos;
		QAngle angMuzzle;
		int iAttachment = pViewModel->LookupAttachment( "muzzle" );
		pViewModel->GetAttachment( iAttachment, vecBarrelPos, angMuzzle );

		unsigned char color[3];
		color[0] = 50;
		color[1] = 128;
		color[2] = 50;
		FX_Smoke( vecBarrelPos, angMuzzle, 0.5, 1, &color[0], 192 );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CWeaponCombatBurstRifle::GetViewmodelBoneControllers( C_BaseViewModel *pViewModel, 
														   float controllers[MAXSTUDIOBONECTRLS])
{
	float flAmmoCount;
	C_BaseTFPlayer *pPlayer = ( C_BaseTFPlayer* )GetOwner();
	if ( pPlayer && pPlayer->IsDamageBoosted() )
	{
		flAmmoCount = random->RandomFloat( 0.0f, 1.0f );
	}
	else
	{
		// Dial shows ammo count!
		flAmmoCount = ( float )m_iClip1 / ( float )GetMaxClip1();
	}

	// Add some shake
	flAmmoCount += RandomFloat( -0.02, 0.02 );
	controllers[0] = flAmmoCount;
}
//-----------------------------------------------------------------------------
// Deal with dynamic lighting
//-----------------------------------------------------------------------------
void C_WeaponCombat_ChargeablePlasma::ClientThink( )
{
	BaseClass::ClientThink();

	C_BaseTFPlayer *pPlayer = (C_BaseTFPlayer *)GetOwner();
	if ( !pPlayer || (pPlayer->GetHealth() <= 0))
	{
		SetNextClientThink( CLIENT_THINK_NEVER );
		return;
	}

	if (!m_bCharging)
		return;

	// Determine the ball size...
	m_flPower = (gpGlobals->curtime - m_flChargeStartTime) / BALL_GROW_TIME;
	m_flPower = clamp( m_flPower, 0, 1 );

	// FIXME: dl->origin should be based on the attachment point
	dlight_t *dl = effects->CL_AllocDlight( entindex() );
	dl->origin = GetRenderOrigin();

	if (GetTeamNumber() == 1)
	{
		dl->color.r = 40;
		dl->color.g = 60;
		dl->color.b = 250;
	}
	else
	{
		dl->color.r = 250;
		dl->color.g = 60;
		dl->color.b = 40;
	}

	dl->color.exponent = 5;
	dl->radius = 20 * m_flPower + 10;
	dl->die = gpGlobals->curtime + 0.01;
}
//-----------------------------------------------------------------------------
// 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++;
			}
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_WeaponMortar::Redraw()
{
	BaseClass::Redraw();

	// If the player's dead, abort
	C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
	if ( pPlayer == NULL )
		return;
	if ( pPlayer->GetHealth() < 1 )
	{
		m_iFiringState = MORTAR_IDLE;
		m_bCarried = true;
		return;
	}

	// If it's reloading, tell the player
	if ( m_bMortarReloading )
	{
		int width, height;
		messagechars->GetStringLength( m_hFontText, &width, &height, "Mortar is reloading..." );
		messagechars->DrawString( m_hFontText, (ScreenWidth() - width) / 2, YRES(350), 192, 192, 192, 255, "Mortar is reloading...", IMessageChars::MESSAGESTRINGID_NONE );
		return;
	}

	// Handle power charging
	switch( m_iFiringState )
	{
	case MORTAR_IDLE:
		m_pPowerBar->m_flPower = 0;
		break;
	case MORTAR_CHARGING_POWER:
		m_pPowerBar->m_flPower = min( m_pPowerBar->m_flPower + ( (1.0 / MORTAR_CHARGE_POWER_RATE) * gpGlobals->curtimeDelta), 1.0f);
		m_pPowerBar->m_flFiringPower = 0;
		m_pPowerBar->m_flFiringAccuracy = 0;
		if ( m_pPowerBar->m_flPower >= 1.0 )
		{
			// Hit Max, start going down
			m_pPowerBar->m_flFiringPower = m_pPowerBar->m_flPower;
			m_iFiringState = MORTAR_CHARGING_ACCURACY;
			m_flNextClick = gpGlobals->curtime + 0.25;
		}
		break;
	case MORTAR_CHARGING_ACCURACY:
		// Calculate accuracy speed
		m_flAccuracySpeed = (1.0 / MORTAR_CHARGE_ACCURACY_RATE);
		if ( m_pPowerBar->m_flFiringPower > 0.5 )
		{
			// Shots over halfway suffer an increased speed to the accuracy power, making accurate shots harder
			float flAdjustedPower = (m_pPowerBar->m_flFiringPower - 0.5) * 3.0;
			m_flAccuracySpeed += (m_pPowerBar->m_flFiringPower * flAdjustedPower);
		}

		m_pPowerBar->m_flPower = max( m_pPowerBar->m_flPower - ( m_flAccuracySpeed * gpGlobals->curtimeDelta), -0.25f);
		if ( m_pPowerBar->m_flPower <= -0.25 )
		{
			// Hit Min, fire mortar
			m_pPowerBar->m_flFiringAccuracy = m_pPowerBar->m_flPower;
			m_iFiringState = MORTAR_IDLE;

			FireMortar();
			m_flNextClick = gpGlobals->curtime + 0.25;
		}
		break;
	default:
		break;
	}

	// Draw the rotate icon if the player's rotating the mortar
	if ( m_bRotating )
	{
		vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
		int parentWidth, parentHeight;
		pParent->GetSize(parentWidth, parentHeight);
		int iWidth = 64;
		int iHeight = 64;
		int iX = (parentWidth - iWidth) / 2;
		int iY = (parentHeight - 216);

		IMesh* pMesh = materials->GetDynamicMesh( true, NULL, NULL, m_pRotateIcon );

		CMeshBuilder meshBuilder;
		meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );

		meshBuilder.Color3f( 1.0, 1.0, 1.0 );
		meshBuilder.TexCoord2f( 0,0,0 );
		meshBuilder.Position3f( iX,iY,0 );
		meshBuilder.AdvanceVertex();

		meshBuilder.Color3f( 1.0, 1.0, 1.0 );
		meshBuilder.TexCoord2f( 0,1,0 );
		meshBuilder.Position3f( iX+iWidth, iY, 0 );
		meshBuilder.AdvanceVertex();

		meshBuilder.Color3f( 1.0, 1.0, 1.0 );
		meshBuilder.TexCoord2f( 0,1,1 );
		meshBuilder.Position3f( iX+iWidth, iY+iHeight, 0 );
		meshBuilder.AdvanceVertex();

		meshBuilder.Color3f( 1.0, 1.0, 1.0 );
		meshBuilder.TexCoord2f( 0,0,1 );
		meshBuilder.Position3f( iX, iY+iHeight, 0 );
		meshBuilder.AdvanceVertex();

		meshBuilder.End();
		pMesh->Draw();
	}

	// Update the ground line if it's moved
	if ( !m_bCarried && (m_flPrevMortarYaw != m_flMortarYaw ) && 
		gpGlobals->curtime > m_flLastGroundlineUpdateTime + g_CVMortarGroundLineUpdateInterval.GetFloat() )
	{
		// Create the Ground line start & end points
		Vector vecForward;
		AngleVectors( QAngle( 0, m_flMortarYaw, 0 ), &vecForward );
		Vector vecStart = m_vecMortarOrigin + (vecForward * MORTAR_RANGE_MIN);

		float flRange = MORTAR_RANGE_MAX_INITIAL;
		if ( pPlayer->HasNamedTechnology( "mortar_range" ) )
			flRange = MORTAR_RANGE_MAX_UPGRADED;
		Vector vecEnd = m_vecMortarOrigin + (vecForward * flRange);

		m_pDarkLine->SetParameters( m_vecMortarOrigin, vecStart, Vector( 0.1,0.1,0.1 ), Vector( 0.1,0.1,0.1 ), 0.5, 22 );
		m_pGroundLine->SetParameters( vecStart, vecEnd, Vector(0,1,0), Vector(1,0,0), 0.5, 22 );

		m_flPrevMortarYaw = m_flMortarYaw;

		m_flLastGroundlineUpdateTime = gpGlobals->curtime;
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_WeaponMortar::HandleInput( void )
{
	// If it's being carried, ignore input
	if ( m_bCarried )
		return;
	// If the player's dead, ignore input
	C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
	if ( pPlayer == NULL )
		return;
	if ( pPlayer->GetHealth() < 1 )
		return;

	// Ignore input if it's reloading
	if ( m_bMortarReloading )
		return;

	// Secondary fire rotates the mortar
	if ( gHUD.m_iKeyBits & IN_ATTACK2 )
	{
		if ( pPlayer->HasPowerup(POWERUP_EMP) )
		{
			CLocalPlayerFilter filter;
			EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "WeaponMortar.EMPed" );
			return;
		}
		m_bRotating = true;

		gHUD.m_iKeyBits &= ~IN_ATTACK2;

		// Prevent firing while rotating
		m_pPowerBar->SetParent( (vgui::Panel *)NULL );
		return;
	}
	else
	{
		if ( m_bRotating )
		{
			// Bring up the firing bar again
			vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
			m_pPowerBar->SetParent(pParent);
			m_bRotating = false;
		}
	}

	// Primary fire launches mortars
	if (gHUD.m_iKeyBits & IN_ATTACK)
	{
		if ( pPlayer->HasPowerup(POWERUP_EMP) )
		{
			CLocalPlayerFilter filter;
			EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "WeaponMortar.EMPed" );
			return;
		}

		if ( m_flNextClick <= gpGlobals->curtime )
		{
			// Play click animation
			// SendWeaponAnim( ACT_SLAM_DETONATOR_DETONATE );

			// Switch states
			switch( m_iFiringState )
			{
			case MORTAR_IDLE:
				m_iFiringState = MORTAR_CHARGING_POWER;
				break;
			case MORTAR_CHARGING_POWER:
				m_pPowerBar->m_flFiringPower = m_pPowerBar->m_flPower;
				m_iFiringState = MORTAR_CHARGING_ACCURACY;
				break;
			case MORTAR_CHARGING_ACCURACY:
				m_pPowerBar->m_flFiringAccuracy = m_pPowerBar->m_flPower;
				m_iFiringState = MORTAR_IDLE;

				FireMortar();
				break;
			default:
				break;
			}

			input->ClearInputButton( IN_ATTACK );
			gHUD.m_iKeyBits &= ~IN_ATTACK;

			m_flNextClick = gpGlobals->curtime + 0.05;
		}
	}
}
Exemple #16
0
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 );
    }
}