void C_SDKRagdoll::ClientThink( void ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); if ( m_bFadingOut == true ) { int iAlpha = GetRenderColor().a; int iFadeSpeed = 600.0f; iAlpha = max( iAlpha - ( iFadeSpeed * gpGlobals->frametime ), 0 ); SetRenderMode( kRenderTransAlpha ); SetRenderColorA( iAlpha ); if ( iAlpha == 0 ) { Release(); } return; } for( int iClient = 1; iClient <= gpGlobals->maxClients; ++iClient ) { C_SDKPlayer *pEnt = static_cast< C_SDKPlayer *> ( UTIL_PlayerByIndex( iClient ) ); if(!pEnt || !pEnt->IsPlayer()) continue; if ( m_hPlayer == NULL ) continue; if ( pEnt->entindex() == m_hPlayer->entindex() ) continue; if ( pEnt->GetHealth() <= 0 ) continue; #if defined ( SDK_USE_PRONE ) if ( pEnt->m_Shared.IsProne() == false ) continue; #endif Vector vTargetOrigin = pEnt->GetAbsOrigin(); Vector vMyOrigin = GetAbsOrigin(); Vector vDir = vTargetOrigin - vMyOrigin; if ( vDir.Length() > cl_ragdoll_pronecheck_distance.GetInt() ) continue; SetNextClientThink( CLIENT_THINK_ALWAYS ); m_bFadingOut = true; return; } //Tony; this is kind of silly, because.. whats the point of fading out? // if the player is looking at us, delay the fade if ( IsRagdollVisible() ) { StartFadeOut( 5.0 ); return; } if ( m_fDeathTime > gpGlobals->curtime ) return; Release(); // Die }
//----------------------------------------------------------------------------- // Purpose: Draw function for the element //----------------------------------------------------------------------------- void CSDKTargetId::Paint() { #define MAX_ID_STRING 256 wchar_t sIDString[ MAX_ID_STRING ]; sIDString[0] = 0; C_SDKPlayer *pPlayer = C_SDKPlayer::GetLocalOrSpectatedPlayer(); if ( !pPlayer ) return; Color c; // Get our target's ent index int iEntIndex = pPlayer->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; 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_BasePlayer *pPlayer = static_cast<C_BasePlayer*>(cl_entitylist->GetEnt( iEntIndex )); C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); const char *printFormatString = NULL; wchar_t wszPlayerName[ MAX_PLAYER_NAME_LENGTH ]; wchar_t wszHealthText[ 10 ]; bool bShowHealth = false; bool bShowPlayerName = false; // 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 ) ) { c = GetColorForTargetTeam( pPlayer->GetTeamNumber() ); bShowPlayerName = true; g_pVGuiLocalize->ConvertANSIToUnicode( pPlayer->GetPlayerName(), wszPlayerName, sizeof(wszPlayerName) ); if ( SDKGameRules()->IsTeamplay() == true && pPlayer->InSameTeam(pLocalPlayer) ) { printFormatString = "#DA_Playerid_sameteam"; bShowHealth = true; } else { printFormatString = "#DA_Playerid_diffteam"; } if ( bShowHealth ) { _snwprintf( wszHealthText, ARRAYSIZE(wszHealthText) - 1, L"%.0f%%", ((float)pPlayer->GetHealth() / (float)pPlayer->GetMaxHealth() ) ); wszHealthText[ ARRAYSIZE(wszHealthText)-1 ] = '\0'; } } if ( printFormatString ) { if ( bShowPlayerName && bShowHealth ) { g_pVGuiLocalize->ConstructString( sIDString, sizeof(sIDString), g_pVGuiLocalize->Find(printFormatString), 2, wszPlayerName, wszHealthText ); } else if ( bShowPlayerName ) { g_pVGuiLocalize->ConstructString( sIDString, sizeof(sIDString), g_pVGuiLocalize->Find(printFormatString), 1, wszPlayerName ); } else if ( bShowHealth ) { g_pVGuiLocalize->ConstructString( sIDString, sizeof(sIDString), g_pVGuiLocalize->Find(printFormatString), 1, wszHealthText ); } else { g_pVGuiLocalize->ConstructString( sIDString, sizeof(sIDString), g_pVGuiLocalize->Find(printFormatString), 0 ); } } if ( sIDString[0] ) { int wide, tall; int ypos = YRES(260); int xpos = XRES(10); vgui::surface()->GetTextSize( m_hFont, sIDString, wide, tall ); if( hud_centerid.GetInt() == 0 ) { ypos = YRES(420); } else { xpos = (ScreenWidth() - wide) / 2; } vgui::surface()->DrawSetTextFont( m_hFont ); vgui::surface()->DrawSetTextPos( xpos, ypos ); vgui::surface()->DrawSetTextColor( c ); vgui::surface()->DrawPrintText( sIDString, wcslen(sIDString) ); } } }