Esempio n. 1
0
//-----------------------------------------------------------------------------
// Purpose
//-----------------------------------------------------------------------------
void C_BaseViewModel::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options )
{
	// We override sound requests so that we can play them locally on the owning player
	if ( ( event == AE_CL_PLAYSOUND ) || ( event == CL_EVENT_SOUND ) )
	{
		// Only do this if we're owned by someone
		if ( GetOwner() != NULL )
		{
			CLocalPlayerFilter filter;
			EmitSound( filter, GetOwner()->GetSoundSourceIndex(), options, &GetAbsOrigin() );
			return;
		}
	}

	// Otherwise pass the event to our associated weapon
	C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
	if ( pWeapon )
	{
		// NVNT notify the haptics system of our viewmodel's event
		if ( haptics )
			haptics->ProcessHapticEvent(4,"Weapons",pWeapon->GetName(),"AnimationEvents",VarArgs("%i",event));

		bool bResult = pWeapon->OnFireEvent( this, origin, angles, event, options );
		if ( !bResult )
		{
			BaseClass::FireEvent( origin, angles, event, options );
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CDoDHudAmmo::OnThink()
{
    C_BaseCombatWeapon *wpn = GetActiveWeapon();
    C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

    hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
    hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );

    if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
    {
        hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
        hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );

        SetPaintEnabled( false );
        SetPaintBackgroundEnabled( false );
        return;
    }
    else
    {
        SetPaintEnabled( true );
        SetPaintBackgroundEnabled( true );
    }

    // get the ammo in our clip
    int ammo1 = wpn->Clip1();
    int ammo2;
    if ( ammo1 < 0 )
    {
        // we don't use clip ammo, just use the total ammo count
        ammo1 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() );
        ammo2 = 0;
    }
    else
    {
        // we use clip ammo, so the second ammo is the total ammo
        ammo2 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() );
    }

    hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
    hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );

    if ( wpn == m_hCurrentActiveWeapon )
    {
        // same weapon, just update counts
        SetAmmo( ammo1, true );
        SetAmmo2( ammo2, true );
    }
    else
    {
        // diferent weapon, change without triggering
        SetAmmo( ammo1, false );
        SetAmmo2( ammo2, false );

        // update whether or not we show the total ammo display
        m_bUsesClips = wpn->UsesClipsForAmmo1();
        m_hCurrentActiveWeapon = wpn;
    }
}
//Might be able to handle this better...
void HapticsHandleMsg_SPHapWeapEvent( int iActivity )
{
	C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
	C_BaseCombatWeapon* weap = NULL;
	if(pPlayer)
		weap = pPlayer->GetActiveWeapon();
	if(weap)
		haptics->ProcessHapticEvent(4,"Weapons",weap->GetName(),"Activities",VarArgs("%i",iActivity));
}
Esempio n. 4
0
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
{
	// Clear out the vehicle entity
	m_hCurrentVehicle = NULL;

	C_BaseCombatWeapon *wpn = GetActiveWeapon();

	hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
	hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );

	if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
	{
		hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
        hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );

		SetPaintEnabled(false);
		SetPaintBackgroundEnabled(false);
		return;
	}

	SetPaintEnabled(true);
	SetPaintBackgroundEnabled(true);

	// Get our icons for the ammo types
	m_iconPrimaryAmmo = gWR.GetAmmoIconFromWeapon( wpn->GetPrimaryAmmoType() );

	// get the ammo in our clip
	int ammo1 = wpn->Clip1();
	int ammo2;
	if (ammo1 < 0)
	{
		// we don't use clip ammo, just use the total ammo count
		ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
		ammo2 = 0;
	}
	else
	{
		// we use clip ammo, so the second ammo is the total ammo
		ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
	}

	hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
	hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );

	if (wpn == m_hCurrentActiveWeapon)
	{
		// same weapon, just update counts
		SetAmmo(ammo1, true);
		SetAmmo2(ammo2, true);
	}
	else
	{
		// diferent weapon, change without triggering
		SetAmmo(ammo1, false);
		SetAmmo2(ammo2, false);

		// update whether or not we show the total ammo display
		if (wpn->UsesClipsForAmmo1())
		{
			SetShouldDisplaySecondaryValue(true);
			g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
		}
		else
		{
			g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
			SetShouldDisplaySecondaryValue(false);
		}

		g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
		m_hCurrentActiveWeapon = wpn;
	}
}
void CHudAmmo::Paint( void )
{
	int r, g, b, a, nUnused;
	int x, y;
	Color clrAmmo;

	if (!ShouldDraw())
		return;

	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	C_BaseCombatWeapon *pActiveWeapon = GetActiveWeapon();
	// find and display our current selection

	if ( !pPlayer || !pActiveWeapon )
	{
		hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
		hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
		return;
	}

	hudlcd->SetGlobalStat( "(weapon_print_name)", pActiveWeapon ? pActiveWeapon->GetPrintName() : " " );
	hudlcd->SetGlobalStat( "(weapon_name)", pActiveWeapon ? pActiveWeapon->GetName() : " " );

	if ( ( pActiveWeapon->GetPrimaryAmmoType() == -1 ) && ( pActiveWeapon->GetSecondaryAmmoType() == -1 ) )
		return;

	int nFontWidth	= GetNumberFontWidth();
	int nFontHeight	= GetNumberFontHeight();

	a = (int)max( MIN_ALPHA, m_flFade );

	if ( m_flFade > 0 )
		m_flFade -= ( gpGlobals->frametime * 20 );

	(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
	clrAmmo.SetColor( r, g, b, a );

	int nHudElemWidth, nHudElemHeight;
	GetSize( nHudElemWidth, nHudElemHeight );

	// Does this weapon have a clip?
	y = nHudElemHeight - ( nFontHeight * 1.5 );

	// Does weapon have any ammo at all?
	if ( pActiveWeapon->GetPrimaryAmmoType() != -1 )
	{
		CHudTexture	*icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetPrimaryAmmoType() );

		if ( !icon_ammo )
		{
			return;
		}

		int nIconWidth	= icon_ammo->Width();
		
		if ( pActiveWeapon->UsesClipsForAmmo1() )
		{
			// room for the number and the '|' and the current ammo
			
			x = nHudElemWidth - (8 * nFontWidth) - nIconWidth;
			x = DrawHudNumber( x, y, pActiveWeapon->Clip1(), clrAmmo );

			int nBarWidth = nFontWidth / 10;

			x += nFontWidth / 2;

			(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
			clrAmmo.SetColor( r, g, b, a );

			// draw the | bar
			clrAmmo.SetColor( r, g, b, a  );
			vgui::surface()->DrawSetColor( clrAmmo );
			vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nFontHeight );

			x += nBarWidth + nFontWidth / 2;

			x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );		
		}
		else
		{
			// SPR_Draw a bullets only line
			x = nHudElemWidth - 4 * nFontWidth - nIconWidth;
			x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ), clrAmmo );
		}

		// Draw the ammo Icon
		icon_ammo->DrawSelf( x, y, clrAmmo );

		hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", pPlayer->GetAmmoCount( pActiveWeapon->GetPrimaryAmmoType() ) ) );
	}
	else
	{
		hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
	}

	// Does weapon have seconday ammo?
	if ( pActiveWeapon->GetSecondaryAmmoType() != -1 )
	{
		CHudTexture	*icon_ammo = gWR.GetAmmoIconFromWeapon( pActiveWeapon->GetSecondaryAmmoType() );

		if ( !icon_ammo )
		{
			return;
		}

		int nIconWidth	= icon_ammo->Width();

		// Do we have secondary ammo?
		if ( pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ) > 0 )
		{
			y -= ( nFontHeight * 1.25 );
			x = nHudElemWidth - 4 * nFontWidth - nIconWidth;
			x = DrawHudNumber( x, y, pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ), clrAmmo );

			// Draw the ammo Icon
			icon_ammo->DrawSelf( x, y, clrAmmo );
		}

		hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", pPlayer->GetAmmoCount( pActiveWeapon->GetSecondaryAmmoType() ) ) );
	}
	else
	{
		hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
	}

}
Esempio n. 6
0
//-----------------------------------------------------------------------------
// Purpose: called every frame to get ammo info from the weapon
//-----------------------------------------------------------------------------
void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
{
	if (player && !player->IsAlive())
	{
		for (int i = 0; i < m_aRounds.Count(); i++)
			m_aRounds[i].bActive = false;
	}

	// Clear out the vehicle entity
	m_hCurrentVehicle = NULL;

	C_BaseCombatWeapon *wpn = GetActiveWeapon();

	hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
	hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );

	if ( !wpn || !player )
	{
		hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
		hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );

		SetPaintEnabled(false);
		SetPaintBackgroundEnabled(false);
		return;
	}

	SetPaintEnabled(true);
	SetPaintBackgroundEnabled(true);

	// get the ammo in our clip
	int ammo1 = wpn->Clip1();
	int ammo2;
	if (ammo1 < 0)
	{
		// we don't use clip ammo, just use the total ammo count
		ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
		ammo2 = 0;
	}
	else
	{
		// we use clip ammo, so the second ammo is the total ammo
		ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
	}

	hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
	hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );

	if (wpn == m_hCurrentActiveWeapon)
	{
		// same weapon, just update counts
		SetAmmo(ammo1, true);
		SetAmmo2(ammo2, true);
	}
	else
	{
		// diferent weapon, change without triggering
		SetAmmo(ammo1, false);
		SetAmmo2(ammo2, false);

		// update whether or not we show the total ammo display
		if (wpn->UsesClipsForAmmo1())
		{
			SetShouldDisplaySecondaryValue(true);
		}
		else
		{
			SetShouldDisplaySecondaryValue(false);
		}

		m_hCurrentActiveWeapon = wpn;
	}
}
//-----------------------------------------------------------------------------
// Purpose: Get ammo info from the weapon and update the displays.
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::OnThink()
{
	// Get the player and active weapon.
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pPlayer )
		return;

	C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();

	if ( tf2c_ammobucket.GetBool() && m_pWeaponBucket && pWeapon )
	{
		const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
		if ( pPlayer )
		{
			if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
			{
				pTexture = pWeapon->GetSpriteActive();
			}
		}

		if ( pTexture )
		{
			char szImage[64];
			Q_snprintf( szImage, sizeof(szImage), "../%s", pTexture->szTextureFile );
			m_pWeaponBucket->SetImage( szImage );
			m_pWeaponBucket->SetVisible( true );
		}
		else
		{
			m_pWeaponBucket->SetVisible( false );
		}
	}
	else
	{
		m_pWeaponBucket->SetVisible( false );
	}

	if ( m_flNextThink < gpGlobals->curtime )
	{
		hudlcd->SetGlobalStat( "(weapon_print_name)", pWeapon ? pWeapon->GetPrintName() : " " );
		hudlcd->SetGlobalStat( "(weapon_name)", pWeapon ? pWeapon->GetName() : " " );

		if ( !pPlayer || !pWeapon || !pWeapon->UsesPrimaryAmmo() )
		{
			hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
			hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );

			// turn off our ammo counts
			UpdateAmmoLabels( false, false, false );

			m_nAmmo = -1;
			m_nAmmo2 = -1;
		}
		else
		{
			// Get the ammo in our clip.
			int nAmmo1 = pWeapon->Clip1();
			int nAmmo2 = 0;
			// Clip ammo not used, get total ammo count.
			if ( nAmmo1 < 0 )
			{
				nAmmo1 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
			}
			// Clip ammo, so the second ammo is the total ammo.
			else
			{
				nAmmo2 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
			}
			
			hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", nAmmo1 ) );
			hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", nAmmo2 ) );

			if ( m_nAmmo != nAmmo1 || m_nAmmo2 != nAmmo2 || m_hCurrentActiveWeapon.Get() != pWeapon )
			{
				m_nAmmo = nAmmo1;
				m_nAmmo2 = nAmmo2;
				m_hCurrentActiveWeapon = pWeapon;

				if ( m_hCurrentActiveWeapon.Get()->UsesClipsForAmmo1() )
				{
					UpdateAmmoLabels( true, true, false );

					SetDialogVariable( "Ammo", m_nAmmo );
					SetDialogVariable( "AmmoInReserve", m_nAmmo2 );
				}
				else
				{
					UpdateAmmoLabels( false, false, true );
					SetDialogVariable( "Ammo", m_nAmmo );
				}
			}
		}

		m_flNextThink = gpGlobals->curtime + 0.1f;
	}
}