コード例 #1
0
//-----------------------------------------------------------------------------
// Purpose: Draw targeting reticle
//-----------------------------------------------------------------------------
void C_WeaponCombat_ChargeablePlasma::DrawCrosshair( void )
{
	BaseClass::DrawCrosshair();

	// Find enemy players in front of me
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
		return;

	trace_t tr;
	Vector vecStart, vecEnd;
	VectorMA( CurrentViewOrigin(), 1500, CurrentViewForward(), vecEnd );
	VectorMA( CurrentViewOrigin(), 48, CurrentViewForward(), vecStart );
	UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );

	if ( tr.DidHitNonWorldEntity() )
	{
		C_BaseEntity *pEntity = tr.m_pEnt;
		if ( pEntity && pEntity->IsPlayer() && !pPlayer->InSameTeam( pEntity ) )
		{
			// Draw a reticle
			vgui::Color clr = gHUD.m_clrYellowish;
			clr[3] = 128;

			// Calculate circle size
			int iRatio = 30;

			// Draw the circle 
			int iDegrees = 0;
			Vector vecPoint, vecLastPoint(0,0,0);
			vecPoint.z = 0.0f;
			for ( int i = 0; i < 360; i++ )
			{
				float flRadians = DEG2RAD( iDegrees );
				iDegrees += (360 / 360);

				float ca = cos( flRadians );
				float sa = sin( flRadians );
							 
				// Rotate it around the circle
				vecPoint.x = (int)((ScreenWidth() / 2) + (iRatio * sa));
				vecPoint.y = (int)((ScreenHeight() / 2) - (iRatio * ca));

				// Draw the point, if it's not on the previous point, to avoid smaller circles being brighter
				if ( vecLastPoint != vecPoint )
				{
					vgui::surface()->DrawSetColor( clr );
					vgui::surface()->DrawFilledRect( vecPoint.x, vecPoint.y, vecPoint.x + 1, vecPoint.y + 1 );
				}

				vecLastPoint = vecPoint;
			}
		}
	}
}
コード例 #2
0
//-----------------------------------------------------------------------------
// Purpose: Draw function for the element
//-----------------------------------------------------------------------------
void CTargetID::Paint()
{
	C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
	if ( !pPlayer )
		return;

	// 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++;
			}
		}
	}
}