void CASW_Campaign_Save::UpdateLastCommanders() { // save which marines the players have selected // add which marines he has selected CASW_Game_Resource *pGameResource = ASWGameResource(); if ( !pGameResource ) return; // first check there were some marines selected (i.e. we're not in the campaign lobby map) int iNumMarineResources = 0; for (int i=0;i<pGameResource->GetMaxMarineResources();i++) { if (pGameResource->GetMarineResource(i)) iNumMarineResources++; } if ( iNumMarineResources <= 0 ) return; char buffer[256]; for (int i=0;i<ASW_NUM_MARINE_PROFILES;i++) { // look for a marine info for this marine bool bFound = false; for (int k=0;k<pGameResource->GetMaxMarineResources();k++) { CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(k); if (pMR && pMR->GetProfileIndex() == i && pMR->GetCommander()) { CASW_Player *pPlayer = pMR->GetCommander(); if (pPlayer) { // store the commander who has this marine Q_snprintf(buffer, sizeof(buffer), "%s%s",pPlayer->GetPlayerName(), pPlayer->GetASWNetworkID()); m_LastCommanders[i] = AllocPooledString(buffer); m_LastMarineResourceSlot[i] = k; m_LastPrimaryMarines[i] = pPlayer->IsPrimaryMarine(i); bFound = true; break; } } } if (!bFound) { m_LastCommanders[i] = AllocPooledString(""); m_LastMarineResourceSlot[i] = 0; } } }
CASW_Marine_Resource* CASW_Game_Resource::GetFirstMarineResourceForPlayer( CASW_Player *pPlayer ) { for ( int i=0; i < GetMaxMarineResources(); i++ ) { CASW_Marine_Resource *pMR = GetMarineResource(i); if (!pMR) continue; if ( pMR->GetCommander() == pPlayer ) return pMR; } return NULL; }
void StatsReport::OnThink() { int nMarine = 0; m_pObjectiveMap->ClearBlips(); C_ASW_Game_Resource *pGameResource = ASWGameResource(); for ( int i = 0; i < pGameResource->GetMaxMarineResources() && nMarine < ASW_STATS_REPORT_MAX_PLAYERS; i++ ) { CASW_Marine_Resource *pMR = pGameResource->GetMarineResource( i ); if ( pMR ) { Vector vPos; vPos.x = pMR->m_TimelinePosX.GetValueAtInterp( m_pStatGraphPlayer->m_fTimeInterp ); vPos.y = pMR->m_TimelinePosY.GetValueAtInterp( m_pStatGraphPlayer->m_fTimeInterp ); vPos.z = 0.0f; bool bDead = ( pMR->m_TimelineHealth.GetValueAtInterp( m_pStatGraphPlayer->m_fTimeInterp ) <= 0.0f ); m_pObjectiveMap->AddBlip( MapBlip_t( vPos, bDead ? Color( 255, 255, 255, 255 ) : getColorPerIndex(pMR->GetCommanderIndex()), bDead ? MAP_BLIP_TEXTURE_DEATH : MAP_BLIP_TEXTURE_NORMAL ) ); if ( m_pReadyCheckImages[ nMarine ]->IsVisible() ) { C_ASW_Player *pPlayer = pMR->GetCommander(); if ( pPlayer ) { if ( !pMR->IsInhabited() || ASWGameResource()->IsPlayerReady( pPlayer ) ) { m_pReadyCheckImages[ i ]->SetImage( "swarm/HUD/TickBoxTicked" ); } else if ( pPlayer == ASWGameResource()->GetLeader() ) { m_pReadyCheckImages[ i ]->SetImage( "swarm/PlayerList/LeaderIcon" ); } else { m_pReadyCheckImages[ i ]->SetImage( "swarm/HUD/TickBoxEmpty" ); } } } nMarine++; } } for ( int i = 0; i < ASW_STATS_REPORT_MAX_PLAYERS; i++ ) { } }
bool CASW_Game_Resource::AddMarineResource( CASW_Marine_Resource *m, int nPreferredSlot ) { if ( nPreferredSlot != -1 ) { CASW_Marine_Resource *pExisting = static_cast<CASW_Marine_Resource*>( m_MarineResources[ nPreferredSlot ].Get() ); if ( pExisting != NULL ) { // if the existing is owned by someone else, then we abort if ( pExisting->GetCommander() != m->GetCommander() ) return false; SetRosterSelected( pExisting->GetProfileIndex(), 0 ); UTIL_Remove( pExisting ); } m_MarineResources.Set( nPreferredSlot, m ); // the above causes strange cases where the client copy of this networked array is incorrect // so we flag each element dirty to cause a complete update, which seems to fix the problem for (int k=0;k<ASW_MAX_MARINE_RESOURCES;k++) { m_MarineResources.GetForModify(k); } return true; } for (int i=0;i<ASW_MAX_MARINE_RESOURCES;i++) { if (m_MarineResources[i] == NULL) // found a free slot { m_MarineResources.Set(i, m); // the above causes strange cases where the client copy of this networked array is incorrect // so we flag each element dirty to cause a complete update, which seems to fix the problem for (int k=0;k<ASW_MAX_MARINE_RESOURCES;k++) { m_MarineResources.GetForModify(k); } return true; } } Msg("Couldn't add new marine resource to list as no free slots\n"); return false; }
void CMOD_Player_Performance::WriteToHUD(const char* messagename, int rating) { #if 0 for ( int i=0;i<ASWGameResource()->GetMaxMarineResources();i++ ) { CASW_Marine_Resource *pMR = ASWGameResource()->GetMarineResource(i); if ( !pMR ) continue; CASW_Player *pPlayer = pMR->GetCommander(); if ( pPlayer && pPlayer->GetMarine() ) { CSingleUserRecipientFilter user( pPlayer ); UserMessageBegin( user, messagename ); WRITE_SHORT( rating ); MessageEnd(); } } #endif }
void StatsReport::SetPlayerNames( void ) { C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer(); if ( !pPlayer ) return; int nMarine = 0; C_ASW_Game_Resource *pGameResource = ASWGameResource(); for ( int i = 0; i < pGameResource->GetMaxMarineResources() && nMarine < ASW_STATS_REPORT_MAX_PLAYERS; i++ ) { CASW_Marine_Resource *pMR = pGameResource->GetMarineResource( i ); if ( pMR ) { C_ASW_Player *pCommander = pMR->GetCommander(); Color color = getColorPerIndex(pMR->GetCommanderIndex()); if ( pPlayer != pCommander ) { color[ 3 ] = 128; } m_pStatGraphPlayer->m_pStatGraphs[ nMarine ]->SetLineColor( color ); m_pPlayerNames[ nMarine ]->SetFgColor( color ); wchar_t wszMarineName[ 32 ]; pMR->GetDisplayName( wszMarineName, sizeof( wszMarineName ) ); m_pPlayerNames[ nMarine ]->SetText( wszMarineName ); if ( gpGlobals->maxClients == 1 ) { // Don't need these in singleplayer m_pAvatarImages[ nMarine ]->SetVisible( false ); m_pReadyCheckImages[ nMarine ]->SetVisible( false ); } else { #if !defined(NO_STEAM) CSteamID steamID; if ( pCommander ) { player_info_t pi; if ( engine->GetPlayerInfo( pCommander->entindex(), &pi ) ) { if ( pi.friendsID ) { CSteamID steamIDForPlayer( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual ); steamID = steamIDForPlayer; } } } if ( steamID.IsValid() ) { m_pAvatarImages[ nMarine ]->SetAvatarBySteamID( &steamID ); int wide, tall; m_pAvatarImages[ nMarine ]->GetSize( wide, tall ); CAvatarImage *pImage = static_cast< CAvatarImage* >( m_pAvatarImages[ nMarine ]->GetImage() ); if ( pImage ) { pImage->SetAvatarSize( wide, tall ); pImage->SetPos( -AVATAR_INDENT_X, -AVATAR_INDENT_Y ); } } #endif } nMarine++; } } while ( nMarine < ASW_STATS_REPORT_MAX_PLAYERS ) { m_pAvatarImages[ nMarine ]->SetVisible( false ); m_pReadyCheckImages[ nMarine ]->SetVisible( false ); nMarine++; } }
void CASW_Grenade_PRifle::Detonate() { if ( !ASWGameResource() ) return; m_takedamage = DAMAGE_NO; CPASFilter filter( GetAbsOrigin() ); Vector vecForward = GetAbsVelocity(); VectorNormalize(vecForward); trace_t tr; Vector vecDir = -vecForward; //te->GaussExplosion( filter, 0.0, //GetAbsOrigin(), vecDir, 0 ); CEffectData data; data.m_vOrigin = GetAbsOrigin(); DispatchEffect( "aswstunexplo", data ); EmitSound("ASW_Weapon_PRifle.StunGrenadeExplosion"); UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + 60*vecForward, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr); if ((tr.m_pEnt != GetWorldEntity()) || (tr.hitbox != 0)) { // non-world needs smaller decals if( tr.m_pEnt && !tr.m_pEnt->IsNPC() ) { UTIL_DecalTrace( &tr, "SmallScorch" ); } } else { UTIL_DecalTrace( &tr, "Scorch" ); } UTIL_ASW_ScreenShake( GetAbsOrigin(), 25.0, 150.0, 1.0, 750, SHAKE_START ); int nPreviousStunnedAliens = ASWGameResource()->m_iElectroStunnedAliens; // do just 1 damage... CTakeDamageInfo info( this, GetOwnerEntity(), 1, DMG_SHOCK ); info.SetWeapon( m_hCreatorWeapon ); RadiusDamage ( info , GetAbsOrigin(), m_DmgRadius, CLASS_NONE, NULL ); // count as a shot fired CASW_Marine *pMarine = dynamic_cast<CASW_Marine*>(GetOwnerEntity()); if ( pMarine && pMarine->GetMarineResource() ) { CASW_Marine_Resource *pMR = pMarine->GetMarineResource(); pMR->UsedWeapon(NULL, 1); int nAliensStunned = ASWGameResource()->m_iElectroStunnedAliens - nPreviousStunnedAliens; if ( nAliensStunned >= 6 && pMR->IsInhabited() && pMR->GetCommander() ) { pMR->GetCommander()->AwardAchievement( ACHIEVEMENT_ASW_STUN_GRENADE ); pMR->m_bStunGrenadeMedal = true; } } UTIL_Remove( this ); }
void asw_marine_skill_f(const CCommand &args) { CASW_Player *pPlayer = ToASW_Player(UTIL_GetCommandClient()); if (!ASWGameRules()) return; if (!pPlayer) return; CASW_Game_Resource* pGameResource = ASWGameResource(); if (!pGameResource) return; CASW_Marine_Profile *pProfile = NULL; CASW_Marine *pMarine = pPlayer->GetMarine(); if (pMarine) { pProfile = pMarine->GetMarineProfile(); } else { // find the first marine info that belongs to us for (int i=0;i<pGameResource->GetMaxMarineResources();i++) { CASW_Marine_Resource *pMR = pGameResource->GetMarineResource(i); if (pMR && pMR->GetCommander() == pPlayer) { pProfile = pMR->GetProfile(); break; } } } if ( !pProfile ) return; if ( args.ArgC() < 2 ) { Msg("Usage: asw_marine_skill [SkillSlot] - reports the number of skill points of the current marine in that skill\n asw_marine_skill [SkillSlot] [x] - sets that skill to the specified number of skill points (0-5)\n"); Msg("SkillSlot goes from 0 to 4 for your skills, slot 5 is spare skill points.\n"); return; } int nSkillSlot = atoi(args[1]); if ( nSkillSlot < 0 || nSkillSlot >= ASW_NUM_SKILL_SLOTS ) { Msg("nSkillSlot out of bounds\n"); return; } if ( args.ArgC() < 3 ) { int iSkillPoints = ASWGameResource()->GetMarineSkill( pProfile->m_ProfileIndex, nSkillSlot ); Msg( "Marine skill[%d] is %s = %d\n", nSkillSlot, SkillToString( pProfile->GetSkillMapping( nSkillSlot ) ), iSkillPoints ); } else { int iNewPoints = atoi(args[2]); ASWGameResource()->SetMarineSkill( pProfile->m_ProfileIndex, nSkillSlot, iNewPoints ); int iSkillPoints = ASWGameResource()->GetMarineSkill( pProfile->m_ProfileIndex, nSkillSlot ); Msg( "Marine skill[%d] is now %s = %d\n", nSkillSlot, SkillToString( pProfile->GetSkillMapping( nSkillSlot ) ), iSkillPoints ); } }