void CASWHudWeapons::Paint() { VPROF_BUDGET( "CASWHudWeapons::Paint", VPROF_BUDGETGROUP_ASW_CLIENT ); GetSize(m_iFrameWidth,m_iFrameHeight); BaseClass::Paint(); C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer(); if (!pPlayer) return; C_ASW_Marine *pMarine = pPlayer->GetMarine(); if (!pMarine) return; char cbuffer[64]; if ( !m_hUseArea.Get() ) { m_hUseArea = ( CASWHudUseArea * )GET_HUDELEMENT( CASWHudUseArea ); } ASWUseAction* pUseAction = NULL; if ( m_hUseArea.Get() && m_hUseArea->m_pUseIcon ) { pUseAction = m_hUseArea->m_pUseIcon->GetCurrentUseAction(); } int r, g, b; int tall = m_iFrameHeight * 0.25f * asw_hud_scale.GetFloat(); // how tall to draw the weapon icons int spacing_y = tall * 0.7f; int nWeaponsToShow = asw_hotbar_self.GetBool() ? ASW_NUM_INVENTORY_SLOTS - 1 : ASW_NUM_INVENTORY_SLOTS; bool bPowOnWeapon = false; for ( int k = 0; k < nWeaponsToShow; k++ ) { C_ASW_Weapon* pWeapon = pMarine->GetASWWeapon(k); // set draw color bool bActiveWeapon = (pWeapon && pWeapon == pMarine->GetActiveWeapon()); if ( bActiveWeapon ) { r = 255; g = 255; b = 255; } else { r = 66; // light blue g = 142; b = 192; } if (asw_debug_hud.GetInt()!=0) { if (pWeapon) { Q_snprintf(cbuffer, sizeof(cbuffer), "%d:%s %d(%d)", k, pWeapon->GetClassname(), pWeapon->GetEffects(), pWeapon->IsEffectActive(EF_NODRAW)); } else { b = 255; Q_snprintf(cbuffer, sizeof(cbuffer), "%d:Empty", k); } g_pMatSystemSurface->DrawColoredText(m_hWeaponHUDFont, 0, k*tall, r, g, b, 200, &cbuffer[0]); } // draw icon if (pWeapon && ASWEquipmentList()) { int list_index = pWeapon->GetEquipmentListIndex(); int iTexture = ASWEquipmentList()->GetEquipIconTexture(!pWeapon->GetWeaponInfo()->m_bExtra, list_index); if (iTexture != -1) { surface()->DrawSetColor(Color(r,g,b,255)); surface()->DrawSetTexture(iTexture); int icon_x_offset = pWeapon->GetWeaponInfo()->m_iHUDIconOffsetX * (m_iFrameWidth / 160.0f) * asw_hud_scale.GetFloat(); int icon_y_offset = pWeapon->GetWeaponInfo()->m_iHUDIconOffsetY * (m_iFrameHeight / 160.0f) * asw_hud_scale.GetFloat(); int text_x_offset = pWeapon->GetWeaponInfo()->m_iHUDNumberOffsetX * (m_iFrameWidth / 160.0f) * asw_hud_scale.GetFloat(); int text_y_offset = pWeapon->GetWeaponInfo()->m_iHUDNumberOffsetY * (m_iFrameHeight / 160.0f) * asw_hud_scale.GetFloat(); // drop shadow /* surface()->DrawSetColor(Color(0,0,0,255)); if (pWeapon->GetWeaponInfo()->m_bExtra) surface()->DrawTexturedRect(icon_x_offset + 1, k*spacing_y + 1 + icon_y_offset, icon_x_offset + 1 + tall, k*spacing_y + tall + 1 + icon_y_offset); else surface()->DrawTexturedRect(icon_x_offset + 1, k*spacing_y + 1 + icon_y_offset, icon_x_offset + 1 + tall * 2, k*spacing_y + tall + 1 + icon_y_offset); */ //todo: set glow vars to make the weapon glow when it's currently selected /* bool foundVar; MaterialVar* pTextureVar = pMaterial->FindVar( "$basetexture", &foundVar, false ); if (foundVar) { if ( bActiveWeapon ) { } else { } } */ surface()->DrawSetColor(Color(r,g,b,255)); if ( pWeapon->GetWeaponInfo()->m_bExtra ) { surface()->DrawTexturedRect(icon_x_offset, k*spacing_y + icon_y_offset, icon_x_offset + tall, k*spacing_y + tall + icon_y_offset); } else { surface()->DrawTexturedRect(icon_x_offset, k*spacing_y + icon_y_offset, icon_x_offset + tall * 2, k*spacing_y + tall + icon_y_offset); } pWeaponPos[ k ]->SetBounds( icon_x_offset, k * spacing_y + icon_y_offset, tall * 2, tall ); if ( pWeapon->m_bPoweredUp ) { int iPowBuffer = m_iFrameHeight/20; m_pPowerups->SetBounds(icon_x_offset + (tall*2) + iPowBuffer, (k * spacing_y + icon_y_offset) + iPowBuffer, (tall*2), tall - (iPowBuffer*2)); bPowOnWeapon = true; } // show charges? if (pWeapon->GetWeaponInfo()->m_bShowCharges) { Q_snprintf(cbuffer, sizeof(cbuffer), "%d", pWeapon->GetChargesForHUD() ); g_pMatSystemSurface->DrawColoredText(m_hWeaponHUDFont, text_x_offset, k*spacing_y + text_y_offset, r, g, b, 200, &cbuffer[0]); } // show weapon swaps if ( asw_hud_swaps.GetBool() && pUseAction && pUseAction->iInventorySlot == k ) { const CASW_WeaponInfo* pWeaponData = NULL; const char *szWeaponClass = NULL; C_ASW_Pickup_Weapon *pPickup = dynamic_cast<C_ASW_Pickup_Weapon*>( pUseAction->UseTarget.Get()); if ( pPickup ) { pWeaponData = ASWEquipmentList()->GetWeaponDataFor( pPickup->GetWeaponClass() ); szWeaponClass = pPickup->GetWeaponClass(); } else { C_ASW_Weapon *pWeapon = dynamic_cast<C_ASW_Weapon*>( pUseAction->UseTarget.Get() ); if ( pWeapon ) { pWeaponData = pWeapon->GetWeaponInfo(); szWeaponClass = pWeapon->GetClassname(); } } if ( pWeaponData ) { int iEquipListIndex = pWeaponData->m_bExtra ? ASWEquipmentList()->GetExtraIndex( szWeaponClass ) : ASWEquipmentList()->GetRegularIndex( szWeaponClass ); int iSwapWeaponTexture = ASWEquipmentList()->GetEquipIconTexture( !pWeaponData->m_bExtra, iEquipListIndex ); if ( m_nSwapArrowTexture != -1 && iSwapWeaponTexture != -1 ) { surface()->DrawSetColor( Color( r,g,b,m_hUseArea->m_pUseIcon->m_pUseText->GetAlpha() ) ); // fade in along with the use icon icon_x_offset = tall * 2.0f; icon_y_offset = 0; surface()->DrawSetTexture( m_nSwapArrowTexture ); surface()->DrawTexturedRect( icon_x_offset, k*spacing_y + icon_y_offset, icon_x_offset + tall, k*spacing_y + tall + icon_y_offset ); icon_x_offset = tall * 3.0f + pWeaponData->m_iHUDIconOffsetX; icon_y_offset = pWeaponData->m_iHUDIconOffsetY; surface()->DrawSetTexture( iSwapWeaponTexture ); surface()->DrawTexturedRect( icon_x_offset, k*spacing_y + icon_y_offset, icon_x_offset + ( pWeaponData->m_bExtra ? tall : tall * 2.0f ) , k*spacing_y + tall + icon_y_offset ); } } } } } } if ( !bPowOnWeapon ) { //int iPowBuffer = m_iFrameHeight/20; int xpos = 12 * (m_iFrameWidth / 160.0f) * asw_hud_scale.GetFloat(); //int ypos = 2 * (m_iFrameWidth / 160.0f) * asw_hud_scale.GetFloat(); m_pPowerups->SetBounds(xpos, (spacing_y*nWeaponsToShow) + (spacing_y/3), tall, tall*0.75f ); } }
void CASW_Hud_Squad_Hotbar::UpdateList() { if ( !ASWGameResource() ) return; C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer(); int iEntry = 0; bool bHasItem = false; if ( asw_hotbar_self.GetBool() ) { if ( iEntry >= m_pEntries.Count() ) { CASW_Hotbar_Entry *pPanel = new CASW_Hotbar_Entry( this, "SquadInventoryPanelEntry" ); m_pEntries.AddToTail( pPanel ); InvalidateLayout(); } // add your offhand item to the hotbar first CASW_Marine *pPlayerMarine = pPlayer->GetMarine(); if ( pPlayerMarine ) { C_ASW_Weapon *pWeapon = pPlayerMarine->GetASWWeapon( ASW_INVENTORY_SLOT_EXTRA ); if ( pWeapon ) { m_pEntries[ iEntry ]->m_iHotKeyIndex = -1; m_pEntries[ iEntry ]->SetVisible( true ); m_pEntries[ iEntry ]->SetDetails( pPlayerMarine, ASW_INVENTORY_SLOT_EXTRA ); bHasItem = true; } } if ( !bHasItem ) // blank it out if there's no item in that slot { m_pEntries[ iEntry ]->m_iHotKeyIndex = iEntry; m_pEntries[ iEntry ]->SetDetails( NULL, -1 ); m_pEntries[ iEntry ]->SetVisible( false ); } iEntry++; } for ( int i = 0; i < ASWGameResource()->GetMaxMarineResources(); i++ ) { C_ASW_Marine_Resource* pMR = ASWGameResource()->GetMarineResource( i ); if ( !pMR ) continue; if ( pMR->GetCommander() != pPlayer ) continue; C_ASW_Marine *pMarine = pMR->GetMarineEntity(); if ( !pMarine ) continue; if ( pMarine->IsInhabited() ) continue; if ( iEntry >= m_pEntries.Count() ) { CASW_Hotbar_Entry *pPanel = new CASW_Hotbar_Entry( this, "SquadInventoryPanelEntry" ); m_pEntries.AddToTail( pPanel ); InvalidateLayout(); } bHasItem = false; for ( int k = 0; k < ASW_NUM_INVENTORY_SLOTS; k++ ) { C_ASW_Weapon *pWeapon = pMarine->GetASWWeapon( k ); if ( !pWeapon ) continue; const CASW_WeaponInfo* pInfo = pWeapon->GetWeaponInfo(); if ( !pInfo || !pInfo->m_bOffhandActivate ) // TODO: Fix for sentry guns continue; m_pEntries[ iEntry ]->m_iHotKeyIndex = iEntry; m_pEntries[ iEntry ]->SetVisible( true ); m_pEntries[ iEntry ]->SetDetails( pMarine, k ); bHasItem = true; if ( asw_hotbar_simple.GetBool() ) // only 1 item per marine break; } if ( !bHasItem ) // blank it out if there's no item in that slot { m_pEntries[ iEntry ]->m_iHotKeyIndex = iEntry; m_pEntries[ iEntry ]->SetDetails( NULL, -1 ); m_pEntries[ iEntry ]->SetVisible( false ); } iEntry++; } for ( int i = iEntry; i < m_pEntries.Count(); i++ ) { m_pEntries[ i ]->SetVisible( false ); } }
//----------------------------------------------------------------------------- // Purpose: Message handler for ASWOrderUseItemFX message //----------------------------------------------------------------------------- void CASW_Hud_Squad_Hotbar::MsgFunc_ASWOrderUseItemFX( bf_read &msg ) { int iMarine = msg.ReadShort(); C_ASW_Marine *pMarine = dynamic_cast<C_ASW_Marine*>(ClientEntityList().GetEnt(iMarine)); // turn iMarine ent index into the marine if ( !pMarine ) return; int iOrderType = msg.ReadShort(); int iInventorySlot = msg.ReadShort(); Vector vecPosition; vecPosition.x = msg.ReadFloat(); vecPosition.y = msg.ReadFloat(); vecPosition.z = msg.ReadFloat(); // loops through to see if we already have an order effect for this marine StopItemFX( pMarine ); const char *pszClassName = NULL; switch( iOrderType ) { case ASW_USE_ORDER_WITH_ITEM: { // check we have an item in that slot CASW_Weapon* pWeapon = pMarine->GetASWWeapon( iInventorySlot ); if ( !pWeapon || !pWeapon->GetWeaponInfo() || !pWeapon->GetWeaponInfo()->m_bOffhandActivate ) return; pszClassName = pWeapon->GetClassname(); } break; case ASW_USE_ORDER_HACK: { pszClassName = "asw_weapon_t75"; // for now, we're using the t75 icon for hacking } break; default: { Assert( false ); // unspecified order type return; } break; } //CNewParticleEffect *pEffect = pMarine->ParticleProp()->Create( "order_use_item", PATTACH_CUSTOMORIGIN, -1, vecPosition - pMarine->GetAbsOrigin() ); CNewParticleEffect *pEffect = pMarine->ParticleProp()->Create( "order_use_item", PATTACH_ABSORIGIN ); if ( pEffect ) { pMarine->ParticleProp()->AddControlPoint( pEffect, 1, pMarine, PATTACH_CUSTOMORIGIN ); pEffect->SetControlPoint( 1, vecPosition );//vecPosition - pMarine->GetAbsOrigin() for ( int i = 0; i < NUM_USE_ITEM_ORDER_CLASSES; i++ ) { if ( pszUseItemOrderClasses[i] && !Q_strcmp ( pszUseItemOrderClasses[i] , pszClassName ) ) { pEffect->SetControlPoint( 2, Vector( i, 0, 0 ) ); break; } } HotbarOrderEffectsList_t::IndexLocalType_t iIndex = m_hHotbarOrderEffects.AddToTail(); m_hHotbarOrderEffects[iIndex].iEffectID = iMarine; m_hHotbarOrderEffects[iIndex].pEffect = pEffect; } }
bool CScriptedIconLesson::Mod_ProcessElementAction( int iAction, bool bNot, const char *pchVarName, EHANDLE &hVar, const CGameInstructorSymbol *pchParamName, float fParam, C_BaseEntity *pParam, const char *pchParam, bool &bModHandled ) { // Assume we're going to handle the action bModHandled = true; C_BaseEntity *pVar = hVar.Get(); switch ( iAction ) { case LESSON_ACTION_IS_ALLOWED_ITEM: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bIsAllowed = false; C_ASW_Pickup *pPickup = dynamic_cast< C_ASW_Pickup * >( pParam ); if ( !pPickup ) { C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon * >( pParam ); if ( !pWeapon ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tParam handle as ASW_Weapon and ASW_Pickup returned NULL!\n" ); } return false; } else { bIsAllowed = pWeapon->AllowedToPickup( pMarine ); } } else { bIsAllowed = pPickup->AllowedToPickup( pMarine ); } if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsAllowed ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bIsAllowed ) : ( bIsAllowed ); } case LESSON_ACTION_ITEM_WILL_SWAP: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WillSwap( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bWillSwap = false; C_ASW_Pickup_Weapon *pPickup = dynamic_cast< C_ASW_Pickup_Weapon * >( pParam ); if ( !pPickup ) { C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon * >( pParam ); if ( !pWeapon ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WillSwap( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tParam handle as ASW_Weapon and ASW_Pickup returned NULL!\n" ); } return false; } else { int nSlot = pMarine->GetWeaponPositionForPickup( pWeapon->GetClassname() ); bWillSwap = ( pMarine->GetASWWeapon( nSlot ) != NULL ); } } else { int nSlot = pMarine->GetWeaponPositionForPickup( pPickup->GetWeaponClass() ); bWillSwap = ( pMarine->GetASWWeapon( nSlot ) != NULL ); } if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WillSwap( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bWillSwap ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bWillSwap ) : ( bWillSwap ); } case LESSON_ACTION_CAN_HACK: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->CanHack()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bCanHack = pMarine->GetMarineProfile()->CanHack(); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bCanHack ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bCanHack ) : ( bCanHack ); } case LESSON_ACTION_CAN_OFFHAND: { C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon* >( pVar ); if ( !pWeapon ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->CanOffhand()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Weapon returned NULL!\n" ); } return false; } bool bCanOffhand = pWeapon->GetWeaponInfo()->m_bOffhandActivate; if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->CanOffhand()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bCanOffhand ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bCanOffhand ) : ( bCanOffhand ); } case LESSON_ACTION_HAS_SECONDARY: { C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon* >( pVar ); if ( !pWeapon ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSecondary()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Weapon returned NULL!\n" ); } return false; } bool bHasSecondary = pWeapon->UsesSecondaryAmmo(); if ( bHasSecondary ) { bHasSecondary = !( ( pWeapon->UsesClipsForAmmo2() && pWeapon->m_iClip2 <= 0 ) || ( !pWeapon->UsesClipsForAmmo2() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iSecondaryAmmoType ) <= 0 ) ); } if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSecondary()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bHasSecondary ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bHasSecondary ) : ( bHasSecondary ); } case LESSON_ACTION_HAS_SECONDARY_EXPLOSIVES: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasAnySecondary()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bHasAnySecondary = false; for ( int i = 0; i < ASW_MAX_EQUIP_SLOTS; ++i ) { C_ASW_Weapon *pWeapon = static_cast< C_ASW_Weapon* >( pMarine->GetWeapon( i ) ); if ( pWeapon && pWeapon->HasSecondaryExplosive() ) { if ( !( ( pWeapon->UsesClipsForAmmo2() && pWeapon->m_iClip2 <= 0 ) || ( !pWeapon->UsesClipsForAmmo2() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iSecondaryAmmoType ) <= 0 ) ) ) { bHasAnySecondary = true; break; } } } if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasAnySecondary()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bHasAnySecondary ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bHasAnySecondary ) : ( bHasAnySecondary ); } case LESSON_ACTION_GET_MARINE: { int iTemp = static_cast<int>( fParam ); if ( iTemp <= 0 || iTemp > 2 ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[entityINVALID] = [%s]->GetMarine()\n", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tParam selecting string is out of range!\n" ); } return false; } CHandle<C_BaseEntity> *pHandle; char const *pchParamNameTemp = NULL; if ( iTemp == 2 ) { pHandle = &m_hEntity2; pchParamNameTemp = "entity2"; } else { pHandle = &m_hEntity1; pchParamNameTemp = "entity1"; } C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( !pPlayer ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s] = [%s]->GetMarine()", pchParamNameTemp, pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "...\n" ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Player returned NULL!\n" ); } return false; } C_ASW_Marine *pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); pHandle->Set( pMarine ); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s] = [%s]->GetMarine()\n", pchParamNameTemp, pchVarName ); } return true; } case LESSON_ACTION_IS_BOT: { C_ASW_Marine *pMarine = dynamic_cast< C_ASW_Marine* >( pVar ); if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t![%s]->IsInhabited()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bIsBot = !pMarine->IsInhabited(); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t![%s]->IsInhabited()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsBot ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bIsBot ) : ( bIsBot ); } case LESSON_ACTION_WEAPON_HAS_SPARE: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSpareWeapon()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } int nOffensiveWeaponCount = 0; for ( int i = 0; i < ASW_MAX_EQUIP_SLOTS; ++i ) { C_ASW_Weapon *pWeapon = static_cast< C_ASW_Weapon* >( pMarine->GetWeapon( i ) ); if ( pWeapon && pWeapon->IsOffensiveWeapon() ) { if ( !( ( pWeapon->UsesClipsForAmmo1() && pWeapon->m_iClip1 <= 0 ) || ( !pWeapon->UsesClipsForAmmo1() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) <= 0 ) ) ) { nOffensiveWeaponCount++; } } } bool bHasSpare = ( nOffensiveWeaponCount > 1 ); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSpareWeapon()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bHasSpare ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bHasSpare ) : ( bHasSpare ); } case LESSON_ACTION_WEAPON_IS_OFFENSIVE: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WeaponIsOffensive()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bIsOffensive = false; C_ASW_Weapon *pWeapon = pMarine->GetActiveASWWeapon(); if ( pWeapon && pWeapon->IsOffensiveWeapon() ) { if ( !( ( pWeapon->UsesClipsForAmmo1() && pWeapon->m_iClip1 <= 0 ) || ( !pWeapon->UsesClipsForAmmo1() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) <= 0 ) ) ) { bIsOffensive = true; } } if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WeaponIsOffensive()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsOffensive ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bIsOffensive ) : ( bIsOffensive ); } case LESSON_ACTION_WEAPON_LOCAL_HOTBAR_SLOT: { CASW_Hud_Master *pHUDMaster = GET_HUDELEMENT( CASW_Hud_Master ); if ( pHUDMaster ) { m_fOutput = pHUDMaster->GetHotBarSlot( pchParam ); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tm_fOutput = GET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->GetHotBarSlot( [%s] ", pchParamName->String() ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "\"%s\"", pchParam ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ")\n" ); } } return true; } case LESSON_ACTION_OWNS_HOTBAR_SLOT: { int iTemp = static_cast<int>( fParam ); C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( !pPlayer ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tGET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->OwnsHotBarSlot( [%s] ", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "..." ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ", [%s] ", pchParamName->String() ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "\"%i\" ", iTemp ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ") " ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Player returned NULL!\n" ); } return false; } bool bOwnsHotBarSlot = false; CASW_Hud_Master *pHUDMaster = GET_HUDELEMENT( CASW_Hud_Master ); if ( pHUDMaster ) { bOwnsHotBarSlot = pHUDMaster->OwnsHotBarSlot( pPlayer, iTemp ); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tGET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->OwnsHotBarSlot( [%s], [%s] ", pchVarName, pchParamName->String() ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "\"%i\" ", iTemp ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ") " ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bOwnsHotBarSlot ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } } return ( bNot ) ? ( !bOwnsHotBarSlot ) : ( bOwnsHotBarSlot ); } case LESSON_ACTION_SENTRY_WANTS_DISMANTLE: { C_ASW_Sentry_Base *pSentry = dynamic_cast< C_ASW_Sentry_Base* >( pVar ); if ( !pSentry ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WantsDismantle()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Sentry_Base returned NULL!\n" ); } return false; } bool bWantsDismantle = pSentry->WantsDismantle(); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WantsDismantle()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bWantsDismantle ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bWantsDismantle ) : ( bWantsDismantle ); } case LESSON_ACTION_IS_TUTORIAL: { bool bIsTutorial = ASWGameRules()->IsTutorialMap(); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tASWGameRules()->IsTutorialMap()" ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsTutorial ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bIsTutorial ) : ( bIsTutorial ); } case LESSON_ACTION_IS_SINGLEPLAYER: { bool bIsSingleplayer = ASWGameRules()->IsOfflineGame(); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tASWGameRules()->IsOfflineGame()" ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsSingleplayer ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bIsSingleplayer ) : ( bIsSingleplayer ); } default: // Didn't handle this action bModHandled = false; break; } return false; }