int C_NeurotoxinCountdown::GetSeconds( void ) { C_BasePlayer *player = UTIL_PlayerByIndex( 1 ); if ( player ) return player->GetBonusProgress() % 60; return 0.0f; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudBonusProgress::OnThink() { C_GameRules *pGameRules = GameRules(); if ( !pGameRules ) { // Not ready to init! return; } int newBonusProgress = 0; int iBonusChallenge = 0; C_BasePlayer *local = C_BasePlayer::GetLocalPlayer(); if ( !local ) { // Not ready to init! return; } // Never below zero newBonusProgress = MAX( local->GetBonusProgress(), 0 ); iBonusChallenge = local->GetBonusChallenge(); // Only update the fade if we've changed bonusProgress if ( newBonusProgress == m_iBonusProgress && m_iLastChallenge == iBonusChallenge ) { return; } m_iBonusProgress = newBonusProgress; if ( m_iLastChallenge != iBonusChallenge ) { m_iLastChallenge = iBonusChallenge; SetChallengeLabel(); } g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("BonusProgressFlash"); if ( pGameRules->IsBonusChallengeTimeBased() ) { SetIsTime( true ); SetIndent( false ); } else { SetIsTime( false ); SetIndent( true ); } SetDisplayValue(m_iBonusProgress); }