//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_WeaponMortar::Redraw() { BaseClass::Redraw(); // If the player's dead, abort C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer(); if ( pPlayer == NULL ) return; if ( pPlayer->GetHealth() < 1 ) { m_iFiringState = MORTAR_IDLE; m_bCarried = true; return; } // If it's reloading, tell the player if ( m_bMortarReloading ) { int width, height; messagechars->GetStringLength( m_hFontText, &width, &height, "Mortar is reloading..." ); messagechars->DrawString( m_hFontText, (ScreenWidth() - width) / 2, YRES(350), 192, 192, 192, 255, "Mortar is reloading...", IMessageChars::MESSAGESTRINGID_NONE ); return; } // Handle power charging switch( m_iFiringState ) { case MORTAR_IDLE: m_pPowerBar->m_flPower = 0; break; case MORTAR_CHARGING_POWER: m_pPowerBar->m_flPower = min( m_pPowerBar->m_flPower + ( (1.0 / MORTAR_CHARGE_POWER_RATE) * gpGlobals->curtimeDelta), 1.0f); m_pPowerBar->m_flFiringPower = 0; m_pPowerBar->m_flFiringAccuracy = 0; if ( m_pPowerBar->m_flPower >= 1.0 ) { // Hit Max, start going down m_pPowerBar->m_flFiringPower = m_pPowerBar->m_flPower; m_iFiringState = MORTAR_CHARGING_ACCURACY; m_flNextClick = gpGlobals->curtime + 0.25; } break; case MORTAR_CHARGING_ACCURACY: // Calculate accuracy speed m_flAccuracySpeed = (1.0 / MORTAR_CHARGE_ACCURACY_RATE); if ( m_pPowerBar->m_flFiringPower > 0.5 ) { // Shots over halfway suffer an increased speed to the accuracy power, making accurate shots harder float flAdjustedPower = (m_pPowerBar->m_flFiringPower - 0.5) * 3.0; m_flAccuracySpeed += (m_pPowerBar->m_flFiringPower * flAdjustedPower); } m_pPowerBar->m_flPower = max( m_pPowerBar->m_flPower - ( m_flAccuracySpeed * gpGlobals->curtimeDelta), -0.25f); if ( m_pPowerBar->m_flPower <= -0.25 ) { // Hit Min, fire mortar m_pPowerBar->m_flFiringAccuracy = m_pPowerBar->m_flPower; m_iFiringState = MORTAR_IDLE; FireMortar(); m_flNextClick = gpGlobals->curtime + 0.25; } break; default: break; } // Draw the rotate icon if the player's rotating the mortar if ( m_bRotating ) { vgui::Panel *pParent = GetClientModeNormal()->GetViewport(); int parentWidth, parentHeight; pParent->GetSize(parentWidth, parentHeight); int iWidth = 64; int iHeight = 64; int iX = (parentWidth - iWidth) / 2; int iY = (parentHeight - 216); IMesh* pMesh = materials->GetDynamicMesh( true, NULL, NULL, m_pRotateIcon ); CMeshBuilder meshBuilder; meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,0,0 ); meshBuilder.Position3f( iX,iY,0 ); meshBuilder.AdvanceVertex(); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,1,0 ); meshBuilder.Position3f( iX+iWidth, iY, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,1,1 ); meshBuilder.Position3f( iX+iWidth, iY+iHeight, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.Color3f( 1.0, 1.0, 1.0 ); meshBuilder.TexCoord2f( 0,0,1 ); meshBuilder.Position3f( iX, iY+iHeight, 0 ); meshBuilder.AdvanceVertex(); meshBuilder.End(); pMesh->Draw(); } // Update the ground line if it's moved if ( !m_bCarried && (m_flPrevMortarYaw != m_flMortarYaw ) && gpGlobals->curtime > m_flLastGroundlineUpdateTime + g_CVMortarGroundLineUpdateInterval.GetFloat() ) { // Create the Ground line start & end points Vector vecForward; AngleVectors( QAngle( 0, m_flMortarYaw, 0 ), &vecForward ); Vector vecStart = m_vecMortarOrigin + (vecForward * MORTAR_RANGE_MIN); float flRange = MORTAR_RANGE_MAX_INITIAL; if ( pPlayer->HasNamedTechnology( "mortar_range" ) ) flRange = MORTAR_RANGE_MAX_UPGRADED; Vector vecEnd = m_vecMortarOrigin + (vecForward * flRange); m_pDarkLine->SetParameters( m_vecMortarOrigin, vecStart, Vector( 0.1,0.1,0.1 ), Vector( 0.1,0.1,0.1 ), 0.5, 22 ); m_pGroundLine->SetParameters( vecStart, vecEnd, Vector(0,1,0), Vector(1,0,0), 0.5, 22 ); m_flPrevMortarYaw = m_flMortarYaw; m_flLastGroundlineUpdateTime = gpGlobals->curtime; } }