void CHudMenuEngyBuild::OnTick( void )
{
	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();

	if ( !pLocalPlayer )
		return;

	int iAccount = pLocalPlayer->GetAmmoCount( TF_AMMO_METAL );

	for ( int i=0;i<4; i++ )
	{
		int iRemappedObjectID = GetBuildingIDFromSlot( i + 1 );

		// update this slot
		C_BaseObject *pObj = NULL;

		if ( pLocalPlayer )
		{
			pObj = pLocalPlayer->GetObjectOfType( iRemappedObjectID );
		}			

		m_pAvailableObjects[i]->SetVisible( false );
		m_pAlreadyBuiltObjects[i]->SetVisible( false );
		m_pCantAffordObjects[i]->SetVisible( false );

		// If the building is already built
		if ( pObj != NULL && !pObj->IsPlacing() )
		{
			m_pAlreadyBuiltObjects[i]->SetVisible( true );
		}
		// See if we can afford it
		else if ( iAccount < GetObjectInfo( iRemappedObjectID )->m_Cost )
		{
			m_pCantAffordObjects[i]->SetVisible( true );
		}
		else
		{
			// we can buy it
			m_pAvailableObjects[i]->SetVisible( true );
		}
	}
}
void CHudMenuEngyBuild::UpdateHintLabels( void )
{
	// hilight the action we can perform ( build or destroy or neither )
	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();

	if ( pLocalPlayer )
	{
		int iBuilding = GetBuildingIDFromSlot( m_iSelectedItem );
		C_BaseObject *pObj = pLocalPlayer->GetObjectOfType( iBuilding );

		bool bDestroyLabelBright = false;
		bool bBuildLabelBright = false;

		if ( pObj )
		{
			// hilight destroy, we have a building
			bDestroyLabelBright = true;
		}
		else if ( pLocalPlayer->GetAmmoCount( TF_AMMO_METAL ) >= GetObjectInfo( iBuilding )->m_Cost )	// I can afford it
		{
			// hilight build, we can build this
			bBuildLabelBright = true;
		}
		else
		{
			// dim both, do nothing
		}

		if ( m_pDestroyLabelBright && m_pDestroyLabelDim && m_pBuildLabelBright && m_pBuildLabelDim )
		{
			m_pDestroyLabelBright->SetVisible( bDestroyLabelBright );
			m_pDestroyLabelDim->SetVisible( !bDestroyLabelBright );

			m_pBuildLabelBright->SetVisible( bBuildLabelBright );
			m_pBuildLabelDim->SetVisible( !bBuildLabelBright );
		}
	}
}
void CHudMenuEngyBuild::SendBuildMessage( int iSlot )
{
	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();

	if ( !pLocalPlayer )
		return;

	int iBuilding = GetBuildingIDFromSlot( iSlot );

	C_BaseObject *pObj = pLocalPlayer->GetObjectOfType( iBuilding );
	int iCost = GetObjectInfo( iBuilding )->m_Cost;

	if ( pObj == NULL && pLocalPlayer->GetAmmoCount( TF_AMMO_METAL ) >= iCost )
	{
		char szCmd[128];
		Q_snprintf( szCmd, sizeof(szCmd), "build %d", iBuilding );
		engine->ClientCmd( szCmd );
	}
	else
	{
		pLocalPlayer->EmitSound( "Player.DenyWeaponSelection" );
	}
}
예제 #4
0
//-----------------------------------------------------------------------------
// Purpose: Get ammo info from the weapon and update the displays.
//-----------------------------------------------------------------------------
void CTFHudWeaponAmmo::OnThink()
{
	// Get the player and active weapon.
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pPlayer )
		return;

	C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();

	if ( tf2c_ammobucket.GetBool() && m_pWeaponBucket && pWeapon )
	{
		const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
		if ( pPlayer )
		{
			if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
			{
				pTexture = pWeapon->GetSpriteActive();
			}
		}

		if ( pTexture )
		{
			char szImage[64];
			Q_snprintf( szImage, sizeof(szImage), "../%s", pTexture->szTextureFile );
			m_pWeaponBucket->SetImage( szImage );
			m_pWeaponBucket->SetVisible( true );
		}
		else
		{
			m_pWeaponBucket->SetVisible( false );
		}
	}
	else
	{
		m_pWeaponBucket->SetVisible( false );
	}

	if ( m_flNextThink < gpGlobals->curtime )
	{
		hudlcd->SetGlobalStat( "(weapon_print_name)", pWeapon ? pWeapon->GetPrintName() : " " );
		hudlcd->SetGlobalStat( "(weapon_name)", pWeapon ? pWeapon->GetName() : " " );

		if ( !pPlayer || !pWeapon || !pWeapon->UsesPrimaryAmmo() )
		{
			hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
			hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );

			// turn off our ammo counts
			UpdateAmmoLabels( false, false, false );

			m_nAmmo = -1;
			m_nAmmo2 = -1;
		}
		else
		{
			// Get the ammo in our clip.
			int nAmmo1 = pWeapon->Clip1();
			int nAmmo2 = 0;
			// Clip ammo not used, get total ammo count.
			if ( nAmmo1 < 0 )
			{
				nAmmo1 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
			}
			// Clip ammo, so the second ammo is the total ammo.
			else
			{
				nAmmo2 = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
			}
			
			hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", nAmmo1 ) );
			hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", nAmmo2 ) );

			if ( m_nAmmo != nAmmo1 || m_nAmmo2 != nAmmo2 || m_hCurrentActiveWeapon.Get() != pWeapon )
			{
				m_nAmmo = nAmmo1;
				m_nAmmo2 = nAmmo2;
				m_hCurrentActiveWeapon = pWeapon;

				if ( m_hCurrentActiveWeapon.Get()->UsesClipsForAmmo1() )
				{
					UpdateAmmoLabels( true, true, false );

					SetDialogVariable( "Ammo", m_nAmmo );
					SetDialogVariable( "AmmoInReserve", m_nAmmo2 );
				}
				else
				{
					UpdateAmmoLabels( false, false, true );
					SetDialogVariable( "Ammo", m_nAmmo );
				}
			}
		}

		m_flNextThink = gpGlobals->curtime + 0.1f;
	}
}