int CHudAmmo::Draw(float flTime) { int a, x, y, r, g, b; int AmmoWidth; int iCrossX; int iCrossY; int iCrossLength; char *chCrossHair = "+"; // Heh /*if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1;*/ if((gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL))) return 1; // Draw Weapon Menu DrawWList(flTime); // Draw ammo pickup history gHR.DrawAmmoHistory(flTime); if(!(m_iFlags & HUD_ACTIVE)) return 0; if(!m_pWeapon) return 0; WEAPON *pw = m_pWeapon; // shorthand // SPR_Draw Ammo if((pw->iAmmoType < 0) && (pw->iAmmo2Type < 0)) return 0; int iFlags = DHN_DRAWZERO; // draw 0 values AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left; a = (int)max(MIN_ALPHA, m_fFade); if(m_fFade > 0) m_fFade -= (gHUD.m_flTimeDelta * 20); UnpackRGB(r, g, b, RGB_YELLOWISH); ScaleColors(r, g, b, a); // Does this weapon have a clip? y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; /******************* DRAW CROSSHAIR *********************/ iCrossLength = gHUD.m_scrinfo.charWidths[*chCrossHair]; iCrossY = ScreenHeight / 2 - gHUD.m_scrinfo.iCharHeight / 2; iCrossX = ScreenWidth / 2 - iCrossLength / 2; gHUD.DrawHudString(iCrossX, iCrossY, iCrossX + 50, chCrossHair, 170, 170, 170); /******************* DRAW CROSSHAIR *********************/ // Does weapon have any ammo at all? if(m_pWeapon->iAmmoType > 0) { int iIconWidth = m_pWeapon->rcAmmo.right - m_pWeapon->rcAmmo.left; if(pw->iClip >= 0) { x = ScreenWidth - (8 * AmmoWidth) - iIconWidth; UnpackRGB(r, g, b, RGB_YELLOWISH); // GL Seems to need this ScaleColors(r, g, b, a); m_iNumberXPosition = x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmoType), r, g, b); } // Draw the ammo Icon int iOffset = (m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top) / 8; SPR_Set(m_pWeapon->hAmmo, r, g, b); SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo); m_iXPosition = x; } return 1; }
int CHudAmmo::Draw(float flTime) { int a, x, y, r, g, b; int AmmoWidth; if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1; if ( (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) ) return 1; // Draw Weapon Menu DrawWList(flTime); // Draw ammo pickup history gHR.DrawAmmoHistory( flTime ); if (!(m_iFlags & HUD_ACTIVE)) return 0; if (!m_pWeapon) return 0; // Fograin92: We're rendering ammo counters using new HUD, begone with this thing! return 0; WEAPON *pw = m_pWeapon; // shorthand // SPR_Draw Ammo if ((pw->iAmmoType < 0) && (pw->iAmmo2Type < 0)) return 0; int iFlags = DHN_DRAWZERO; // draw 0 values AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left; a = (int) max( MIN_ALPHA, m_fFade ); if (m_fFade > 0) m_fFade -= (gHUD.m_flTimeDelta * 20); // Fograin92: A little changes //UnpackRGB(r,g,b, RGB_YELLOWISH); r = SM_HUDcolor(1); g = SM_HUDcolor(2); b = SM_HUDcolor(3); ScaleColors(r, g, b, a ); // Does this weapon have a clip? y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight/2; // Does weapon have any ammo at all? if (m_pWeapon->iAmmoType > 0) { int iIconWidth = m_pWeapon->rcAmmo.right - m_pWeapon->rcAmmo.left; if (pw->iClip >= 0) { // room for the number and the '|' and the current ammo x = ScreenWidth - (8 * AmmoWidth) - iIconWidth; x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, pw->iClip, r, g, b); wrect_t rc; rc.top = 0; rc.left = 0; rc.right = AmmoWidth; rc.bottom = 100; int iBarWidth = AmmoWidth/10; x += AmmoWidth/2; // Fograin92: A little changes //UnpackRGB(r,g,b, RGB_YELLOWISH); r = SM_HUDcolor(1); g = SM_HUDcolor(2); b = SM_HUDcolor(3); // draw the | bar FillRGBA(x, y, iBarWidth, gHUD.m_iFontHeight, r, g, b, a); x += iBarWidth + AmmoWidth/2;; // GL Seems to need this ScaleColors(r, g, b, a ); x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmoType), r, g, b); } else { // SPR_Draw a bullets only line x = ScreenWidth - 4 * AmmoWidth - iIconWidth; x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmoType), r, g, b); } // Draw the ammo Icon int iOffset = (m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top)/8; SPR_Set(m_pWeapon->hAmmo, r, g, b); SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo); } // Does weapon have seconday ammo? if (pw->iAmmo2Type > 0) { int iIconWidth = m_pWeapon->rcAmmo2.right - m_pWeapon->rcAmmo2.left; // Do we have secondary ammo? if ((pw->iAmmo2Type != 0) && (gWR.CountAmmo(pw->iAmmo2Type) > 0)) { y -= gHUD.m_iFontHeight + gHUD.m_iFontHeight/4; x = ScreenWidth - 4 * AmmoWidth - iIconWidth; x = gHUD.DrawHudNumber(x, y, iFlags|DHN_3DIGITS, gWR.CountAmmo(pw->iAmmo2Type), r, g, b); // Draw the ammo Icon SPR_Set(m_pWeapon->hAmmo2, r, g, b); int iOffset = (m_pWeapon->rcAmmo2.bottom - m_pWeapon->rcAmmo2.top)/8; SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo2); } } return 1; }
bool CHudAmmo::Draw(float flTime) { int a, x, y, r, g, b; int AmmoWidth; if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return true; if ( (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) ) return true; // Draw Weapon Menu DrawWList(flTime); // Draw ammo pickup history gHR.DrawAmmoHistory( flTime ); if (!(m_iFlags & HUD_ACTIVE)) return false; if (!m_pWeapon) return false; if( m_pCrosshair->value != 0 && m_hCrosshair != INVALID_HSPRITE ) { float flScale; switch( static_cast<int>( m_pCrosshairMode->value ) ) { default: case CROSS_NATIVESCALE: flScale = 1; break; case CROSS_RESSCALE: flScale = max( ( ScreenWidth / 640.0 ) * 0.75, 1.0 ); break; case CROSS_USERSCALE: flScale = abs( m_pCrosshairScale->value ); break; } class CCrosshairTriCallback : public ITriCoordFallback { public: void Calculate( HSPRITE hSprite, const int frame, const wrect_t& rect, const float flScale, int& x, int& y ) override { x = ( ScreenWidth - ( ( rect.right - rect.left ) ) ) / 2; y = ( ScreenHeight - ( ( rect.bottom - rect.top ) ) ) / 2; } }; CCrosshairTriCallback callback; Tri_DrawScaledSprite( m_hCrosshair, 0, m_iR, m_iG, m_iB, 255, kRenderTransTexture, flScale, callback, &m_CrosshairRC ); } CBasePlayerWeapon *pw = m_pWeapon; // shorthand // SPR_Draw Ammo if( !pw->GetWeaponInfo()->GetPrimaryAmmo() && !pw->GetWeaponInfo()->GetSecondaryAmmo() ) return false; int iFlags = DHN_DRAWZERO; // draw 0 values AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left; a = (int) max( static_cast<float>( MIN_ALPHA ), m_fFade ); if (m_fFade > 0) m_fFade -= (gHUD.m_flTimeDelta * 20); gHUD.GetPrimaryColor().UnpackRGB(r,g,b); ScaleColors(r, g, b, a ); // Does this weapon have a clip? y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight/2; CBasePlayer* pPlayer = g_Prediction.GetLocalPlayer(); // Does weapon have any ammo at all? if ( auto pAmmo = pw->GetWeaponInfo()->GetPrimaryAmmo() ) { const auto& ammo = m_pWeapon->GetWeaponInfo()->GetHUDInfo()->GetPrimaryAmmo(); int iIconWidth = ammo.rect.right - ammo.rect.left; if (pw->m_iClientClip >= 0) { // room for the number and the '|' and the current ammo x = ScreenWidth - (8 * AmmoWidth) - iIconWidth; x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, pw->m_iClientClip, r, g, b); wrect_t rc; rc.top = 0; rc.left = 0; rc.right = AmmoWidth; rc.bottom = 100; int iBarWidth = AmmoWidth/10; x += AmmoWidth/2; gHUD.GetPrimaryColor().UnpackRGB(r,g,b); // draw the | bar FillRGBA(x, y, iBarWidth, gHUD.m_iFontHeight, r, g, b, a); x += iBarWidth + AmmoWidth/2;; // GL Seems to need this ScaleColors(r, g, b, a ); x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, pPlayer->CountAmmo( pAmmo->GetID() ), r, g, b); } else { // SPR_Draw a bullets only line x = ScreenWidth - 4 * AmmoWidth - iIconWidth; x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, pPlayer->CountAmmo( pAmmo->GetID() ), r, g, b); } // Draw the ammo Icon int iOffset = ( ammo.rect.bottom - ammo.rect.top)/8; SPR_Set( ammo.hSprite, r, g, b); SPR_DrawAdditive(0, x, y - iOffset, &ammo.rect ); } // Does weapon have seconday ammo? if ( auto pAmmo = pw->GetWeaponInfo()->GetSecondaryAmmo() ) { const auto& ammo2 = m_pWeapon->GetWeaponInfo()->GetHUDInfo()->GetSecondaryAmmo(); int iIconWidth = ammo2.rect.right - ammo2.rect.left; // Do we have secondary ammo? if ( pPlayer->CountAmmo( pAmmo->GetID() ) > 0 ) { y -= gHUD.m_iFontHeight + gHUD.m_iFontHeight/4; x = ScreenWidth - 4 * AmmoWidth - iIconWidth; x = gHUD.DrawHudNumber(x, y, iFlags|DHN_3DIGITS, pPlayer->CountAmmo( pAmmo->GetID() ), r, g, b); // Draw the ammo Icon SPR_Set( ammo2.hSprite, r, g, b); int iOffset = ( ammo2.rect.bottom - ammo2.rect.top)/8; SPR_DrawAdditive(0, x, y - iOffset, &ammo2.rect ); } } return true; }
int CHudAmmo::Draw(float flTime) { wrect_t nullrc; int a, x, y, r, g, b; int AmmoWidth; if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1; if ( (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) ) return 1; // Draw Weapon Menu DrawWList(flTime); // Draw ammo pickup history gHR.DrawAmmoHistory( flTime ); if (!(m_iFlags & HUD_ACTIVE)) return 0; if (!m_pWeapon) return 0; if( gHUD.m_iFOV > 40 ) { SetCrosshair( 0, nullrc, 0, 0, 0); DrawCrosshair(flTime, m_pWeapon->iId); // draw a dynamic crosshair } else { SetCrosshair(m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255); } WEAPON *pw = m_pWeapon; // shorthand // SPR_Draw Ammo if ((pw->iAmmoType < 0) && (pw->iAmmo2Type < 0)) return 0; int iFlags = DHN_DRAWZERO; // draw 0 values AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left; a = (int) max( MIN_ALPHA, m_fFade ); if (m_fFade > 0) m_fFade -= (gHUD.m_flTimeDelta * 20); DrawUtils::DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH); DrawUtils::DrawUtils::ScaleColors(r, g, b, a ); // Does this weapon have a clip? y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight/2; // Does weapon have any ammo at all? if (m_pWeapon->iAmmoType > 0) { int iIconWidth = m_pWeapon->rcAmmo.right - m_pWeapon->rcAmmo.left; if (pw->iClip >= 0) { // room for the number and the '|' and the current ammo x = ScreenWidth - (8 * AmmoWidth) - iIconWidth; x = DrawUtils::DrawHudNumber(x, y, iFlags | DHN_3DIGITS, pw->iClip, r, g, b); int iBarWidth = AmmoWidth/10; x += AmmoWidth/2; DrawUtils::UnpackRGB(r,g,b, RGB_YELLOWISH); // draw the | bar FillRGBA(x, y, iBarWidth, gHUD.m_iFontHeight, r, g, b, a); x += iBarWidth + AmmoWidth/2;; // GL Seems to need this DrawUtils::ScaleColors(r, g, b, a ); x = DrawUtils::DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmoType), r, g, b); } else { // SPR_Draw a bullets only line x = ScreenWidth - 4 * AmmoWidth - iIconWidth; x = DrawUtils::DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmoType), r, g, b); } // Draw the ammo Icon int iOffset = (m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top)/8; SPR_Set(m_pWeapon->hAmmo, r, g, b); SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo); } // Does weapon have seconday ammo? if (pw->iAmmo2Type > 0) { int iIconWidth = m_pWeapon->rcAmmo2.right - m_pWeapon->rcAmmo2.left; // Do we have secondary ammo? if ((pw->iAmmo2Type != 0) && (gWR.CountAmmo(pw->iAmmo2Type) > 0)) { y -= gHUD.m_iFontHeight + gHUD.m_iFontHeight/4; x = ScreenWidth - 4 * AmmoWidth - iIconWidth; x = DrawUtils::DrawHudNumber(x, y, iFlags|DHN_3DIGITS, gWR.CountAmmo(pw->iAmmo2Type), r, g, b); // Draw the ammo Icon SPR_Set(m_pWeapon->hAmmo2, r, g, b); int iOffset = (m_pWeapon->rcAmmo2.bottom - m_pWeapon->rcAmmo2.top)/8; SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo2); } } return 1; }