//----------------------------------------------------------------------------- // Purpose: Draw targeting reticle //----------------------------------------------------------------------------- void C_WeaponCombat_ChargeablePlasma::DrawCrosshair( void ) { BaseClass::DrawCrosshair(); // Find enemy players in front of me C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; trace_t tr; Vector vecStart, vecEnd; VectorMA( CurrentViewOrigin(), 1500, CurrentViewForward(), vecEnd ); VectorMA( CurrentViewOrigin(), 48, CurrentViewForward(), vecStart ); UTIL_TraceLine( vecStart, vecEnd, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr ); if ( tr.DidHitNonWorldEntity() ) { C_BaseEntity *pEntity = tr.m_pEnt; if ( pEntity && pEntity->IsPlayer() && !pPlayer->InSameTeam( pEntity ) ) { // Draw a reticle vgui::Color clr = gHUD.m_clrYellowish; clr[3] = 128; // Calculate circle size int iRatio = 30; // Draw the circle int iDegrees = 0; Vector vecPoint, vecLastPoint(0,0,0); vecPoint.z = 0.0f; for ( int i = 0; i < 360; i++ ) { float flRadians = DEG2RAD( iDegrees ); iDegrees += (360 / 360); float ca = cos( flRadians ); float sa = sin( flRadians ); // Rotate it around the circle vecPoint.x = (int)((ScreenWidth() / 2) + (iRatio * sa)); vecPoint.y = (int)((ScreenHeight() / 2) - (iRatio * ca)); // Draw the point, if it's not on the previous point, to avoid smaller circles being brighter if ( vecLastPoint != vecPoint ) { vgui::surface()->DrawSetColor( clr ); vgui::surface()->DrawFilledRect( vecPoint.x, vecPoint.y, vecPoint.x + 1, vecPoint.y + 1 ); } vecLastPoint = vecPoint; } } } }
//----------------------------------------------------------------------------- // Purpose: Draw function for the element //----------------------------------------------------------------------------- void CTargetID::Paint() { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; // No id if still choosing class if ( C_BaseTFPlayer::GetLocalPlayer()->GetClass() == TFCLASS_UNDECIDED ) return; // Get our target's ent index int iEntIndex = C_BaseTFPlayer::GetLocalPlayer()->GetIDTarget(); // Didn't find one? if ( !iEntIndex ) { // Check to see if we should clear our ID if ( m_flLastChangeTime && (gpGlobals->curtime > (m_flLastChangeTime + 0.5)) ) { m_flLastChangeTime = 0; m_sIDString[0] = 0; m_iLastEntIndex = 0; } else { // Keep re-using the old one iEntIndex = m_iLastEntIndex; } } else { m_flLastChangeTime = gpGlobals->curtime; } // Is this an entindex sent by the server? if ( iEntIndex ) { C_BaseTFPlayer *pPlayer = static_cast<C_BaseTFPlayer*>(cl_entitylist->GetEnt( iEntIndex )); C_BaseTFPlayer *pLocalPlayer = C_BaseTFPlayer::GetLocalPlayer(); // Some entities we always want to check, cause the text may change // even while we're looking at it // Is it a player? if ( IsPlayerIndex( iEntIndex ) ) { if ( pPlayer->InSameTeam(pLocalPlayer) ) { // Check distance to other player, and if the player is on the same team float flDistSq = pPlayer->GetRenderOrigin().DistToSqr( pLocalPlayer->GetRenderOrigin() ); if ( flDistSq < PLAYER_HINT_DISTANCE_SQ ) { Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nHealth: %.0f percent\nUse to donate resources", pPlayer->GetPlayerName(), ((float)pPlayer->GetHealth() / (float)pPlayer->GetMaxHealth() ) * 100 ); } else { Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nHealth: %.0f percent", pPlayer->GetPlayerName(), ((float)pPlayer->GetHealth() / (float)pPlayer->GetMaxHealth() ) * 100 ); } } else if (( pPlayer->GetHealth() == 0) && (pLocalPlayer->GetClass() == TFCLASS_INFILTRATOR) ) { Q_snprintf( m_sIDString, sizeof(m_sIDString), "%s\nUse to disguise as this player", pPlayer->GetPlayerName() ); } else { m_sIDString[0] = 0; m_iLastEntIndex = 0; } } else { // Objects C_BaseEntity *pEnt = cl_entitylist->GetEnt( iEntIndex ); if ( !pEnt || !pEnt->InSameTeam(pLocalPlayer) ) { // This can happen because the object was destroyed m_sIDString[0] = 0; m_iLastEntIndex = 0; } else { // Don't check validity if it's sent by the server Q_strncpy( m_sIDString, pEnt->GetIDString(), sizeof(m_sIDString) ); m_iLastEntIndex = iEntIndex; } } } // Draw our ID string if ( m_sIDString[0] ) { int width, height; int ypos = YRES(300); // Messagechars can't handle multiple line strings, so parse out the \n's and give it one line at a time char *ch = m_sIDString; while ( *ch ) { // Find the next newline char *next_line; for ( next_line = ch; *next_line != '\n' && *next_line != 0; next_line++ ) { } // Stomp the newline char *top = next_line; if ( *top == '\n' ) { *top = 0; } else { top = NULL; } // Draw the line messagechars->GetStringLength( m_hFont, &width, &height, ch ); messagechars->DrawString( m_hFont, (ScreenWidth() - width) / 2, ypos, 255, 255, 245, 255, ch, IMessageChars::MESSAGESTRINGID_NONE ); ypos += height; // Restore the newline if ( top ) { *top = '\n'; } // Move to the next line ch = next_line; if ( *ch == '\n' ) { ch++; } } } }