C_BaseEntity *CHUDBlockHealth::ProcessTarget( void )
{
	C_SDKPlayer *pPlayer = C_SDKPlayer::GetLocalSDKPlayer();

	if ( !pPlayer )
		return NULL;

	// Get our target's ent index
	int iEntIndex = pPlayer->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_iLastEntIndex = 0;
			m_bBlockInTarget = false;
		}
		else
		{
			// Keep re-using the old one
			iEntIndex = m_iLastEntIndex;
		}
	}
	else
	{
		m_flLastChangeTime = gpGlobals->curtime;
	}

	if ( iEntIndex )
	{
		// set up the vectors and traceline
		trace_t tr;
		Vector	vecStart, vecStop, vecDir;

		// get the angles
		AngleVectors( pPlayer->EyeAngles(), &vecDir );

		// get the vectors
		vecStart = pPlayer->EyePosition();
		vecStop = vecStart + vecDir * BLOCK_HINT_DISTANCE;

		// do the traceline
		UTIL_TraceLine( vecStart, vecStop, MASK_ALL, pPlayer, COLLISION_GROUP_NPC, &tr );

		C_BaseEntity *pEntity = tr.m_pEnt;

		// check to see if we found a block
		if ( !pEntity )
			return NULL;

		return pEntity;
	}

	return NULL;
}
// CODE DUPLICATION BELOW. FIXME!
C_BaseEntity *ProcessTarget()
{
	C_SDKPlayer *pPlayer = C_SDKPlayer::GetLocalSDKPlayer();

	if ( !pPlayer )
		return NULL;

	// Get our target's ent index
	int iEntIndex = pPlayer->GetIDTarget();

	// Didn't find one?
	if ( !iEntIndex )
	{
		return NULL;
	}

	if ( iEntIndex )
	{
		// set up the vectors and traceline
		trace_t tr;
		Vector	vecStart, vecStop, vecDir;

		// get the angles
		AngleVectors( pPlayer->EyeAngles( ), &vecDir );

		// get the vectors
		vecStart = pPlayer->EyePosition();
		vecStop = vecStart + vecDir * 1024;

		// do the traceline
		UTIL_TraceLine( vecStart, vecStop, MASK_ALL, pPlayer, COLLISION_GROUP_NPC, &tr );

		C_BaseEntity *pEntity = tr.m_pEnt;

		// check to see if we found a block
		if ( !pEntity )
			return NULL;

		return pEntity;
	}

	return NULL;
}
Пример #3
0
//-----------------------------------------------------------------------------
// Purpose: Draw function for the element
//-----------------------------------------------------------------------------
void CSDKTargetId::Paint()
{
#define MAX_ID_STRING 256
	wchar_t sIDString[ MAX_ID_STRING ];
	sIDString[0] = 0;

	C_SDKPlayer *pPlayer = C_SDKPlayer::GetLocalOrSpectatedPlayer();

	if ( !pPlayer )
		return;

	Color c;

	// Get our target's ent index
	int iEntIndex = pPlayer->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;
			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_BasePlayer *pPlayer = static_cast<C_BasePlayer*>(cl_entitylist->GetEnt( iEntIndex ));
		C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();

		const char *printFormatString = NULL;
		wchar_t wszPlayerName[ MAX_PLAYER_NAME_LENGTH ];
		wchar_t wszHealthText[ 10 ];
		bool bShowHealth = false;
		bool bShowPlayerName = false;

		// 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 ) )
		{
			c = GetColorForTargetTeam( pPlayer->GetTeamNumber() );

			bShowPlayerName = true;
			g_pVGuiLocalize->ConvertANSIToUnicode( pPlayer->GetPlayerName(),  wszPlayerName, sizeof(wszPlayerName) );
			
			if ( SDKGameRules()->IsTeamplay() == true && pPlayer->InSameTeam(pLocalPlayer) )
			{
				printFormatString = "#DA_Playerid_sameteam";
				bShowHealth = true;
			}
			else
			{
				printFormatString = "#DA_Playerid_diffteam";
			}
		

			if ( bShowHealth )
			{
				_snwprintf( wszHealthText, ARRAYSIZE(wszHealthText) - 1, L"%.0f%%",  ((float)pPlayer->GetHealth() / (float)pPlayer->GetMaxHealth() ) );
				wszHealthText[ ARRAYSIZE(wszHealthText)-1 ] = '\0';
			}
		}

		if ( printFormatString )
		{
			if ( bShowPlayerName && bShowHealth )
			{
				g_pVGuiLocalize->ConstructString( sIDString, sizeof(sIDString), g_pVGuiLocalize->Find(printFormatString), 2, wszPlayerName, wszHealthText );
			}
			else if ( bShowPlayerName )
			{
				g_pVGuiLocalize->ConstructString( sIDString, sizeof(sIDString), g_pVGuiLocalize->Find(printFormatString), 1, wszPlayerName );
			}
			else if ( bShowHealth )
			{
				g_pVGuiLocalize->ConstructString( sIDString, sizeof(sIDString), g_pVGuiLocalize->Find(printFormatString), 1, wszHealthText );
			}
			else
			{
				g_pVGuiLocalize->ConstructString( sIDString, sizeof(sIDString), g_pVGuiLocalize->Find(printFormatString), 0 );
			}
		}

		if ( sIDString[0] )
		{
			int wide, tall;
			int ypos = YRES(260);
			int xpos = XRES(10);

			vgui::surface()->GetTextSize( m_hFont, sIDString, wide, tall );

			if( hud_centerid.GetInt() == 0 )
			{
				ypos = YRES(420);
			}
			else
			{
				xpos = (ScreenWidth() - wide) / 2;
			}
			
			vgui::surface()->DrawSetTextFont( m_hFont );
			vgui::surface()->DrawSetTextPos( xpos, ypos );
			vgui::surface()->DrawSetTextColor( c );
			vgui::surface()->DrawPrintText( sIDString, wcslen(sIDString) );
		}
	}
}