void Init()
	{
		for( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
		{
			ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
			g_pClientMode[ i ] = GetClientModeNormal();
		}
	}
void CSDKModeManager::Init()
{
	g_pClientMode = GetClientModeNormal();

	PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );

	HOOK_MESSAGE( FolderPanel );
}
void CSDKModeManager::Init()
{
	for( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
	{
		ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
		g_pClientMode[ i ] = GetClientModeNormal();
	}

	PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );
}
void CTFModeManager::Init()
{
	g_pClientMode = GetClientModeNormal();
	
	PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );

	// Load the objects.txt file.
	LoadObjectInfos( ::filesystem );

	GetClientVoiceMgr()->SetHeadLabelOffset( 40 );
}
示例#5
0
//-----------------------------------------------------------------------------
// Purpose: Attach the jetpack bar to the main panel
//-----------------------------------------------------------------------------
void CHudEMP::Init( void )
{
	if ( !m_pEMPIcon )
	{
		m_pEMPIcon = materials->FindMaterial( "Hud/emp/emp_damage", TEXTURE_GROUP_VGUI );
		assert( m_pEMPIcon );
		m_pEMPIcon->IncrementReferenceCount();

		m_pFrameVar = m_pEMPIcon->FindVar( "$frame", NULL, false );
		m_nNumFrames = m_pEMPIcon->GetNumAnimationFrames();
	}

	SetPos( HUDEMP_LEFT, HUDEMP_TOP );
	SetSize( HUDEMP_WIDTH, HUDEMP_HEIGHT );

	vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
	SetParent(pParent);
}
示例#6
0
	virtual void LevelShutdownPreEntity( void )
	{
		if ( voice_vox.GetBool() )
		{
			engine->ClientCmd_Unrestricted( "voicerecord_toggle off\n" );
		}
	}
};

static CVoxManager s_VoxManager;
// --------------------------------------------------------------------------------- //
#endif // VOICE_VOX_ENABLE

CON_COMMAND( hud_reloadscheme, "Reloads hud layout and animation scripts." )
{
	ClientModeShared *mode = ( ClientModeShared * )GetClientModeNormal();
	if ( !mode )
		return;

	mode->ReloadScheme();
}

#ifdef _DEBUG
CON_COMMAND_F( crash, "Crash the client. Optional parameter -- type of crash:\n 0: read from NULL\n 1: write to NULL\n 2: DmCrashDump() (xbox360 only)", FCVAR_CHEAT )
{
	int crashtype = 0;
	int dummy;
	if ( args.ArgC() > 1 )
	{
		 crashtype = Q_atoi( args[1] );
	}
ClientModeSDKNormal* GetClientModeSDKNormal()
{
	Assert( dynamic_cast< ClientModeSDKNormal* >( GetClientModeNormal() ) );

	return static_cast< ClientModeSDKNormal* >( GetClientModeNormal() );
}
void CDODModeManager::Init()
{
	g_pClientMode = GetClientModeNormal();
	
	PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );
}
void CHLModeManager::Init( void )
{
	g_pClientMode = GetClientModeNormal();
}
//-----------------------------------------------------------------------------
// 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;
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_WeaponMortar::HandleInput( void )
{
	// If it's being carried, ignore input
	if ( m_bCarried )
		return;
	// If the player's dead, ignore input
	C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
	if ( pPlayer == NULL )
		return;
	if ( pPlayer->GetHealth() < 1 )
		return;

	// Ignore input if it's reloading
	if ( m_bMortarReloading )
		return;

	// Secondary fire rotates the mortar
	if ( gHUD.m_iKeyBits & IN_ATTACK2 )
	{
		if ( pPlayer->HasPowerup(POWERUP_EMP) )
		{
			CLocalPlayerFilter filter;
			EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "WeaponMortar.EMPed" );
			return;
		}
		m_bRotating = true;

		gHUD.m_iKeyBits &= ~IN_ATTACK2;

		// Prevent firing while rotating
		m_pPowerBar->SetParent( (vgui::Panel *)NULL );
		return;
	}
	else
	{
		if ( m_bRotating )
		{
			// Bring up the firing bar again
			vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
			m_pPowerBar->SetParent(pParent);
			m_bRotating = false;
		}
	}

	// Primary fire launches mortars
	if (gHUD.m_iKeyBits & IN_ATTACK)
	{
		if ( pPlayer->HasPowerup(POWERUP_EMP) )
		{
			CLocalPlayerFilter filter;
			EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "WeaponMortar.EMPed" );
			return;
		}

		if ( m_flNextClick <= gpGlobals->curtime )
		{
			// Play click animation
			// SendWeaponAnim( ACT_SLAM_DETONATOR_DETONATE );

			// Switch states
			switch( m_iFiringState )
			{
			case MORTAR_IDLE:
				m_iFiringState = MORTAR_CHARGING_POWER;
				break;
			case MORTAR_CHARGING_POWER:
				m_pPowerBar->m_flFiringPower = m_pPowerBar->m_flPower;
				m_iFiringState = MORTAR_CHARGING_ACCURACY;
				break;
			case MORTAR_CHARGING_ACCURACY:
				m_pPowerBar->m_flFiringAccuracy = m_pPowerBar->m_flPower;
				m_iFiringState = MORTAR_IDLE;

				FireMortar();
				break;
			default:
				break;
			}

			input->ClearInputButton( IN_ATTACK );
			gHUD.m_iKeyBits &= ~IN_ATTACK;

			m_flNextClick = gpGlobals->curtime + 0.05;
		}
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_WeaponMortar::OnDataChanged( DataUpdateType_t updateType )
{
	BaseClass::OnDataChanged(updateType);

	// If the mortar's being carried by some other player, don't make a ground line
	if ( !IsCarriedByLocalPlayer() )
		return;

	// Draw power chart if the mortar is deployed
	if ( !m_bCarried && !m_bMortarReloading )
	{
		vgui::Panel *pParent = GetClientModeNormal()->GetViewport();
		int parentWidth, parentHeight;
		pParent->GetSize(parentWidth, parentHeight);

		int iWidth = 256;
		int iHeight = 40;
		int iX = (parentWidth - iWidth) / 2;
		int iY = (parentHeight - 200);

		// Only show the power bar if the mortar's the active weapon
		if ( IsActiveByLocalPlayer() )
		{
			m_pPowerBar->SetBounds( iX, iY, iWidth, iHeight );
			m_pPowerBar->SetParent(pParent);
		}
		else
		{
			m_pPowerBar->SetParent( (vgui::Panel *)NULL );
		}

		if ( !m_bRotating && m_flPrevMortarServerYaw != m_vecMortarAngles.y )
		{
			m_flMortarYaw = m_vecMortarAngles.y;
		}

		// Create the Ground lines
		if ( !m_pGroundLine )
		{
			m_pGroundLine = new CGroundLine();
			m_pGroundLine->Init( "player/support/mortarline" );
		}
		if ( !m_pDarkLine )
		{
			m_pDarkLine = new CGroundLine();
			m_pDarkLine->Init( "player/support/mortarline" );
		}
	}
	else
	{
		m_pPowerBar->SetParent( (vgui::Panel *)NULL );

		if ( m_pGroundLine )
		{
			delete m_pGroundLine;
			m_pGroundLine = NULL;
		}
		if ( m_pDarkLine )
		{
			delete m_pDarkLine;
			m_pDarkLine = NULL;
		}
	}
}