void C_ASW_AOEGrenade_Projectile::UpdateParticleAttachments( CNewParticleEffect *pEffect, C_BaseEntity *pTarget ) { if ( GetArcAttachmentName() ) { bool bAttachWeapon = false; if ( ShouldAttachEffectToWeapon() ) { C_ASW_Marine *pMarine = C_ASW_Marine::AsMarine( pTarget ); if ( pMarine && pMarine->GetActiveASWWeapon() ) { C_ASW_Weapon *pWeapon = pMarine->GetActiveASWWeapon(); int iAttachment = pWeapon->LookupAttachment( "muzzle" ); if ( pWeapon->IsOffensiveWeapon() && iAttachment > 0 ) { bAttachWeapon = true; ParticleProp()->AddControlPoint( pEffect, 1, pWeapon, PATTACH_POINT_FOLLOW, "muzzle" ); } } } if ( !bAttachWeapon ) ParticleProp()->AddControlPoint( pEffect, 1, pTarget, PATTACH_POINT_FOLLOW, GetArcAttachmentName() ); } else { ParticleProp()->AddControlPoint( pEffect, 1, pTarget, PATTACH_ABSORIGIN_FOLLOW ); } }
void CASWHudCrosshair::DrawDirectionalCrosshair( int x, int y, int iSize ) { C_ASW_Player *local = C_ASW_Player::GetLocalASWPlayer(); if (!local) return; C_ASW_Marine *pMarine = local->GetMarine(); if (!pMarine) return; Vector MarinePos = pMarine->GetRenderOrigin(); Vector screenPos; debugoverlay->ScreenPosition( MarinePos + Vector( 0, 0, 45 ), screenPos ); int cx, cy, dx, dy; ASWInput()->ASW_GetWindowCenter(cx, cy); dx = x - cx; dy = y - cy; float flDistance = FastSqrt( dx * dx + dy * dy ); //CASWScriptCreatedItem *pItem = static_cast<CASWScriptCreatedItem*>( pMarine->GetActiveASWWeapon()->GetAttributeContainer()->GetItem() ); //if ( !m_bIsCastingSuitAbility )//pItem && pItem->IsMeleeWeapon() && //{ // here is where we do the crosshair scaling int iMax = YRES(54); int iMin = YRES(16); // clamp the min and max distance the cursor is from the marine on screen float flSizeDist = clamp( flDistance, iMin, iMax ); // this is the full percentage to scale by float flTemp = (flSizeDist - iMin) / ( iMax - iMin ); float flMinTexScale = 0.8; float flMaxTexScale = 1.0; // this is the final percentage to scale by based on the clamping we want for the min and max texture scaling float flAdjust = flTemp * (flMaxTexScale - flMinTexScale) + flMinTexScale; iSize *= flAdjust; m_pAmmoProgress->SetScale( flAdjust ); //} iSize *= 2; int iXHairHalfSize = iSize / 2; // draw a red pointing, potentially blinking, arrow //Vector vecFacing(screenPos.x - (ScreenWidth() * 0.5f), screenPos.y - (ScreenHeight() * 0.5f), 0); //float fFacingYaw = -UTIL_VecToYaw(vecFacing); Vector2D vXHairCenter( x , y ); Vector vecCornerTL(-iXHairHalfSize, -iXHairHalfSize, 0); Vector vecCornerTR(iXHairHalfSize, -iXHairHalfSize, 0); Vector vecCornerBR(iXHairHalfSize, iXHairHalfSize, 0); Vector vecCornerBL(-iXHairHalfSize, iXHairHalfSize, 0); Vector vecCornerTL_rotated, vecCornerTR_rotated, vecCornerBL_rotated, vecCornerBR_rotated; int current_posx = 0; int current_posy = 0; ASWInput()->GetSimulatedFullscreenMousePos( ¤t_posx, ¤t_posy ); Vector vecFacing( 0, 0, 0 ); vecFacing.x = screenPos.x - current_posx; vecFacing.y = screenPos.y - current_posy; float fFacingYaw = -UTIL_VecToYaw( vecFacing ); /* if ( ASWInput()->ControllerModeActive() ) { int current_posx = 0; int current_posy = 0; ASWInput()->GetSimulatedFullscreenMousePos( ¤t_posx, ¤t_posy ); vecFacing.x = screenPos.x - current_posx; vecFacing.y = screenPos.y - current_posy; fFacingYaw = -UTIL_VecToYaw( vecFacing ); } */ // rotate it by our facing yaw QAngle angFacing(0, -fFacingYaw + 90.0, 0); VectorRotate(vecCornerTL, angFacing, vecCornerTL_rotated); VectorRotate(vecCornerTR, angFacing, vecCornerTR_rotated); VectorRotate(vecCornerBR, angFacing, vecCornerBR_rotated); VectorRotate(vecCornerBL, angFacing, vecCornerBL_rotated); // float flAlpha = 245; // fade the crosshair out when it is very close to the marine float flAdjust2 = flDistance / YRES(28); flAdjust2 = clamp( flAdjust2, 0.1f, 1.0f ); bool bShotWarn = false; Color colorCross = Color(255,255,255,flAlpha*flAdjust2); C_ASW_Weapon* pWeapon = pMarine->GetActiveASWWeapon(); if ( pWeapon && pWeapon->IsOffensiveWeapon() ) { C_BaseEntity *pEnt = pWeapon->GetLaserTargetEntity(); if ( pEnt && pEnt->Classify() == CLASS_ASW_MARINE ) { bShotWarn = true; colorCross = Color(255,0,0,flAlpha*flAdjust2); } } surface()->DrawSetColor( colorCross ); if ( !asw_crosshair_use_perspective.GetBool() ) { surface()->DrawSetTexture( m_nDirectCrosshairTexture2 ); } else { if ( bShotWarn ) surface()->DrawSetTexture( m_nDirectCrosshairTextureX ); else surface()->DrawSetTexture( m_nDirectCrosshairTexture ); } Vertex_t points[4] = { Vertex_t( Vector2D(vXHairCenter.x + vecCornerTL_rotated.x, vXHairCenter.y + vecCornerTL_rotated.y), Vector2D(0,0) ), Vertex_t( Vector2D(vXHairCenter.x + vecCornerTR_rotated.x, vXHairCenter.y + vecCornerTR_rotated.y), Vector2D(1,0) ), Vertex_t( Vector2D(vXHairCenter.x + vecCornerBR_rotated.x, vXHairCenter.y + vecCornerBR_rotated.y), Vector2D(1,1) ), Vertex_t( Vector2D(vXHairCenter.x + vecCornerBL_rotated.x, vXHairCenter.y + vecCornerBL_rotated.y), Vector2D(0,1) ) }; surface()->DrawTexturedPolygon( 4, points ); // draw the center if ( !asw_crosshair_use_perspective.GetBool() ) { surface()->DrawSetColor( colorCross ); surface()->DrawSetTexture( m_nCrosshairTexture ); surface()->DrawTexturedRect(vXHairCenter.x - iXHairHalfSize, vXHairCenter.y - iXHairHalfSize, vXHairCenter.x + iXHairHalfSize, vXHairCenter.y + iXHairHalfSize); } }
bool CScriptedIconLesson::Mod_ProcessElementAction( int iAction, bool bNot, const char *pchVarName, EHANDLE &hVar, const CGameInstructorSymbol *pchParamName, float fParam, C_BaseEntity *pParam, const char *pchParam, bool &bModHandled ) { // Assume we're going to handle the action bModHandled = true; C_BaseEntity *pVar = hVar.Get(); switch ( iAction ) { case LESSON_ACTION_IS_ALLOWED_ITEM: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bIsAllowed = false; C_ASW_Pickup *pPickup = dynamic_cast< C_ASW_Pickup * >( pParam ); if ( !pPickup ) { C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon * >( pParam ); if ( !pWeapon ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tParam handle as ASW_Weapon and ASW_Pickup returned NULL!\n" ); } return false; } else { bIsAllowed = pWeapon->AllowedToPickup( pMarine ); } } else { bIsAllowed = pPickup->AllowedToPickup( pMarine ); } if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsAllowed ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bIsAllowed ) : ( bIsAllowed ); } case LESSON_ACTION_ITEM_WILL_SWAP: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WillSwap( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bWillSwap = false; C_ASW_Pickup_Weapon *pPickup = dynamic_cast< C_ASW_Pickup_Weapon * >( pParam ); if ( !pPickup ) { C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon * >( pParam ); if ( !pWeapon ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WillSwap( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tParam handle as ASW_Weapon and ASW_Pickup returned NULL!\n" ); } return false; } else { int nSlot = pMarine->GetWeaponPositionForPickup( pWeapon->GetClassname() ); bWillSwap = ( pMarine->GetASWWeapon( nSlot ) != NULL ); } } else { int nSlot = pMarine->GetWeaponPositionForPickup( pPickup->GetWeaponClass() ); bWillSwap = ( pMarine->GetASWWeapon( nSlot ) != NULL ); } if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WillSwap( [%s] )", pchParamName->String(), pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bWillSwap ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bWillSwap ) : ( bWillSwap ); } case LESSON_ACTION_CAN_HACK: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->CanHack()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bCanHack = pMarine->GetMarineProfile()->CanHack(); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->AllowedToPickup()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bCanHack ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bCanHack ) : ( bCanHack ); } case LESSON_ACTION_CAN_OFFHAND: { C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon* >( pVar ); if ( !pWeapon ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->CanOffhand()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Weapon returned NULL!\n" ); } return false; } bool bCanOffhand = pWeapon->GetWeaponInfo()->m_bOffhandActivate; if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->CanOffhand()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bCanOffhand ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bCanOffhand ) : ( bCanOffhand ); } case LESSON_ACTION_HAS_SECONDARY: { C_ASW_Weapon *pWeapon = dynamic_cast< C_ASW_Weapon* >( pVar ); if ( !pWeapon ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSecondary()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Weapon returned NULL!\n" ); } return false; } bool bHasSecondary = pWeapon->UsesSecondaryAmmo(); if ( bHasSecondary ) { bHasSecondary = !( ( pWeapon->UsesClipsForAmmo2() && pWeapon->m_iClip2 <= 0 ) || ( !pWeapon->UsesClipsForAmmo2() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iSecondaryAmmoType ) <= 0 ) ); } if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSecondary()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bHasSecondary ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bHasSecondary ) : ( bHasSecondary ); } case LESSON_ACTION_HAS_SECONDARY_EXPLOSIVES: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasAnySecondary()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bHasAnySecondary = false; for ( int i = 0; i < ASW_MAX_EQUIP_SLOTS; ++i ) { C_ASW_Weapon *pWeapon = static_cast< C_ASW_Weapon* >( pMarine->GetWeapon( i ) ); if ( pWeapon && pWeapon->HasSecondaryExplosive() ) { if ( !( ( pWeapon->UsesClipsForAmmo2() && pWeapon->m_iClip2 <= 0 ) || ( !pWeapon->UsesClipsForAmmo2() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iSecondaryAmmoType ) <= 0 ) ) ) { bHasAnySecondary = true; break; } } } if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasAnySecondary()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bHasAnySecondary ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bHasAnySecondary ) : ( bHasAnySecondary ); } case LESSON_ACTION_GET_MARINE: { int iTemp = static_cast<int>( fParam ); if ( iTemp <= 0 || iTemp > 2 ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[entityINVALID] = [%s]->GetMarine()\n", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tParam selecting string is out of range!\n" ); } return false; } CHandle<C_BaseEntity> *pHandle; char const *pchParamNameTemp = NULL; if ( iTemp == 2 ) { pHandle = &m_hEntity2; pchParamNameTemp = "entity2"; } else { pHandle = &m_hEntity1; pchParamNameTemp = "entity1"; } C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( !pPlayer ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s] = [%s]->GetMarine()", pchParamNameTemp, pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "...\n" ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Player returned NULL!\n" ); } return false; } C_ASW_Marine *pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); pHandle->Set( pMarine ); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s] = [%s]->GetMarine()\n", pchParamNameTemp, pchVarName ); } return true; } case LESSON_ACTION_IS_BOT: { C_ASW_Marine *pMarine = dynamic_cast< C_ASW_Marine* >( pVar ); if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t![%s]->IsInhabited()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bIsBot = !pMarine->IsInhabited(); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t![%s]->IsInhabited()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsBot ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bIsBot ) : ( bIsBot ); } case LESSON_ACTION_WEAPON_HAS_SPARE: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSpareWeapon()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } int nOffensiveWeaponCount = 0; for ( int i = 0; i < ASW_MAX_EQUIP_SLOTS; ++i ) { C_ASW_Weapon *pWeapon = static_cast< C_ASW_Weapon* >( pMarine->GetWeapon( i ) ); if ( pWeapon && pWeapon->IsOffensiveWeapon() ) { if ( !( ( pWeapon->UsesClipsForAmmo1() && pWeapon->m_iClip1 <= 0 ) || ( !pWeapon->UsesClipsForAmmo1() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) <= 0 ) ) ) { nOffensiveWeaponCount++; } } } bool bHasSpare = ( nOffensiveWeaponCount > 1 ); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->HasSpareWeapon()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bHasSpare ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bHasSpare ) : ( bHasSpare ); } case LESSON_ACTION_WEAPON_IS_OFFENSIVE: { C_ASW_Marine *pMarine = NULL; C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( pPlayer ) { pMarine = dynamic_cast< C_ASW_Marine* >( pPlayer->GetMarine() ); } if ( !pMarine ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WeaponIsOffensive()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Marine returned NULL!\n" ); } return false; } bool bIsOffensive = false; C_ASW_Weapon *pWeapon = pMarine->GetActiveASWWeapon(); if ( pWeapon && pWeapon->IsOffensiveWeapon() ) { if ( !( ( pWeapon->UsesClipsForAmmo1() && pWeapon->m_iClip1 <= 0 ) || ( !pWeapon->UsesClipsForAmmo1() && pWeapon->GetOwner() && pWeapon->GetOwner()->GetAmmoCount( pWeapon->m_iPrimaryAmmoType ) <= 0 ) ) ) { bIsOffensive = true; } } if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WeaponIsOffensive()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsOffensive ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bIsOffensive ) : ( bIsOffensive ); } case LESSON_ACTION_WEAPON_LOCAL_HOTBAR_SLOT: { CASW_Hud_Master *pHUDMaster = GET_HUDELEMENT( CASW_Hud_Master ); if ( pHUDMaster ) { m_fOutput = pHUDMaster->GetHotBarSlot( pchParam ); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tm_fOutput = GET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->GetHotBarSlot( [%s] ", pchParamName->String() ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "\"%s\"", pchParam ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ")\n" ); } } return true; } case LESSON_ACTION_OWNS_HOTBAR_SLOT: { int iTemp = static_cast<int>( fParam ); C_ASW_Player *pPlayer = dynamic_cast< C_ASW_Player* >( pVar ); if ( !pPlayer ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tGET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->OwnsHotBarSlot( [%s] ", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "..." ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ", [%s] ", pchParamName->String() ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "\"%i\" ", iTemp ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ") " ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Player returned NULL!\n" ); } return false; } bool bOwnsHotBarSlot = false; CASW_Hud_Master *pHUDMaster = GET_HUDELEMENT( CASW_Hud_Master ); if ( pHUDMaster ) { bOwnsHotBarSlot = pHUDMaster->OwnsHotBarSlot( pPlayer, iTemp ); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tGET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->OwnsHotBarSlot( [%s], [%s] ", pchVarName, pchParamName->String() ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "\"%i\" ", iTemp ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ") " ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bOwnsHotBarSlot ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } } return ( bNot ) ? ( !bOwnsHotBarSlot ) : ( bOwnsHotBarSlot ); } case LESSON_ACTION_SENTRY_WANTS_DISMANTLE: { C_ASW_Sentry_Base *pSentry = dynamic_cast< C_ASW_Sentry_Base* >( pVar ); if ( !pSentry ) { if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WantsDismantle()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "... " ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); ConColorMsg( CBaseLesson::m_rgbaVerboseClose, "\tVar handle as ASW_Sentry_Base returned NULL!\n" ); } return false; } bool bWantsDismantle = pSentry->WantsDismantle(); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\t[%s]->WantsDismantle()", pchVarName ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bWantsDismantle ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bWantsDismantle ) : ( bWantsDismantle ); } case LESSON_ACTION_IS_TUTORIAL: { bool bIsTutorial = ASWGameRules()->IsTutorialMap(); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tASWGameRules()->IsTutorialMap()" ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsTutorial ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bIsTutorial ) : ( bIsTutorial ); } case LESSON_ACTION_IS_SINGLEPLAYER: { bool bIsSingleplayer = ASWGameRules()->IsOfflineGame(); if ( gameinstructor_verbose.GetInt() > 0 && ShouldShowSpew() ) { ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, "\tASWGameRules()->IsOfflineGame()" ); ConColorMsg( CBaseLesson::m_rgbaVerboseName, "%s ", ( bIsSingleplayer ? "true" : "false" ) ); ConColorMsg( CBaseLesson::m_rgbaVerbosePlain, ( bNot ) ? ( "== false\n" ) : ( "== true\n" ) ); } return ( bNot ) ? ( !bIsSingleplayer ) : ( bIsSingleplayer ); } default: // Didn't handle this action bModHandled = false; break; } return false; }
void CASWHudCrosshair::PaintReloadProgressBar( void ) { if ( !engine->IsActiveApp() ) { m_pAmmoProgress->SetVisible( false ); m_pFastReloadBar->SetVisible( false ); return; } C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer(); if ( !pPlayer ) return; C_ASW_Marine* pMarine = pPlayer->GetMarine(); if ( !pMarine ) return; C_ASW_Weapon* pWeapon = pMarine->GetActiveASWWeapon(); if ( !pWeapon || !asw_crosshair_use_perspective.GetBool() ) { m_pAmmoProgress->SetVisible( false ); m_pFastReloadBar->SetVisible( false ); return; } int x, y; GetCurrentPos( x, y ); int nCrosshair = GetCurrentCrosshair( x, y ); if ( pWeapon && pWeapon->IsReloading() ) { m_bIsReloading = true; float flProgress = 0.0; float fStart = pWeapon->m_fReloadStart; float fNext = pWeapon->m_flNextPrimaryAttack; float fTotalTime = fNext - fStart; if (fTotalTime <= 0) fTotalTime = 0.1f; // if we're in single player, the progress code in the weapon doesn't run on the client because we aren't predicting if ( !cl_predict->GetInt() ) flProgress = RescaleProgessForArt( (gpGlobals->curtime - fStart) / fTotalTime ); else flProgress = RescaleProgessForArt( pWeapon->m_fReloadProgress ); if ((int(gpGlobals->curtime*10) % 2) == 0) m_pAmmoProgress->SetFgColor( Color( 215, 205, 80, 255) ); else m_pAmmoProgress->SetFgColor( Color( 175, 80, 80, 255) ); if ( asw_fast_reload_enabled.GetBool() ) { m_pFastReloadBar->SetFgColor( Color( 235, 235, 235, 100) ); m_pFastReloadBar->SetBgColor( Color( 0, 0, 0, 0 ) ); // fractions of ammo wide for fast reload start/end float fFastStart = RescaleProgessForArt( (pWeapon->m_fFastReloadStart - fStart) / fTotalTime ); float fFastEnd = RescaleProgessForArt( (pWeapon->m_fFastReloadEnd - fStart) / fTotalTime ); m_pFastReloadBar->SetStartProgress( fFastStart ); m_pFastReloadBar->SetProgress( fFastEnd ); m_pFastReloadBar->SetVisible( true ); } m_pAmmoProgress->SetProgress( flProgress ); m_pAmmoProgress->SetAlpha( 255 ); m_pAmmoProgress->SetBgColor( Color( 100, 100, 100, 160*m_pAmmoProgress->GetScale() ) ); m_pAmmoProgress->SetVisible( true ); } /*else if ( m_bIsReloading ) { m_bIsReloading = false; m_pAmmoProgress->SetFgColor( Color( 200, 200, 200, 255 ) ); m_pAmmoProgress->SetProgress( 1.0 ); vgui::GetAnimationController()->RunAnimationCommand( m_pAmmoProgress, "alpha", 0, 0, 0.5f, vgui::AnimationController::INTERPOLATOR_ACCEL ); } */ else { float flScale = m_pAmmoProgress->GetScale(); m_bIsReloading = false; m_pAmmoProgress->SetFgColor( Color( 220, 220, 220, 140*flScale ) ); m_pFastReloadBar->SetVisible( false ); int nClip1 = pWeapon->Clip1(); if ( nClip1 < 0 ) { m_pAmmoProgress->SetVisible( false ); return; } float flProgress = RescaleProgessForArt( float(nClip1) / float(pWeapon->GetMaxClip1()) ); m_pAmmoProgress->SetProgress( flProgress ); if ( flProgress < 0.25 && (int(gpGlobals->curtime*10) % 2) == 0 ) { m_pAmmoProgress->SetBgColor( Color( 130, 90, 50, 160*flScale ) ); } else { m_pAmmoProgress->SetBgColor( Color( 80, 80, 80, 130*flScale ) ); } m_pAmmoProgress->SetVisible( !pPlayer->IsSniperScopeActive() && nCrosshair == m_nCrosshairTexture ); } };