示例#1
0
bool CSpectatorTargetID::ShouldDraw( void )
{
	C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pLocalTFPlayer )
		return false;

	if ( pLocalTFPlayer->GetObserverMode() <= OBS_MODE_NONE ||
		 pLocalTFPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
		return false;

	return BaseClass::ShouldDraw();
}
示例#2
0
//-----------------------------------------------------------------------------
// Purpose: Don't render the weapon if its supposed to be lowered and we have
// finished the lowering animation
//-----------------------------------------------------------------------------
int CTFViewModel::DrawModel( int flags )
{
    // Check for lowering the weapon
    C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();

    Assert( pPlayer );

    bool bLowered = pPlayer->IsWeaponLowered();

    if ( bLowered && fabs( m_vLoweredWeaponOffset.x - cl_gunlowerangle.GetFloat() ) < 0.1 )
    {
        // fully lowered, stop drawing
        return 1;
    }

    C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
    if ( pLocalPlayer && pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE &&
            pLocalPlayer->GetObserverTarget() && pLocalPlayer->GetObserverTarget()->IsPlayer() )
    {
        pPlayer = ToTFPlayer( pLocalPlayer->GetObserverTarget() );

        if ( pPlayer != GetOwner() )
            return 0;
    }

    if ( pPlayer->IsAlive() == false )
    {
        return 0;
    }

    return BaseClass::DrawModel( flags );
}
示例#3
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFSpectatorGUI::UpdateReinforcements( void )
{
	if( !m_pReinforcementsLabel )
		return;

	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pPlayer || pPlayer->IsHLTV() ||
		(pPlayer->GetTeamNumber() != TF_TEAM_RED && pPlayer->GetTeamNumber() != TF_TEAM_BLUE && pPlayer->GetTeamNumber() != TF_TEAM_GREEN && pPlayer->GetTeamNumber() != TF_TEAM_YELLOW) ||
		( pPlayer->m_Shared.GetState() != TF_STATE_OBSERVER ) && ( pPlayer->m_Shared.GetState() != TF_STATE_DYING ) ||
		( pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM ) )
	{
		m_pReinforcementsLabel->SetVisible( false );
		return;
	}

	wchar_t wLabel[128];
	
	if ( TFGameRules()->InStalemate() )
	{
		g_pVGuiLocalize->ConstructString( wLabel, sizeof( wLabel ), g_pVGuiLocalize->Find( "#game_respawntime_stalemate" ), 0 );
	}
	else if ( TFGameRules()->State_Get() == GR_STATE_TEAM_WIN )
	{
		// a team has won the round
		g_pVGuiLocalize->ConstructString( wLabel, sizeof( wLabel ), g_pVGuiLocalize->Find( "#game_respawntime_next_round" ), 0 );
	}
	else
	{
		float flNextRespawn = TFGameRules()->GetNextRespawnWave( pPlayer->GetTeamNumber(), pPlayer );
		if ( !flNextRespawn )
		{
			m_pReinforcementsLabel->SetVisible( false );
			return;
		}

		int iRespawnWait = (flNextRespawn - gpGlobals->curtime);
		if ( iRespawnWait <= 0 )
		{
			g_pVGuiLocalize->ConstructString( wLabel, sizeof( wLabel ), g_pVGuiLocalize->Find("#game_respawntime_now" ), 0 );
		}
		else if ( iRespawnWait <= 1.0 )
		{
			g_pVGuiLocalize->ConstructString( wLabel, sizeof( wLabel ), g_pVGuiLocalize->Find("#game_respawntime_in_sec" ), 0 );
		}
		else
		{
			char szSecs[6];
			Q_snprintf( szSecs, sizeof(szSecs), "%d", iRespawnWait );
			wchar_t wSecs[4];
			g_pVGuiLocalize->ConvertANSIToUnicode(szSecs, wSecs, sizeof(wSecs));
			g_pVGuiLocalize->ConstructString( wLabel, sizeof( wLabel ), g_pVGuiLocalize->Find("#game_respawntime_in_secs" ), 1, wSecs );
		}
	}

	m_pReinforcementsLabel->SetVisible( true );
	m_pReinforcementsLabel->SetText( wLabel, true );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CHudBuildingStatusContainer::ShouldDraw( void )
{
	// Don't draw in freezecam
	C_TFPlayer *pPlayer = CTFPlayer::GetLocalTFPlayer();
	if ( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
		return false;

	return CHudElement::ShouldDraw();
}
示例#5
0
bool CMainTargetID::ShouldDraw( void )
{
	C_TFPlayer *pLocalTFPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( !pLocalTFPlayer )
		return false;

	if ( pLocalTFPlayer->GetObserverMode() > OBS_MODE_NONE )
		return false;

	return BaseClass::ShouldDraw();
}
bool CHudSmokeBomb::ShouldDraw()
{
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();

	// if we are spectating another player first person, check this player
	if ( pPlayer && ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
	{
		pPlayer = ToTFPlayer( pPlayer->GetObserverTarget() );
	}

	return ( pPlayer && pPlayer->IsAlive() && pPlayer->m_Shared.InCond( TF_COND_SMOKE_BOMB ) );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CHudBuildingStatusContainer_Engineer::ShouldDraw( void )
{
	// Don't draw in freezecam
	C_TFPlayer *pPlayer = CTFPlayer::GetLocalTFPlayer();
	if ( !pPlayer || !pPlayer->IsPlayerClass( TF_CLASS_ENGINEER ) || pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM )
	{
		return false;
	}

	if ( pPlayer->GetTeamNumber() <= TEAM_SPECTATOR )
	{
		return false;
	}

	return CHudElement::ShouldDraw();
}
示例#8
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFHudFlagObjectives::OnTick()
{
	// iterate through the flags to set their position in our HUD
	for ( int i = 0; i < g_Flags.Count(); i++ )
	{
		CCaptureFlag *pFlag = dynamic_cast< CCaptureFlag* >( ClientEntityList().GetEnt( g_Flags[i] ) );

		if ( pFlag )
		{
			if (!pFlag->IsDisabled())
			{
				if (m_pRedFlag && pFlag->GetTeamNumber() == TF_TEAM_RED)
				{
					m_pRedFlag->SetEntity(pFlag);
				}
				else if (m_pBlueFlag && pFlag->GetTeamNumber() == TF_TEAM_BLUE)
				{
					m_pBlueFlag->SetEntity(pFlag);
				}
				else if (m_pGreenFlag && pFlag->GetTeamNumber() == TF_TEAM_GREEN)
				{
					m_pGreenFlag->SetEntity(pFlag);
				}
				else if (m_pYellowFlag && pFlag->GetTeamNumber() == TF_TEAM_YELLOW)
				{
					m_pYellowFlag->SetEntity(pFlag);
				}
			}
		}
		else
		{
			// this isn't a valid index for a flag
			g_Flags.Remove( i );
		}
	}

	// are we playing captures for rounds?
	if ( tf_flag_caps_per_round.GetInt() > 0 )
	{
		C_TFTeam *pTeam = GetGlobalTFTeam( TF_TEAM_BLUE );
		if ( pTeam )
		{
			SetDialogVariable( "bluescore", pTeam->GetFlagCaptures() );
		}

		pTeam = GetGlobalTFTeam( TF_TEAM_RED );
		if ( pTeam )
		{
			SetDialogVariable( "redscore", pTeam->GetFlagCaptures() );
		}

		SetPlayingToLabelVisible( true );
		SetDialogVariable( "rounds", tf_flag_caps_per_round.GetInt() );
	}
	else // we're just playing straight score
	{
		C_TFTeam *pTeam = GetGlobalTFTeam( TF_TEAM_BLUE );
		if ( pTeam )
		{
			SetDialogVariable( "bluescore", pTeam->Get_Score() );
		}

		pTeam = GetGlobalTFTeam( TF_TEAM_RED );
		if ( pTeam )
		{
			SetDialogVariable( "redscore", pTeam->Get_Score() );
		}

		SetPlayingToLabelVisible( false );
	}

	// check the local player to see if they're spectating, OBS_MODE_IN_EYE, and the target entity is carrying the flag
	bool bSpecCarriedImage = false;
	C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
	if ( pPlayer && ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
	{
		// does our target have the flag?
		C_BaseEntity *pEnt = pPlayer->GetObserverTarget();
		if ( pEnt && pEnt->IsPlayer() )
		{
			C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pEnt );
			if ( pTarget->HasTheFlag() )
			{
				bSpecCarriedImage = true;

				CCaptureFlag *pPlayerFlag = dynamic_cast<CCaptureFlag*>(pTarget->GetItem());

				if (m_pSpecCarriedImage)
				{
					switch (pPlayerFlag->GetTeamNumber())
					{
						case TF_TEAM_RED:
							m_pSpecCarriedImage->SetImage(("%s_red", STRING(pPlayerFlag->m_szHudIcon)));
							break;
						case TF_TEAM_BLUE:
							m_pSpecCarriedImage->SetImage(("%s_blue", STRING(pPlayerFlag->m_szHudIcon)));
							break;
						case TF_TEAM_GREEN:
							m_pSpecCarriedImage->SetImage(("%s_green", STRING(pPlayerFlag->m_szHudIcon)));
							break;
						case TF_TEAM_YELLOW:
							m_pSpecCarriedImage->SetImage(("%s_yellow", STRING(pPlayerFlag->m_szHudIcon)));
							break;
					}
				}
			}
		}
	}

	if ( bSpecCarriedImage )
	{
		if ( m_pSpecCarriedImage && !m_pSpecCarriedImage->IsVisible() )
		{
			m_pSpecCarriedImage->SetVisible( true );
		}
	}
	else
	{
		if ( m_pSpecCarriedImage && m_pSpecCarriedImage->IsVisible() )
		{
			m_pSpecCarriedImage->SetVisible( false );
		}
	}
}
示例#9
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFArrowPanel::Paint()
{
	if ( !m_hEntity.Get() )
		return;

	C_BaseEntity *pEnt = m_hEntity.Get();
	IMaterial *pMaterial = m_NeutralMaterial;

	C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();

	// figure out what material we need to use
	if ( pEnt->GetTeamNumber() == TF_TEAM_RED )
	{
		pMaterial = m_RedMaterial;

		if ( pLocalPlayer && ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if ( pTargetEnt && pTargetEnt->IsPlayer() )
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pTargetEnt );
				if ( pTarget->HasTheFlag() && ( pTarget->GetItem() == pEnt ) )
				{
					pMaterial = m_RedMaterialNoArrow;
				}
			}
		}
	}
	else if ( pEnt->GetTeamNumber() == TF_TEAM_BLUE )
	{
		pMaterial = m_BlueMaterial;

		if ( pLocalPlayer && ( pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if ( pTargetEnt && pTargetEnt->IsPlayer() )
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >( pTargetEnt );
				if ( pTarget->HasTheFlag() && ( pTarget->GetItem() == pEnt ) )
				{
					pMaterial = m_BlueMaterialNoArrow;
				}
			}
		}
	}
	else if (pEnt->GetTeamNumber() == TF_TEAM_GREEN)
	{
		pMaterial = m_GreenMaterial;

		if (pLocalPlayer && (pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE))
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if (pTargetEnt && pTargetEnt->IsPlayer())
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >(pTargetEnt);
				if (pTarget->HasTheFlag() && (pTarget->GetItem() == pEnt))
				{
					pMaterial = m_GreenMaterialNoArrow;
				}
			}
		}
	}
	else if (pEnt->GetTeamNumber() == TF_TEAM_YELLOW)
	{
		pMaterial = m_YellowMaterial;

		if (pLocalPlayer && (pLocalPlayer->GetObserverMode() == OBS_MODE_IN_EYE))
		{
			// is our target a player?
			C_BaseEntity *pTargetEnt = pLocalPlayer->GetObserverTarget();
			if (pTargetEnt && pTargetEnt->IsPlayer())
			{
				// does our target have the flag and are they carrying the flag we're currently drawing?
				C_TFPlayer *pTarget = static_cast< C_TFPlayer* >(pTargetEnt);
				if (pTarget->HasTheFlag() && (pTarget->GetItem() == pEnt))
				{
					pMaterial = m_YellowMaterialNoArrow;
				}
			}
		}
	}

	int x = 0;
	int y = 0;
	ipanel()->GetAbsPos( GetVPanel(), x, y );
	int nWidth = GetWide();
	int nHeight = GetTall();

	CMatRenderContextPtr pRenderContext( materials );
	pRenderContext->MatrixMode( MATERIAL_MODEL );
	pRenderContext->PushMatrix(); 

	VMatrix panelRotation;
	panelRotation.Identity();
	MatrixBuildRotationAboutAxis( panelRotation, Vector( 0, 0, 1 ), GetAngleRotation() );
//	MatrixRotate( panelRotation, Vector( 1, 0, 0 ), 5 );
	panelRotation.SetTranslation( Vector( x + nWidth/2, y + nHeight/2, 0 ) );
	pRenderContext->LoadMatrix( panelRotation );

	IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );

	CMeshBuilder meshBuilder;
	meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );

	meshBuilder.TexCoord2f( 0, 0, 0 );
	meshBuilder.Position3f( -nWidth/2, -nHeight/2, 0 );
	meshBuilder.Color4ub( 255, 255, 255, 255 );
	meshBuilder.AdvanceVertex();

	meshBuilder.TexCoord2f( 0, 1, 0 );
	meshBuilder.Position3f( nWidth/2, -nHeight/2, 0 );
	meshBuilder.Color4ub( 255, 255, 255, 255 );
	meshBuilder.AdvanceVertex();

	meshBuilder.TexCoord2f( 0, 1, 1 );
	meshBuilder.Position3f( nWidth/2, nHeight/2, 0 );
	meshBuilder.Color4ub( 255, 255, 255, 255 );
	meshBuilder.AdvanceVertex();

	meshBuilder.TexCoord2f( 0, 0, 1 );
	meshBuilder.Position3f( -nWidth/2, nHeight/2, 0 );
	meshBuilder.Color4ub( 255, 255, 255, 255 );
	meshBuilder.AdvanceVertex();

	meshBuilder.End();

	pMesh->Draw();
	pRenderContext->PopMatrix();
}