From e761d1d405c190f7842b1ab6cad718f6ae9a1ee1 Mon Sep 17 00:00:00 2001 From: Andrey Akhmichin <15944199+nekonomicon@users.noreply.github.com> Date: Mon, 14 Nov 2022 06:59:52 +0500 Subject: [PATCH] Remove mod-specific code under macros. --- cl_dll/vgui_ClassMenu.cpp | 242 +------------- cl_dll/vgui_CustomObjects.cpp | 13 +- cl_dll/vgui_ScorePanel.cpp | 21 -- cl_dll/vgui_TeamFortressViewport.cpp | 465 +-------------------------- cl_dll/vgui_TeamFortressViewport.h | 80 ----- cl_dll/voice_status.cpp | 11 +- 6 files changed, 5 insertions(+), 827 deletions(-) diff --git a/cl_dll/vgui_ClassMenu.cpp b/cl_dll/vgui_ClassMenu.cpp index 568ed98c..02a0a389 100644 --- a/cl_dll/vgui_ClassMenu.cpp +++ b/cl_dll/vgui_ClassMenu.cpp @@ -100,147 +100,6 @@ CClassMenuPanel::CClassMenuPanel( int iTrans, int iRemoveMe, int x, int y, int w m_pScrollPanel->setScrollBarVisible( false, false ); m_pScrollPanel->validate(); - // Create the Class buttons -#ifdef _TFC - for( int i = 0; i <= PC_RANDOM; i++ ) - { - char sz[256]; - int iYPos = CLASSMENU_TOPLEFT_BUTTON_Y + ( ( CLASSMENU_BUTTON_SIZE_Y + CLASSMENU_BUTTON_SPACER_Y ) * i ); - - ActionSignal *pASignal = new CMenuHandler_StringCommandClassSelect( sTFClassSelection[i], true ); - - // Class button - sprintf( sz, "%s", CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[i] ) ); - m_pButtons[i] = new ClassButton( i, sz, CLASSMENU_TOPLEFT_BUTTON_X, iYPos, CLASSMENU_BUTTON_SIZE_X, CLASSMENU_BUTTON_SIZE_Y, true ); - - // RandomPC uses '0' - if( i >= 1 && i <= 9 ) - { - sprintf( sz, "%d", i ); - } - else - { - strcpy( sz, "0" ); - } - m_pButtons[i]->setBoundKey( sz[0] ); - m_pButtons[i]->setContentAlignment( vgui::Label::a_west ); - m_pButtons[i]->addActionSignal( pASignal ); - m_pButtons[i]->addInputSignal( new CHandler_MenuButtonOver(this, i) ); - m_pButtons[i]->setParent( this ); - - // Create the Class Info Window - // m_pClassInfoPanel[i] = new CTransparentPanel( 255, CLASSMENU_WINDOW_X, CLASSMENU_WINDOW_Y, CLASSMENU_WINDOW_SIZE_X, CLASSMENU_WINDOW_SIZE_Y ); - m_pClassInfoPanel[i] = new CTransparentPanel( 255, 0, 0, clientWide, CLASSMENU_WINDOW_SIZE_Y ); - m_pClassInfoPanel[i]->setParent( m_pScrollPanel->getClient() ); - // m_pClassInfoPanel[i]->setVisible( false ); - - // don't show class pic in lower resolutions - int textOffs = XRES( 8 ); - - if( bShowClassGraphic ) - { - textOffs = CLASSMENU_WINDOW_NAME_X; - } - - // Create the Class Name Label - sprintf( sz, "#Title_%s", sTFClassSelection[i] ); - char *localName=CHudTextMessage::BufferedLocaliseTextString( sz ); - Label *pNameLabel = new Label( "", textOffs, CLASSMENU_WINDOW_NAME_Y ); - pNameLabel->setFont( pSchemes->getFont( hTitleScheme ) ); - pNameLabel->setParent( m_pClassInfoPanel[i] ); - pSchemes->getFgColor( hTitleScheme, r, g, b, a ); - pNameLabel->setFgColor( r, g, b, a ); - pSchemes->getBgColor( hTitleScheme, r, g, b, a ); - pNameLabel->setBgColor( r, g, b, a ); - pNameLabel->setContentAlignment( vgui::Label::a_west ); - // pNameLabel->setBorder( new LineBorder() ); - pNameLabel->setText( "%s", localName); - - // Create the Class Image - if( bShowClassGraphic ) - { - for( int team = 0; team < 2; team++ ) - { - if( team == 1 ) - { - sprintf( sz, "%sred", sTFClassSelection[i] ); - } - else - { - sprintf( sz, "%sblue", sTFClassSelection[i] ); - } - - m_pClassImages[team][i] = new CImageLabel( sz, 0, 0, CLASSMENU_WINDOW_TEXT_X, CLASSMENU_WINDOW_TEXT_Y ); - - CImageLabel *pLabel = m_pClassImages[team][i]; - pLabel->setParent( m_pClassInfoPanel[i] ); - // pLabel->setBorder( new LineBorder() ); - - if( team != 1 ) - { - pLabel->setVisible( false ); - } - - // Reposition it based upon it's size - int xOut, yOut; - pNameLabel->getTextSize( xOut, yOut ); - pLabel->setPos( ( CLASSMENU_WINDOW_TEXT_X - pLabel->getWide() ) / 2, yOut / 2 ); - } - } - - // Create the Player count string - gHUD.m_TextMessage.LocaliseTextString( "#Title_CurrentlyOnYourTeam", m_sPlayersOnTeamString, STRLENMAX_PLAYERSONTEAM ); - m_pPlayers[i] = new Label( "", textOffs, CLASSMENU_WINDOW_PLAYERS_Y ); - m_pPlayers[i]->setParent( m_pClassInfoPanel[i] ); - m_pPlayers[i]->setBgColor( 0, 0, 0, 255 ); - m_pPlayers[i]->setContentAlignment( vgui::Label::a_west ); - m_pPlayers[i]->setFont( pSchemes->getFont( hClassWindowText ) ); - - // Open up the Class Briefing File - sprintf(sz, "classes/short_%s.txt", sTFClassSelection[i]); - char *cText = "Class Description not available."; - char *pfile = (char *)gEngfuncs.COM_LoadFile( sz, 5, NULL ); - if( pfile ) - { - cText = pfile; - } - - // Create the Text info window - TextPanel *pTextWindow = new TextPanel( cText, textOffs, CLASSMENU_WINDOW_TEXT_Y, ( CLASSMENU_WINDOW_SIZE_X - textOffs ) - 5, CLASSMENU_WINDOW_SIZE_Y - CLASSMENU_WINDOW_TEXT_Y ); - pTextWindow->setParent( m_pClassInfoPanel[i] ); - pTextWindow->setFont( pSchemes->getFont( hClassWindowText ) ); - pSchemes->getFgColor( hClassWindowText, r, g, b, a ); - pTextWindow->setFgColor( r, g, b, a ); - pSchemes->getBgColor( hClassWindowText, r, g, b, a ); - pTextWindow->setBgColor( r, g, b, a ); - - // Resize the Info panel to fit it all - int wide,tall; - pTextWindow->getTextImage()->getTextSizeWrapped( wide, tall ); - pTextWindow->setSize( wide, tall ); - - int xx, yy; - pTextWindow->getPos( xx, yy ); - int maxX = xx + wide; - int maxY = yy + tall; - - //check to see if the image goes lower than the text - //just use the red teams [0] images - if( m_pClassImages[0][i] != null ) - { - m_pClassImages[0][i]->getPos( xx, yy ); - if( ( yy + m_pClassImages[0][i]->getTall() ) > maxY ) - { - maxY = yy + m_pClassImages[0][i]->getTall(); - } - } - - m_pClassInfoPanel[i]->setSize( maxX , maxY ); - if( pfile ) - gEngfuncs.COM_FreeFile( pfile ); - // m_pClassInfoPanel[i]->setBorder( new LineBorder() ); - } -#endif // Create the Cancel button m_pCancelButton = new CommandButton( gHUD.m_TextMessage.BufferedLocaliseTextString( "#Menu_Cancel" ), CLASSMENU_TOPLEFT_BUTTON_X, 0, CLASSMENU_BUTTON_SIZE_X, CLASSMENU_BUTTON_SIZE_Y ); m_pCancelButton->setParent( this ); @@ -258,96 +117,6 @@ void CClassMenuPanel::Update() int iYPos = CLASSMENU_TOPLEFT_BUTTON_Y; - // Cycle through the rest of the buttons -#ifdef _TFC - for( int i = 0; i <= PC_RANDOM; i++ ) - { - bool bCivilian = ( gViewPort->GetValidClasses( g_iTeamNumber ) == -1 ); - - if( bCivilian ) - { - // If this team can only be civilians, only the civilian button's visible - if( i == 0 ) - { - m_pButtons[0]->setVisible( true ); - SetActiveInfo( 0 ); - iYPos += CLASSMENU_BUTTON_SIZE_Y + CLASSMENU_BUTTON_SPACER_Y; - } - else - { - m_pButtons[i]->setVisible( false ); - } - } - else - { - if( m_pButtons[i]->IsNotValid() || i == 0 ) - { - m_pButtons[i]->setVisible( false ); - } - else - { - m_pButtons[i]->setVisible( true ); - m_pButtons[i]->setPos( CLASSMENU_TOPLEFT_BUTTON_X, iYPos ); - iYPos += CLASSMENU_BUTTON_SIZE_Y + CLASSMENU_BUTTON_SPACER_Y; - - // Start with the first option up - if( !m_iCurrentInfo ) - SetActiveInfo( i ); - } - } - - // Now count the number of teammembers of this class - int iTotal = 0; - for( int j = 1; j < MAX_PLAYERS; j++ ) - { - if( g_PlayerInfoList[j].name == 0 ) - continue; // empty player slot, skip - if( g_PlayerExtraInfo[j].teamname[0] == 0 ) - continue; // skip over players who are not in a team - if( g_PlayerInfoList[j].thisplayer ) - continue; // skip this player - if( g_PlayerExtraInfo[j].teamnumber != g_iTeamNumber ) - continue; // skip over players in other teams - - // If this team is forced to be civilians, just count the number of teammates - if( g_PlayerExtraInfo[j].playerclass != i && !bCivilian ) - continue; - - iTotal++; - } - - char sz[256]; - sprintf( sz, m_sPlayersOnTeamString, iTotal ); - m_pPlayers[i]->setText( "%s", sz ); - - // Set the text color to the teamcolor - m_pPlayers[i]->setFgColor( iTeamColors[g_iTeamNumber % iNumberOfTeamColors][0], - iTeamColors[g_iTeamNumber % iNumberOfTeamColors][1], - iTeamColors[g_iTeamNumber % iNumberOfTeamColors][2], - 0 ); - - // set the graphic to be the team pick - for( int team = 0; team < MAX_TEAMS; team++ ) - { - // unset all the other images - if( m_pClassImages[team][i] ) - { - m_pClassImages[team][i]->setVisible( false ); - } - - // set the current team image - if( m_pClassImages[g_iTeamNumber - 1][i] != 0 ) - { - m_pClassImages[g_iTeamNumber - 1][i]->setVisible( true ); - } - else if( m_pClassImages[0][i] ) - { - m_pClassImages[0][i]->setVisible( true ); - } - } - } -#endif - // If the player already has a class, make the cancel button visible if( g_iPlayerClass ) { @@ -415,16 +184,7 @@ void CClassMenuPanel::Initialize( void ) void CClassMenuPanel::SetActiveInfo( int iInput ) { // Remove all the Info panels and bring up the specified one -#ifdef _TFC - for( int i = 0; i <= PC_RANDOM; i++ ) - { - m_pButtons[i]->setArmed( false ); - m_pClassInfoPanel[i]->setVisible( false ); - } - - if( iInput > PC_RANDOM || iInput < 0 ) -#endif - iInput = 0; + iInput = 0; m_pButtons[iInput]->setArmed( true ); m_pClassInfoPanel[iInput]->setVisible( true ); diff --git a/cl_dll/vgui_CustomObjects.cpp b/cl_dll/vgui_CustomObjects.cpp index 920956a3..0bd63652 100644 --- a/cl_dll/vgui_CustomObjects.cpp +++ b/cl_dll/vgui_CustomObjects.cpp @@ -304,21 +304,12 @@ int ClassButton::IsNotValid() return false; } - // Is it an illegal class? -#ifdef _TFC - if( ( gViewPort->GetValidClasses( 0 ) & sTFValidClassInts[m_iPlayerClass] ) || ( gViewPort->GetValidClasses( g_iTeamNumber ) & sTFValidClassInts[m_iPlayerClass] ) ) - return true; -#endif - // Only check current class if they've got autokill on bool bAutoKill = CVAR_GET_FLOAT( "hud_classautokill" ) != 0; if( bAutoKill ) { // Is it the player's current class? if ( -#ifdef _TFC - (gViewPort->IsRandomPC() && m_iPlayerClass == PC_RANDOM) || -#endif (!gViewPort->IsRandomPC() && (m_iPlayerClass == g_iPlayerClass)) ) return true; } @@ -539,13 +530,11 @@ void CMenuHandler_StringCommandClassSelect::actionPerformed( Panel *panel ) { CMenuHandler_StringCommand::actionPerformed( panel ); - // THIS IS NOW BEING DONE ON THE TFC SERVER TO AVOID KILLING SOMEONE THEN + // THIS IS NOW BEING DONE ON THE TFC SERVER TO AVOID KILLING SOMEONE THEN // HAVE THE SERVER SAY "SORRY...YOU CAN'T BE THAT CLASS". -#if !defined _TFC bool bAutoKill = CVAR_GET_FLOAT( "hud_classautokill" ) != 0; if( bAutoKill && g_iPlayerClass != 0 ) gEngfuncs.pfnClientCmd( "kill" ); -#endif } diff --git a/cl_dll/vgui_ScorePanel.cpp b/cl_dll/vgui_ScorePanel.cpp index d71685ef..af2d9ec2 100644 --- a/cl_dll/vgui_ScorePanel.cpp +++ b/cl_dll/vgui_ScorePanel.cpp @@ -776,11 +776,6 @@ void ScorePanel::FillGrid() // Don't show classes if this client hasnt picked a team yet if ( g_iTeamNumber == 0 ) bShowClass = false; -#ifdef _TFC - // in TFC show all classes in spectator mode - if ( g_iUser1 ) - bShowClass = true; -#endif if (bShowClass) { @@ -819,21 +814,6 @@ void ScorePanel::FillGrid() } */ break; - -#ifdef _TFC - case COLUMN_KILLS: - if (g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber) - sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].frags ); - break; - case COLUMN_DEATHS: - if (g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber) - sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].deaths ); - break; - case COLUMN_LATENCY: - if (g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber) - sprintf(sz, "%d", g_PlayerInfoList[ m_iSortedRows[row] ].ping ); - break; -#else case COLUMN_KILLS: sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].frags ); break; @@ -843,7 +823,6 @@ void ScorePanel::FillGrid() case COLUMN_LATENCY: sprintf(sz, "%d", g_PlayerInfoList[ m_iSortedRows[row] ].ping ); break; -#endif default: break; } diff --git a/cl_dll/vgui_TeamFortressViewport.cpp b/cl_dll/vgui_TeamFortressViewport.cpp index e1d5e58d..151b0a49 100644 --- a/cl_dll/vgui_TeamFortressViewport.cpp +++ b/cl_dll/vgui_TeamFortressViewport.cpp @@ -136,32 +136,6 @@ const char *sTFClassSelection[] = "civilian", }; -#ifdef _TFC -int iBuildingCosts[] = -{ - BUILD_COST_DISPENSER, - BUILD_COST_SENTRYGUN, - BUILD_COST_TELEPORTER -}; - -// This maps class numbers to the Invalid Class bit. -// This is needed for backwards compatability in maps that were finished before -// all the classes were in TF. Hence the wacky sequence. -int sTFValidClassInts[] = -{ - 0, - TF_ILL_SCOUT, - TF_ILL_SNIPER, - TF_ILL_SOLDIER, - TF_ILL_DEMOMAN, - TF_ILL_MEDIC, - TF_ILL_HVYWEP, - TF_ILL_PYRO, - TF_ILL_SPY, - TF_ILL_ENGINEER, - TF_ILL_RANDOMPC, -}; -#endif // Get the name of TGA file, based on GameDir char *GetVGUITGAName( const char *pszName ) @@ -784,20 +758,6 @@ int TeamFortressViewport::CreateCommandMenu( const char *menuFile, int direction else { // See if it's a Class -#ifdef _TFC - for( int i = 1; i <= PC_ENGINEER; i++ ) - { - if( !strcmp( token, sTFClasses[i] ) ) - { - // Save it off - iPlayerClass = i; - - // Get the button text - pfile = gEngfuncs.COM_ParseFile( pfile, token ); - break; - } - } -#endif } // Get the button bound key @@ -946,21 +906,6 @@ CCommandMenu *TeamFortressViewport::CreateDisguiseSubmenu( CommandButton *pButto CCommandMenu *pMenu = CreateSubMenu( pButton, pParentMenu, iYOffset, iXOffset ); m_pCommandMenus[m_iNumMenus] = pMenu; m_iNumMenus++; - - // create the class choice buttons -#ifdef _TFC - for( int i = PC_SCOUT; i <= PC_ENGINEER; i++ ) - { - CommandButton *pDisguiseButton = new CommandButton( CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[i] ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - - char sz[256]; - - sprintf( sz, "%s %d", commandText, i ); - pDisguiseButton->addActionSignal( new CMenuHandler_StringCommand( sz ) ); - - pMenu->AddButton( pDisguiseButton ); - } -#endif return pMenu; } @@ -1018,268 +963,7 @@ CommandButton *TeamFortressViewport::CreateCustomButton( char *pButtonText, char pMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset ); m_pCommandMenus[m_iNumMenus] = pMenu; m_iNumMenus++; - -#ifdef _TFC - for( int i = PC_SCOUT; i <= PC_RANDOM; i++ ) - { - char sz[256]; - - // ChangeClass buttons - CHudTextMessage::LocaliseTextString( sLocalisedClasses[i], sz, 256 ); - ClassButton *pClassButton = new ClassButton( i, sz, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false ); - - sprintf( sz, "%s", sTFClassSelection[i] ); - pClassButton->addActionSignal( new CMenuHandler_StringCommandClassSelect( sz ) ); - pMenu->AddButton( pClassButton ); - } -#endif } -#ifdef _TFC - // Map Briefing - else if( !strcmp( pButtonName, "!MAPBRIEFING" ) ) - { - pButton = new CommandButton( pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_TextWindow( MENU_MAPBRIEFING ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - // Class Descriptions - else if( !strcmp( pButtonName, "!CLASSDESC" ) ) - { - pButton = new ClassButton( 0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false ); - pButton->addActionSignal( new CMenuHandler_TextWindow( MENU_CLASSHELP ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - else if( !strcmp( pButtonName, "!SERVERINFO" ) ) - { - pButton = new ClassButton( 0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false ); - pButton->addActionSignal( new CMenuHandler_TextWindow( MENU_INTRO ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - // Spy abilities - else if( !strcmp( pButtonName, "!SPY" ) ) - { - pButton = new DisguiseButton( 0, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - } - // Feign - else if( !strcmp( pButtonName, "!FEIGN" ) ) - { - pButton = new FeignButton( FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "feign" ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - // Feign Silently - else if( !strcmp( pButtonName, "!FEIGNSILENT" ) ) - { - pButton = new FeignButton( FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "sfeign" ) ); - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - // Stop Feigning - else if( !strcmp( pButtonName, "!FEIGNSTOP" ) ) - { - pButton = new FeignButton( TRUE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "feign" ) ); - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - // Disguise - else if( !strcmp( pButtonName, "!DISGUISEENEMY" ) ) - { - // Create the disguise enemy button, which active only if there are 2 teams - pButton = new DisguiseButton(DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y); - CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_enemy", iYOffset); - } - else if( !strcmp( pButtonName, "!DISGUISEFRIENDLY" ) ) - { - // Create the disguise friendly button, which active only if there are 1 or 2 teams - pButton = new DisguiseButton( DISGUISE_TEAM1 | DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_friendly", iYOffset ); - } - else if( !strcmp( pButtonName, "!DISGUISE" ) ) - { - // Create the Disguise button - pButton = new DisguiseButton( DISGUISE_TEAM3 | DISGUISE_TEAM4, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - CCommandMenu *pDisguiseMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset ); - m_pCommandMenus[m_iNumMenus] = pDisguiseMenu; - m_iNumMenus++; - - // Disguise Enemy submenu buttons - for( int i = 1; i <= 4; i++ ) - { - // only show the 4th disguise button if we have 4 teams - m_pDisguiseButtons[i] = new DisguiseButton( ( ( i < 4 ) ? DISGUISE_TEAM3 : 0) | DISGUISE_TEAM4, "Disguise", 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - - pDisguiseMenu->AddButton( m_pDisguiseButtons[i] ); - m_pDisguiseButtons[i]->setParentMenu( pDisguiseMenu ); - - char sz[256]; - - sprintf( sz, "disguise %d", i ); - CreateDisguiseSubmenu( m_pDisguiseButtons[i], pDisguiseMenu, sz, iYOffset, CMENU_SIZE_X - 1 ); - } - } - // Start setting a Detpack - else if( !strcmp( pButtonName, "!DETPACKSTART" ) ) - { - // Detpack Submenu - pButton = new DetpackButton( 2, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - - // Create the submenu - pMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset ); - m_pCommandMenus[m_iNumMenus] = pMenu; - m_iNumMenus++; - - // Set detpack buttons - CommandButton *pDetButton; - pDetButton = new CommandButton( m_sDetpackStrings[0], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pDetButton->addActionSignal( new CMenuHandler_StringCommand( "detstart 5" ) ); - pMenu->AddButton( pDetButton ); - pDetButton = new CommandButton( m_sDetpackStrings[1], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pDetButton->addActionSignal( new CMenuHandler_StringCommand( "detstart 20" ) ); - pMenu->AddButton( pDetButton ); - pDetButton = new CommandButton( m_sDetpackStrings[2], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pDetButton->addActionSignal( new CMenuHandler_StringCommand( "detstart 50" ) ); - pMenu->AddButton( pDetButton ); - } - // Stop setting a Detpack - else if( !strcmp( pButtonName, "!DETPACKSTOP" ) ) - { - pButton = new DetpackButton( 1, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "detstop" ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - // Engineer building - else if( !strcmp( pButtonName, "!BUILD" ) ) - { - // only appears if the player is an engineer, and either they have built something or have enough metal to build - pButton = new BuildButton( BUILDSTATE_BASE, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - } - else if( !strcmp( pButtonName, "!BUILDSENTRY" ) ) - { - pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "build 2" ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - else if( !strcmp( pButtonName, "!BUILDDISPENSER" ) ) - { - pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "build 1" ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - else if( !strcmp( pButtonName, "!ROTATESENTRY180" ) ) - { - pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "rotatesentry180" ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - else if( !strcmp( pButtonName, "!ROTATESENTRY" ) ) - { - pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "rotatesentry" ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); - } - else if( !strcmp( pButtonName, "!DISMANTLEDISPENSER" ) ) - { - pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "dismantle 1" ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - else if( !strcmp( pButtonName, "!DISMANTLESENTRY" ) ) - { - pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "dismantle 2" ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - else if( !strcmp( pButtonName, "!DETONATEDISPENSER" ) ) - { - pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "detdispenser" ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - else if( !strcmp( pButtonName, "!DETONATESENTRY" ) ) - { - pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "detsentry" ) ); - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); - } - else if ( !strcmp( pButtonName, "!BUILDENTRYTELEPORTER" ) ) - { - pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::ENTRY_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); - pButton->addActionSignal(new CMenuHandler_StringCommand("build 4")); - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); - } - else if ( !strcmp( pButtonName, "!DISMANTLEENTRYTELEPORTER" ) ) - { - pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::ENTRY_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); - pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 4")); - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); - } - else if ( !strcmp( pButtonName, "!DETONATEENTRYTELEPORTER" ) ) - { - pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::ENTRY_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); - pButton->addActionSignal(new CMenuHandler_StringCommand("detentryteleporter")); - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); - } - else if ( !strcmp( pButtonName, "!BUILDEXITTELEPORTER" ) ) - { - pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::EXIT_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); - pButton->addActionSignal(new CMenuHandler_StringCommand("build 5")); - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); - } - else if ( !strcmp( pButtonName, "!DISMANTLEEXITTELEPORTER" ) ) - { - pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::EXIT_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); - pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 5")); - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) ); - } - else if ( !strcmp( pButtonName, "!DETONATEEXITTELEPORTER" ) ) - { - pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::EXIT_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y); - pButton->addActionSignal(new CMenuHandler_StringCommand("detexitteleporter")); - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } - // Stop building - else if( !strcmp( pButtonName, "!BUILDSTOP" ) ) - { - pButton = new BuildButton( BUILDSTATE_BUILDING, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y ); - pButton->addActionSignal( new CMenuHandler_StringCommand( "build" ) ); - - // Create an input signal that'll popup the current menu - pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) ); - } -#endif return pButton; } @@ -1433,22 +1117,8 @@ void TeamFortressViewport::InputPlayerSpecial( void ) if( !m_iInitialized ) return; -#ifdef _TFC - if( g_iPlayerClass == PC_ENGINEER || g_iPlayerClass == PC_SPY ) - { - ShowCommandMenu( gViewPort->m_StandardMenu ); - - if( m_pCurrentCommandMenu ) - { - m_pCurrentCommandMenu->KeyInput( '7' ); - } - } - else -#endif - { - // if it's any other class, just send the command down to the server - ClientCmd( "_special" ); - } + // if it's any other class, just send the command down to the server + ClientCmd( "_special" ); } // Set the submenu of the Command Menu @@ -1767,51 +1437,6 @@ CMenuPanel *TeamFortressViewport::CreateTextWindow( int iTextToShow ) strncpy( cTitle, m_sMapName, MAX_TITLE_LENGTH ); cTitle[MAX_TITLE_LENGTH - 1] = 0; } -#ifdef _TFC - else if( iTextToShow == SHOW_CLASSDESC ) - { - switch( g_iPlayerClass ) - { - case PC_SCOUT: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_scout" ); - CHudTextMessage::LocaliseTextString( "#Title_scout", cTitle, MAX_TITLE_LENGTH ); break; - case PC_SNIPER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_sniper" ); - CHudTextMessage::LocaliseTextString( "#Title_sniper", cTitle, MAX_TITLE_LENGTH ); break; - case PC_SOLDIER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_soldier" ); - CHudTextMessage::LocaliseTextString( "#Title_soldier", cTitle, MAX_TITLE_LENGTH ); break; - case PC_DEMOMAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_demoman" ); - CHudTextMessage::LocaliseTextString( "#Title_demoman", cTitle, MAX_TITLE_LENGTH ); break; - case PC_MEDIC: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_medic" ); - CHudTextMessage::LocaliseTextString( "#Title_medic", cTitle, MAX_TITLE_LENGTH ); break; - case PC_HVYWEAP: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_hwguy" ); - CHudTextMessage::LocaliseTextString( "#Title_hwguy", cTitle, MAX_TITLE_LENGTH ); break; - case PC_PYRO: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_pyro" ); - CHudTextMessage::LocaliseTextString( "#Title_pyro", cTitle, MAX_TITLE_LENGTH ); break; - case PC_SPY: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_spy" ); - CHudTextMessage::LocaliseTextString( "#Title_spy", cTitle, MAX_TITLE_LENGTH ); break; - case PC_ENGINEER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_engineer" ); - CHudTextMessage::LocaliseTextString( "#Title_engineer", cTitle, MAX_TITLE_LENGTH ); break; - case PC_CIVILIAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_civilian" ); - CHudTextMessage::LocaliseTextString( "#Title_civilian", cTitle, MAX_TITLE_LENGTH ); break; - default: - return NULL; - } - - if( g_iPlayerClass == PC_CIVILIAN ) - { - strcpy(sz, "classes/long_civilian.txt"); - } - else - { - sprintf( sz, "classes/long_%s.txt", sTFClassSelection[g_iPlayerClass] ); - } - - char *pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL ); - if( pfile ) - { - cText = pfile; - } - } -#endif else if( iTextToShow == SHOW_SPECHELP ) { CHudTextMessage::LocaliseTextString( "#Spec_Help_Title", cTitle, MAX_TITLE_LENGTH ); @@ -2534,100 +2159,14 @@ int TeamFortressViewport::MsgFunc_AllowSpec( const char *pszName, int iSize, voi return 1; } -#if defined( _TFC ) -const Vector& GetTeamColor( int team_no ); -extern globalvars_t *gpGlobals; -#endif - // used to reset the player's screen immediately int TeamFortressViewport::MsgFunc_ResetFade( const char *pszName, int iSize, void *pbuf ) { -#if defined( _TFC ) - if ( !gpGlobals ) - return 0; - - screenfade_t sf; - gEngfuncs.pfnGetScreenFade( &sf ); - - sf.fader = 0; - sf.fadeg = 0; - sf.fadeb = 0; - sf.fadealpha = 0; - - sf.fadeEnd = 0.1; - sf.fadeReset = 0.0; - sf.fadeSpeed = 0.0; - - sf.fadeFlags = FFADE_IN; - - sf.fadeReset += gpGlobals->time; - sf.fadeEnd += sf.fadeReset; - - gEngfuncs.pfnSetScreenFade( &sf ); -#endif - return 1; } // used to fade a player's screen out/in when they're spectating someone who is teleported int TeamFortressViewport::MsgFunc_SpecFade( const char *pszName, int iSize, void *pbuf ) { -#if defined( _TFC ) - BEGIN_READ( pbuf, iSize ); - - int iIndex = READ_BYTE(); - - // we're in first-person spectator mode (...not first-person in the PIP) - if ( g_iUser1 == OBS_IN_EYE ) - { - // this is the person we're watching - if ( g_iUser2 == iIndex ) - { - int iFade = READ_BYTE(); - int iTeam = READ_BYTE(); - float flTime = ( (float)READ_SHORT() / 100.0 ); - int iAlpha = READ_BYTE(); - - Vector team = GetTeamColor( iTeam ); - - screenfade_t sf; - gEngfuncs.pfnGetScreenFade( &sf ); - - sf.fader = team[0]; - sf.fadeg = team[1]; - sf.fadeb = team[2]; - sf.fadealpha = iAlpha; - - sf.fadeEnd = flTime; - sf.fadeReset = 0.0; - sf.fadeSpeed = 0.0; - - if ( iFade == BUILD_TELEPORTER_FADE_OUT ) - { - sf.fadeFlags = FFADE_OUT; - sf.fadeReset = flTime; - - if ( sf.fadeEnd ) - sf.fadeSpeed = -(float)sf.fadealpha / sf.fadeEnd; - - sf.fadeTotalEnd = sf.fadeEnd += gpGlobals->time; - sf.fadeReset += sf.fadeEnd; - } - else - { - sf.fadeFlags = FFADE_IN; - - if ( sf.fadeEnd ) - sf.fadeSpeed = (float)sf.fadealpha / sf.fadeEnd; - - sf.fadeReset += gpGlobals->time; - sf.fadeEnd += sf.fadeReset; - } - - gEngfuncs.pfnSetScreenFade( &sf ); - } - } -#endif - return 1; } diff --git a/cl_dll/vgui_TeamFortressViewport.h b/cl_dll/vgui_TeamFortressViewport.h index ee295b59..27f3c991 100644 --- a/cl_dll/vgui_TeamFortressViewport.h +++ b/cl_dll/vgui_TeamFortressViewport.h @@ -32,9 +32,6 @@ #include "vgui_SchemeManager.h" #define TF_DEFS_ONLY -#ifdef _TFC -#include "../tfc/tf_defs.h" -#else #define PC_LASTCLASS 10 #define PC_UNDEFINED 0 #define MENU_DEFAULT 1 @@ -46,7 +43,6 @@ #define MENU_CLASSHELP2 7 #define MENU_REPEATHELP 8 #define MENU_SPECHELP 9 -#endif using namespace vgui; class Cursor; @@ -1031,12 +1027,6 @@ public: virtual int IsNotValid() { - // Only visible for spies -#ifdef _TFC - if( g_iPlayerClass != PC_SPY ) - return true; -#endif - if( m_iFeignState == gViewPort->GetIsFeigning() ) return false; @@ -1079,12 +1069,6 @@ public: virtual int IsNotValid() { -#ifdef _TFC - // Only visible for spies - if( g_iPlayerClass != PC_SPY ) - return true; -#endif - // if it's not tied to a specific team, then always show (for spies) if( !m_iValidTeamsBits ) return false; @@ -1110,12 +1094,6 @@ public: virtual int IsNotValid() { -#ifdef _TFC - // Only visible for demomen - if( g_iPlayerClass != PC_DEMOMAN ) - return true; -#endif - if( m_iDetpackState == gViewPort->GetIsSettingDetpack() ) return false; @@ -1152,64 +1130,6 @@ public: virtual int IsNotValid() { -#ifdef _TFC - // Only visible for engineers - if( g_iPlayerClass != PC_ENGINEER ) - return true; - - // If this isn't set, it's only active when they're not building - if( m_iBuildState & BUILDSTATE_BUILDING ) - { - // Make sure the player's building - if( !( gViewPort->GetBuildState() & BS_BUILDING ) ) - return true; - } - else - { - // Make sure the player's not building - if( gViewPort->GetBuildState() & BS_BUILDING ) - return true; - } - - if( m_iBuildState & BUILDSTATE_BASE ) - { - // Only appear if we've got enough metal to build something, or something already built - if ( gViewPort->GetBuildState() & (BS_HAS_SENTRYGUN | BS_HAS_DISPENSER | BS_CANB_SENTRYGUN | BS_CANB_DISPENSER | BS_HAS_ENTRY_TELEPORTER | BS_HAS_EXIT_TELEPORTER | BS_CANB_ENTRY_TELEPORTER | BS_CANB_EXIT_TELEPORTER) ) - return false; - - return true; - } - - // Must have a building - if( m_iBuildState & BUILDSTATE_HASBUILDING ) - { - if( m_iBuildData == BuildButton::DISPENSER && !( gViewPort->GetBuildState() & BS_HAS_DISPENSER ) ) - return true; - - if( m_iBuildData == BuildButton::SENTRYGUN && !( gViewPort->GetBuildState() & BS_HAS_SENTRYGUN ) ) - return true; - if ( m_iBuildData == BuildButton::ENTRY_TELEPORTER && !(gViewPort->GetBuildState() & BS_HAS_ENTRY_TELEPORTER) ) - return true; - if ( m_iBuildData == BuildButton::EXIT_TELEPORTER && !(gViewPort->GetBuildState() & BS_HAS_EXIT_TELEPORTER) ) - return true; - } - - // Can build something - if( m_iBuildState & BUILDSTATE_CANBUILD ) - { - // Make sure they've got the ammo and don't have one already - if( m_iBuildData == BuildButton::DISPENSER && ( gViewPort->GetBuildState() & BS_CANB_DISPENSER ) ) - return false; - if( m_iBuildData == BuildButton::SENTRYGUN && ( gViewPort->GetBuildState() & BS_CANB_SENTRYGUN ) ) - return false; - if ( m_iBuildData == BuildButton::ENTRY_TELEPORTER && (gViewPort->GetBuildState() & BS_CANB_ENTRY_TELEPORTER) ) - return false; - if ( m_iBuildData == BuildButton::EXIT_TELEPORTER && (gViewPort->GetBuildState() & BS_CANB_EXIT_TELEPORTER) ) - return false; - - return true; - } -#endif return false; } }; diff --git a/cl_dll/voice_status.cpp b/cl_dll/voice_status.cpp index 7d705db5..2e216a7e 100644 --- a/cl_dll/voice_status.cpp +++ b/cl_dll/voice_status.cpp @@ -5,16 +5,7 @@ // $NoKeywords: $ //============================================================================= -// There are hud.h's coming out of the woodwork so this ensures that we get the right one. -#if defined(THREEWAVE) || defined(DMC_BUILD) - #include "../dmc/cl_dll/hud.h" -#elif defined(CSTRIKE) - #include "../cstrike/cl_dll/hud.h" -#elif defined(DOD) - #include "../dod/cl_dll/hud.h" -#else - #include "hud.h" -#endif +#include "hud.h" #include "cl_util.h" #include