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931 lines
25 KiB
931 lines
25 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "cbase.h"
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#include "hud.h"
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#include "hudelement.h"
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#include "c_tf_player.h"
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#include "iclientmode.h"
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#include "ienginevgui.h"
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include <vgui/IVGui.h>
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#include <vgui/IInput.h>
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#include "c_baseobject.h"
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#include "tf_gamerules.h"
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#include "tf_item_inventory.h"
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#include "tf_hud_menu_engy_build.h"
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#include "inputsystem/iinputsystem.h"
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// NVNT haptics for buildings
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#include "haptics/haptic_utils.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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// Set to 1 to simulate xbox-style menu interaction
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ConVar tf_build_menu_controller_mode( "tf_build_menu_controller_mode", "0", FCVAR_ARCHIVE, "Use console controller build menus. 1 = ON, 0 = OFF." );
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const EngyConstructBuilding_t g_kEngyBuildings[ NUM_ENGY_BUILDINGS ] =
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{
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// Sentry gun
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EngyConstructBuilding_t( true,
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OBJ_SENTRYGUN,
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0,
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"sentry_active.res",
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"sentry_already_built.res",
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"sentry_cant_afford.res",
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"sentry_unavailable.res",
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"sentry_active.res",
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"sentry_inactive.res",
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"sentry_inactive.res" ),
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// Dispenser
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EngyConstructBuilding_t( true,
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OBJ_DISPENSER,
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0,
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"dispenser_active.res",
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"dispenser_already_built.res",
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"dispenser_cant_afford.res",
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"dispenser_unavailable.res",
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"dispenser_active.res",
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"dispenser_inactive.res",
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"dispenser_inactive.res" ),
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// Teleporter entrance
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EngyConstructBuilding_t( true,
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OBJ_TELEPORTER,
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MODE_TELEPORTER_ENTRANCE,
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"tele_entrance_active.res",
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"tele_entrance_already_built.res",
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"tele_entrance_cant_afford.res",
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"tele_entrance_unavailable.res",
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"tele_entrance_active.res",
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"tele_entrance_inactive.res",
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"tele_entrance_inactive.res" ),
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// Teleporter exit
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EngyConstructBuilding_t( true,
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OBJ_TELEPORTER,
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MODE_TELEPORTER_EXIT,
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"tele_exit_active.res",
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"tele_exit_already_built.res",
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"tele_exit_cant_afford.res",
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"tele_exit_unavailable.res",
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"tele_exit_active.res",
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"tele_exit_inactive.res",
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"tele_exit_inactive.res" )
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};
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static int flagSlots[NUM_ENGY_BUILDINGS] =
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{
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0x01,
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0x02,
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0x04,
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0x08
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};
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#ifdef STAGING_ONLY
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const EngyBuildingReplacement_t s_alternateEngineerBuildings[] =
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{
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// Catapult
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EngyBuildingReplacement_t(
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OBJ_CATAPULT,
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0,
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"catapult_active.res",
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"catapult_already_built.res",
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"catapult_cant_afford.res",
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"catapult_unavailable.res",
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"catapult_active.res",
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"catapult_inactive.res",
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"catapult_inactive.res",
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flagSlots[2],
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flagSlots[3]
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),
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// Speed 1
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EngyBuildingReplacement_t(
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OBJ_TELEPORTER,
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MODE_TELEPORTER_SPEED,
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"speedpad_active.res",
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"speedpad_already_built.res",
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"speedpad_cant_afford.res",
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"speedpad_unavailable.res",
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"speedpad_active.res",
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"speedpad_inactive.res",
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"speedpad_inactive.res",
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flagSlots[2],
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0
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),
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// Speed 2
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EngyBuildingReplacement_t(
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OBJ_TELEPORTER,
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MODE_TELEPORTER_SPEED2,
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"speedpad_active.res",
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"speedpad_already_built.res",
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"speedpad_cant_afford.res",
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"speedpad_unavailable.res",
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"speedpad_active.res",
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"speedpad_inactive.res",
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"speedpad_inactive.res",
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flagSlots[3],
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0
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),
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// Add more objects here
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};
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#endif
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//======================================
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DECLARE_HUDELEMENT_DEPTH( CHudMenuEngyBuild, 40 ); // in front of engy building status
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudMenuEngyBuild::CHudMenuEngyBuild( const char *pElementName )
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: CHudBaseBuildMenu( pElementName, "HudMenuEngyBuild" )
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{
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Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_MISCSTATUS );
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for ( int i=0; i<NUM_ENGY_BUILDINGS; i++ )
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{
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char buf[32];
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Q_snprintf( buf, sizeof(buf), "active_item_%d", i+1 );
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m_pAvailableObjects[i] = new EditablePanel( this, buf );
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Q_snprintf( buf, sizeof(buf), "already_built_item_%d", i+1 );
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m_pAlreadyBuiltObjects[i] = new EditablePanel( this, buf );
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Q_snprintf( buf, sizeof(buf), "cant_afford_item_%d", i+1 );
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m_pCantAffordObjects[i] = new EditablePanel( this, buf );
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Q_snprintf( buf, sizeof(buf), "unavailable_item_%d", i+1 );
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m_pUnavailableObjects[i] = new EditablePanel( this, buf );
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}
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vgui::ivgui()->AddTickSignal( GetVPanel() );
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m_pActiveSelection = NULL;
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m_iSelectedItem = -1;
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m_pBuildLabelBright = NULL;
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m_pBuildLabelDim = NULL;
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m_pDestroyLabelBright = NULL;
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m_pDestroyLabelDim = NULL;
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m_bInConsoleMode = false;
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m_eCurrentBuildMenuLayout = BUILDMENU_DEFAULT;
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RegisterForRenderGroup( "mid" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudMenuEngyBuild::ApplySchemeSettings( IScheme *pScheme )
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{
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bool bSteamController = ::input->IsSteamControllerActive();
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bool b360Style = ( bSteamController || IsConsole() || tf_build_menu_controller_mode.GetBool() );
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// load control settings...
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if ( b360Style )
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{
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auto res_dir = bSteamController ? "resource/UI/build_menu_sc" : "resource/UI/build_menu_360";
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LoadControlSettings( VarArgs("%s/HudMenuEngyBuild.res", res_dir ) );
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// Load the already built images, destroyable
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m_pAlreadyBuiltObjects[0]->LoadControlSettings( VarArgs( "%s/sentry_already_built.res", res_dir ) );
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m_pAlreadyBuiltObjects[1]->LoadControlSettings( VarArgs( "%s/dispenser_already_built.res", res_dir ) );
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m_pAlreadyBuiltObjects[2]->LoadControlSettings( VarArgs( "%s/tele_entrance_already_built.res", res_dir ) );
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m_pAlreadyBuiltObjects[3]->LoadControlSettings( VarArgs( "%s/tele_exit_already_built.res", res_dir ) );
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m_pAvailableObjects[0]->LoadControlSettings( VarArgs( "%s/sentry_active.res", res_dir ) );
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m_pAvailableObjects[1]->LoadControlSettings( VarArgs( "%s/dispenser_active.res", res_dir ) );
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m_pAvailableObjects[2]->LoadControlSettings( VarArgs( "%s/tele_entrance_active.res", res_dir ) );
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m_pAvailableObjects[3]->LoadControlSettings( VarArgs( "%s/tele_exit_active.res", res_dir ) );
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m_pCantAffordObjects[0]->LoadControlSettings( VarArgs( "%s/sentry_cant_afford.res", res_dir ) );
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m_pCantAffordObjects[1]->LoadControlSettings( VarArgs( "%s/dispenser_cant_afford.res", res_dir ) );
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m_pCantAffordObjects[2]->LoadControlSettings( VarArgs( "%s/tele_entrance_cant_afford.res", res_dir ) );
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m_pCantAffordObjects[3]->LoadControlSettings( VarArgs( "%s/tele_exit_cant_afford.res", res_dir ) );
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m_pUnavailableObjects[0]->LoadControlSettings( "resource/UI/build_menu/sentry_unavailable.res" );
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m_pUnavailableObjects[1]->LoadControlSettings( "resource/UI/build_menu/dispenser_unavailable.res" );
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m_pUnavailableObjects[2]->LoadControlSettings( "resource/UI/build_menu/tele_entrance_unavailable.res" );
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m_pUnavailableObjects[3]->LoadControlSettings( "resource/UI/build_menu/tele_exit_unavailable.res" );
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m_pActiveSelection = dynamic_cast< CIconPanel * >( FindChildByName( "active_selection_bg" ) );
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m_pBuildLabelBright = dynamic_cast< CExLabel * >( FindChildByName( "BuildHintLabel_Bright" ) );
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m_pBuildLabelDim = dynamic_cast< CExLabel * >( FindChildByName( "BuildHintLabel_Dim" ) );
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m_pDestroyLabelBright = dynamic_cast< CExLabel * >( FindChildByName( "DestroyHintLabel_Bright" ) );
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m_pDestroyLabelDim = dynamic_cast< CExLabel * >( FindChildByName( "DestroyHintLabel_Dim" ) );
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// Reposition the active selection to the default position
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m_iSelectedItem = -1; // force reposition
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SetSelectedItem( 1 );
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}
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else
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{
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const char *pszCustomDir = NULL;
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switch( m_eCurrentBuildMenuLayout )
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{
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case BUILDMENU_PIPBOY:
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pszCustomDir = "resource/UI/build_menu/pipboy";
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break;
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default:
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case BUILDMENU_DEFAULT:
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pszCustomDir = "resource/UI/build_menu";
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break;
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}
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LoadControlSettings( VarArgs("%s/HudMenuEngyBuild.res",pszCustomDir) );
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// Load the already built images, not destroyable
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for ( int i=0; i<NUM_ENGY_BUILDINGS; ++i )
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{
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CExLabel *pNumberLabel = NULL;
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m_pAvailableObjects[i]->LoadControlSettings( VarArgs( "%s/%s", pszCustomDir, m_Buildings[i].m_pszConstructAvailableObjectRes ) );
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m_pAlreadyBuiltObjects[i]->LoadControlSettings( VarArgs( "%s/%s", pszCustomDir, m_Buildings[i].m_pszConstructAlreadyBuiltObjectRes ) );
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m_pCantAffordObjects[i]->LoadControlSettings( VarArgs( "%s/%s", pszCustomDir, m_Buildings[i].m_pszConstructCantAffordObjectRes ) );
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m_pUnavailableObjects[i]->LoadControlSettings( VarArgs( "%s/%s", pszCustomDir, m_Buildings[i].m_pszConstructUnavailableObjectRes ) );
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// Set the Numerical Number
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pNumberLabel = dynamic_cast< CExLabel * >( m_pAvailableObjects[i]->FindChildByName( "NumberLabel" ) );
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if ( pNumberLabel )
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{
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pNumberLabel->SetText( VarArgs( "%d", i+1 ) );
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}
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// Set the Numerical Number
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pNumberLabel = dynamic_cast<CExLabel *>( m_pAlreadyBuiltObjects[i]->FindChildByName( "NumberLabel" ) );
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if ( pNumberLabel )
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{
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pNumberLabel->SetText( VarArgs( "%d", i+1 ) );
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}
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// Set the Numerical Number
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pNumberLabel = dynamic_cast<CExLabel *>( m_pCantAffordObjects[i]->FindChildByName( "NumberLabel" ) );
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if ( pNumberLabel )
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{
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pNumberLabel->SetText( VarArgs( "%d", i+1 ) );
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}
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// Set the Numerical Number
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pNumberLabel = dynamic_cast<CExLabel *>( m_pUnavailableObjects[i]->FindChildByName( "NumberLabel" ) );
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if ( pNumberLabel )
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{
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pNumberLabel->SetText( VarArgs( "%d", i+1 ) );
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}
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}
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m_pActiveSelection = NULL;
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m_pBuildLabelBright = NULL;
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m_pBuildLabelDim = NULL;
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m_pDestroyLabelBright = NULL;
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m_pDestroyLabelDim = NULL;
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}
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C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
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// Set the cost label
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for ( int i=0; i<NUM_ENGY_BUILDINGS; i++ )
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{
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int iBuilding, iMode;
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GetBuildingIDAndModeFromSlot( i+1, iBuilding, iMode, m_Buildings );
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int iCost = ( pLocalPlayer ) ? pLocalPlayer->m_Shared.CalculateObjectCost( pLocalPlayer, iBuilding ) : GetObjectInfo( iBuilding )->m_Cost;
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m_pAvailableObjects[i]->SetDialogVariable( "metal", iCost );
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m_pAlreadyBuiltObjects[i]->SetDialogVariable( "metal", iCost );
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m_pCantAffordObjects[i]->SetDialogVariable( "metal", iCost );
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m_pUnavailableObjects[i]->SetDialogVariable( "metal", iCost );
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}
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BaseClass::ApplySchemeSettings( pScheme );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudMenuEngyBuild::GetBuildingIDAndModeFromSlot( int iSlot, int &iBuilding, int &iMode, const EngyConstructBuilding_t (&buildings)[ NUM_ENGY_BUILDINGS ] )
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{
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iBuilding = OBJ_LAST;
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iMode = 0;
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int index = iSlot - 1;
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if ( index >= 0 && index < NUM_ENGY_BUILDINGS )
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{
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iBuilding = buildings[index].m_iObjectType;
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iMode = buildings[index].m_iMode;
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}
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else
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{
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Assert( !"What slot are we asking for and why?" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Keyboard input hook. Return 0 if handled
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//-----------------------------------------------------------------------------
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int CHudMenuEngyBuild::HudElementKeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding )
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{
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if ( !ShouldDraw() )
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{
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return 1;
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}
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if ( !down )
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{
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return 1;
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}
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bool bController = ( IsConsole() || ( keynum >= JOYSTICK_FIRST ) );
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if ( bController )
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{
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int iNewSelection = m_iSelectedItem;
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switch( keynum )
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{
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case KEY_XBUTTON_UP:
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case STEAMCONTROLLER_DPAD_UP:
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// jump to last
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iNewSelection = NUM_ENGY_BUILDINGS;
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break;
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case KEY_XBUTTON_DOWN:
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case STEAMCONTROLLER_DPAD_DOWN:
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// jump to first
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iNewSelection = 1;
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break;
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case KEY_XBUTTON_RIGHT:
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case STEAMCONTROLLER_DPAD_RIGHT:
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// move selection to the right
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iNewSelection++;
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if ( iNewSelection > NUM_ENGY_BUILDINGS )
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iNewSelection = 1;
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break;
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case KEY_XBUTTON_LEFT:
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case STEAMCONTROLLER_DPAD_LEFT:
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// move selection to the left
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iNewSelection--;
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if ( iNewSelection < 1 )
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iNewSelection = NUM_ENGY_BUILDINGS;
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break;
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||
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case KEY_XBUTTON_A:
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case KEY_XBUTTON_RTRIGGER:
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||
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case STEAMCONTROLLER_A:
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||
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// build selected item
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||
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SendBuildMessage( m_iSelectedItem );
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||
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return 0;
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||
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||
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case KEY_XBUTTON_Y:
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||
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case KEY_XBUTTON_LTRIGGER:
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||
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case STEAMCONTROLLER_Y:
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||
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{
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||
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// destroy selected item
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||
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bool bSuccess = SendDestroyMessage( m_iSelectedItem );
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||
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||
|
if ( bSuccess )
|
||
|
{
|
||
|
engine->ExecuteClientCmd( "lastinv" );
|
||
|
}
|
||
|
}
|
||
|
return 0;
|
||
|
|
||
|
case KEY_XBUTTON_B:
|
||
|
case STEAMCONTROLLER_B:
|
||
|
// cancel, close the menu
|
||
|
engine->ExecuteClientCmd( "lastinv" );
|
||
|
return 0;
|
||
|
|
||
|
default:
|
||
|
return 1; // key not handled
|
||
|
}
|
||
|
|
||
|
SetSelectedItem( iNewSelection );
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int iSlot = 0;
|
||
|
|
||
|
// convert slot1, slot2 etc to 1,2,3,4
|
||
|
if( pszCurrentBinding && ( !Q_strncmp( pszCurrentBinding, "slot", NUM_ENGY_BUILDINGS ) && Q_strlen(pszCurrentBinding) > NUM_ENGY_BUILDINGS ) )
|
||
|
{
|
||
|
const char *pszNum = pszCurrentBinding+NUM_ENGY_BUILDINGS;
|
||
|
iSlot = atoi(pszNum);
|
||
|
|
||
|
// slot10 cancels
|
||
|
if ( iSlot == 10 )
|
||
|
{
|
||
|
engine->ExecuteClientCmd( "lastinv" );
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// allow slot1 - slot4
|
||
|
if ( iSlot < 1 || iSlot > NUM_ENGY_BUILDINGS )
|
||
|
return 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
switch( keynum )
|
||
|
{
|
||
|
case KEY_1:
|
||
|
iSlot = 1;
|
||
|
break;
|
||
|
case KEY_2:
|
||
|
iSlot = 2;
|
||
|
break;
|
||
|
case KEY_3:
|
||
|
iSlot = 3;
|
||
|
break;
|
||
|
case KEY_4:
|
||
|
iSlot = 4;
|
||
|
break;
|
||
|
|
||
|
case KEY_5:
|
||
|
case KEY_6:
|
||
|
case KEY_7:
|
||
|
case KEY_8:
|
||
|
case KEY_9:
|
||
|
// Eat these keys
|
||
|
return 0;
|
||
|
|
||
|
case KEY_0:
|
||
|
case KEY_XBUTTON_B:
|
||
|
case STEAMCONTROLLER_B:
|
||
|
// cancel, close the menu
|
||
|
engine->ExecuteClientCmd( "lastinv" );
|
||
|
return 0;
|
||
|
|
||
|
default:
|
||
|
return 1; // key not handled
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( iSlot > 0 )
|
||
|
{
|
||
|
SendBuildMessage( iSlot );
|
||
|
return 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return 1; // key not handled
|
||
|
}
|
||
|
|
||
|
void CHudMenuEngyBuild::SendBuildMessage( int iSlot )
|
||
|
{
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
|
||
|
if ( !pLocalPlayer )
|
||
|
return;
|
||
|
|
||
|
int iBuilding, iMode;
|
||
|
GetBuildingIDAndModeFromSlot( iSlot, iBuilding, iMode, m_Buildings );
|
||
|
|
||
|
if ( CanBuild( iSlot ) == false )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
C_BaseObject *pObj = pLocalPlayer->GetObjectOfType( iBuilding, iMode );
|
||
|
int iCost = pLocalPlayer->m_Shared.CalculateObjectCost( pLocalPlayer, iBuilding );
|
||
|
|
||
|
int iBuildDisposableSents = CB_CANNOT_BUILD;
|
||
|
if ( TFGameRules()->GameModeUsesUpgrades() && iBuilding == OBJ_SENTRYGUN )
|
||
|
{
|
||
|
iBuildDisposableSents = pLocalPlayer->CanBuild( iBuilding, iMode );
|
||
|
}
|
||
|
|
||
|
// If we don't already have a sentry (NULL), or we're allowed to build multiple, and we can afford it
|
||
|
if ( ( pObj == NULL || iBuildDisposableSents == CB_CAN_BUILD ) && pLocalPlayer->GetAmmoCount( TF_AMMO_METAL ) >= iCost )
|
||
|
{
|
||
|
char szCmd[128];
|
||
|
Q_snprintf( szCmd, sizeof(szCmd), "build %d %d", iBuilding, iMode );
|
||
|
engine->ClientCmd( szCmd );
|
||
|
|
||
|
// NVNT send the build command
|
||
|
if ( haptics )
|
||
|
haptics->ProcessHapticEvent(2, "Game", szCmd);
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pLocalPlayer->EmitSound( "Player.DenyWeaponSelection" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool CHudMenuEngyBuild::SendDestroyMessage( int iSlot )
|
||
|
{
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
|
||
|
if ( !pLocalPlayer )
|
||
|
return false;
|
||
|
|
||
|
bool bSuccess = false;
|
||
|
|
||
|
int iBuilding, iMode;
|
||
|
GetBuildingIDAndModeFromSlot( iSlot, iBuilding, iMode, m_Buildings );
|
||
|
|
||
|
C_BaseObject *pObj = pLocalPlayer->GetObjectOfType( iBuilding, iMode );
|
||
|
|
||
|
if ( pObj != NULL )
|
||
|
{
|
||
|
char szCmd[128];
|
||
|
Q_snprintf( szCmd, sizeof(szCmd), "destroy %d %d", iBuilding, iMode );
|
||
|
engine->ClientCmd( szCmd );
|
||
|
// NVNT send the destroy command
|
||
|
if ( haptics )
|
||
|
haptics->ProcessHapticEvent(2, "Game", szCmd);
|
||
|
bSuccess = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pLocalPlayer->EmitSound( "Player.DenyWeaponSelection" );
|
||
|
}
|
||
|
|
||
|
return bSuccess;
|
||
|
}
|
||
|
|
||
|
// NVNT gate for placing effect.
|
||
|
|
||
|
void CHudMenuEngyBuild::OnTick( void )
|
||
|
{
|
||
|
if ( !IsVisible() )
|
||
|
return;
|
||
|
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
|
||
|
if ( !pLocalPlayer )
|
||
|
return;
|
||
|
|
||
|
int iAccount = pLocalPlayer->GetAmmoCount( TF_AMMO_METAL );
|
||
|
|
||
|
for ( int i=0;i<NUM_ENGY_BUILDINGS; i++ )
|
||
|
{
|
||
|
int iRemappedObjectID, iMode;
|
||
|
GetBuildingIDAndModeFromSlot( i + 1, iRemappedObjectID, iMode, m_Buildings );
|
||
|
|
||
|
// update this slot
|
||
|
C_BaseObject *pObj = NULL;
|
||
|
|
||
|
if ( pLocalPlayer )
|
||
|
{
|
||
|
pObj = pLocalPlayer->GetObjectOfType( iRemappedObjectID, iMode );
|
||
|
}
|
||
|
|
||
|
m_pAvailableObjects[i]->SetVisible( false );
|
||
|
m_pAlreadyBuiltObjects[i]->SetVisible( false );
|
||
|
m_pCantAffordObjects[i]->SetVisible( false );
|
||
|
m_pUnavailableObjects[i]->SetVisible( false );
|
||
|
|
||
|
if ( !m_Buildings[i].m_bEnabled )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
int iCost = pLocalPlayer->m_Shared.CalculateObjectCost( pLocalPlayer, iRemappedObjectID );
|
||
|
bool bAvailable = CanBuild( i + 1 );
|
||
|
|
||
|
// If the building is already built, and we don't have an ability to build more than one (sentry)
|
||
|
if ( pObj != NULL && !pObj->IsPlacing() && !( pLocalPlayer->CanBuild( iRemappedObjectID, iMode ) == CB_CAN_BUILD ) )
|
||
|
{
|
||
|
m_pAlreadyBuiltObjects[i]->SetVisible( true );
|
||
|
}
|
||
|
// unavailable
|
||
|
else if ( bAvailable == false )
|
||
|
{
|
||
|
m_pUnavailableObjects[i]->SetVisible( true );
|
||
|
}
|
||
|
// See if we can afford it
|
||
|
else if ( iAccount < iCost )
|
||
|
{
|
||
|
m_pCantAffordObjects[i]->SetVisible( true );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// we can buy it
|
||
|
m_pAvailableObjects[i]->SetVisible( true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHudMenuEngyBuild::SetVisible( bool state )
|
||
|
{
|
||
|
if ( state == true )
|
||
|
{
|
||
|
InitBuildings();
|
||
|
|
||
|
// close the weapon selection menu
|
||
|
engine->ClientCmd( "cancelselect" );
|
||
|
|
||
|
bool bConsoleMode = ( IsConsole() || tf_build_menu_controller_mode.GetBool() );
|
||
|
|
||
|
if ( bConsoleMode != m_bInConsoleMode )
|
||
|
{
|
||
|
InvalidateLayout( true, true );
|
||
|
m_bInConsoleMode = bConsoleMode;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// See if our layout needs to change, due to equipped items
|
||
|
buildmenulayouts_t eDesired = CalcCustomBuildMenuLayout();
|
||
|
if ( eDesired != m_eCurrentBuildMenuLayout )
|
||
|
{
|
||
|
m_eCurrentBuildMenuLayout = eDesired;
|
||
|
InvalidateLayout( true, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// set the %lastinv% dialog var to our binding
|
||
|
const char *key = engine->Key_LookupBinding( "lastinv" );
|
||
|
if ( !key )
|
||
|
{
|
||
|
key = "< not bound >";
|
||
|
}
|
||
|
|
||
|
SetDialogVariable( "lastinv", key );
|
||
|
|
||
|
// Set selection to the first available building that we can build
|
||
|
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
|
||
|
if ( !pLocalPlayer )
|
||
|
return;
|
||
|
|
||
|
int iDefaultSlot = 1;
|
||
|
|
||
|
// Find the first slot that represents a building that we haven't built
|
||
|
int iSlot;
|
||
|
for ( iSlot = 1; iSlot <= NUM_ENGY_BUILDINGS; iSlot++ )
|
||
|
{
|
||
|
int iBuilding, iMode;
|
||
|
GetBuildingIDAndModeFromSlot( iSlot, iBuilding, iMode, m_Buildings );
|
||
|
C_BaseObject *pObj = pLocalPlayer->GetObjectOfType( iBuilding, iMode );
|
||
|
|
||
|
if ( pObj == NULL )
|
||
|
{
|
||
|
iDefaultSlot = iSlot;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_iSelectedItem = -1; //force redo
|
||
|
SetSelectedItem( iDefaultSlot );
|
||
|
|
||
|
HideLowerPriorityHudElementsInGroup( "mid" );
|
||
|
|
||
|
for ( int i=0; i<NUM_ENGY_BUILDINGS; i++ )
|
||
|
{
|
||
|
int iBuilding, iMode;
|
||
|
GetBuildingIDAndModeFromSlot( i+1, iBuilding, iMode, m_Buildings );
|
||
|
int iCost = pLocalPlayer->m_Shared.CalculateObjectCost( pLocalPlayer, iBuilding );
|
||
|
m_pAvailableObjects[i]->SetDialogVariable( "metal", iCost );
|
||
|
m_pAlreadyBuiltObjects[i]->SetDialogVariable( "metal", iCost );
|
||
|
m_pCantAffordObjects[i]->SetDialogVariable( "metal", iCost );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UnhideLowerPriorityHudElementsInGroup( "mid" );
|
||
|
}
|
||
|
|
||
|
BaseClass::SetVisible( state );
|
||
|
}
|
||
|
|
||
|
void CHudMenuEngyBuild::SetSelectedItem( int iSlot )
|
||
|
{
|
||
|
if ( m_iSelectedItem != iSlot )
|
||
|
{
|
||
|
m_iSelectedItem = iSlot;
|
||
|
|
||
|
// move the selection item to the new position
|
||
|
if ( m_pActiveSelection )
|
||
|
{
|
||
|
// move the selection background
|
||
|
int x, y;
|
||
|
m_pAlreadyBuiltObjects[m_iSelectedItem-1]->GetPos( x, y );
|
||
|
|
||
|
x -= XRES(NUM_ENGY_BUILDINGS);
|
||
|
y -= XRES(NUM_ENGY_BUILDINGS);
|
||
|
|
||
|
m_pActiveSelection->SetPos( x, y );
|
||
|
|
||
|
UpdateHintLabels();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHudMenuEngyBuild::UpdateHintLabels( void )
|
||
|
{
|
||
|
// hilight the action we can perform ( build or destroy or neither )
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
|
||
|
if ( pLocalPlayer )
|
||
|
{
|
||
|
int iBuilding, iMode;
|
||
|
GetBuildingIDAndModeFromSlot( m_iSelectedItem, iBuilding, iMode, m_Buildings );
|
||
|
C_BaseObject *pObj = pLocalPlayer->GetObjectOfType( iBuilding );
|
||
|
|
||
|
bool bDestroyLabelBright = false;
|
||
|
bool bBuildLabelBright = false;
|
||
|
|
||
|
int iCost = pLocalPlayer->m_Shared.CalculateObjectCost( pLocalPlayer, iBuilding );
|
||
|
|
||
|
if ( pObj )
|
||
|
{
|
||
|
// hilight destroy, we have a building
|
||
|
bDestroyLabelBright = true;
|
||
|
}
|
||
|
else if ( pLocalPlayer->GetAmmoCount( TF_AMMO_METAL ) >= iCost ) // I can afford it
|
||
|
{
|
||
|
// hilight build, we can build this
|
||
|
bBuildLabelBright = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// dim both, do nothing
|
||
|
}
|
||
|
|
||
|
if ( m_pDestroyLabelBright && m_pDestroyLabelDim && m_pBuildLabelBright && m_pBuildLabelDim )
|
||
|
{
|
||
|
m_pDestroyLabelBright->SetVisible( bDestroyLabelBright );
|
||
|
m_pDestroyLabelDim->SetVisible( !bDestroyLabelBright );
|
||
|
|
||
|
m_pBuildLabelBright->SetVisible( bBuildLabelBright );
|
||
|
m_pBuildLabelDim->SetVisible( !bBuildLabelBright );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
buildmenulayouts_t CHudMenuEngyBuild::CalcCustomBuildMenuLayout( void )
|
||
|
{
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
if ( !pLocalPlayer )
|
||
|
return BUILDMENU_DEFAULT;
|
||
|
|
||
|
int iMenu = BUILDMENU_DEFAULT;
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pLocalPlayer, iMenu, set_custom_buildmenu );
|
||
|
return (buildmenulayouts_t)iMenu;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudMenuEngyBuild::InitBuildings()
|
||
|
{
|
||
|
for( int i=0; i<NUM_ENGY_BUILDINGS; ++i )
|
||
|
{
|
||
|
m_Buildings[i] = g_kEngyBuildings[i];
|
||
|
}
|
||
|
|
||
|
ReplaceBuildings( m_Buildings );
|
||
|
|
||
|
InvalidateLayout( true, true );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CHudMenuEngyBuild::ReplaceBuildings( EngyConstructBuilding_t (&targetBuildings)[NUM_ENGY_BUILDINGS] )
|
||
|
{
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
if ( !pLocalPlayer )
|
||
|
return;
|
||
|
|
||
|
CUtlVector< const EngyBuildingReplacement_t* > vecReplacements;
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
|
||
|
int iOverrideType = -1;
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pLocalPlayer, iOverrideType, override_engineer_object_type );
|
||
|
if ( iOverrideType >= 0 && iOverrideType < ARRAYSIZE( s_alternateEngineerBuildings ) )
|
||
|
{
|
||
|
vecReplacements.AddToTail( &s_alternateEngineerBuildings[iOverrideType] );
|
||
|
}
|
||
|
|
||
|
iOverrideType = -1;
|
||
|
CALL_ATTRIB_HOOK_INT_ON_OTHER( pLocalPlayer, iOverrideType, override_engineer_object_type_2 );
|
||
|
if ( iOverrideType >= 0 && iOverrideType < ARRAYSIZE( s_alternateEngineerBuildings ) )
|
||
|
{
|
||
|
vecReplacements.AddToTail( &s_alternateEngineerBuildings[iOverrideType] );
|
||
|
}
|
||
|
// add more replacement attributes here
|
||
|
|
||
|
#endif
|
||
|
|
||
|
// verify the override data to make sure that they don't conflict with each other
|
||
|
int iReplacedSlots = 0;
|
||
|
int iDisabledSlots = 0;
|
||
|
bool bReplaced = false;
|
||
|
for ( int i=0; i<vecReplacements.Count(); ++i )
|
||
|
{
|
||
|
const EngyBuildingReplacement_t* pReplace = vecReplacements[i];
|
||
|
int iReplacingSlots = pReplace->m_iReplacementSlots;
|
||
|
int iDisablingSlots = pReplace->m_iDisableSlots;
|
||
|
|
||
|
if ( iReplacedSlots & iReplacingSlots )
|
||
|
{
|
||
|
AssertMsg( 0, "Trying to replace the same engineer building slot multiple time" );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( iReplacedSlots & iDisablingSlots )
|
||
|
{
|
||
|
AssertMsg( 0, "Trying to disable a replaced engineer building slot" );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if ( iDisabledSlots & iReplacingSlots )
|
||
|
{
|
||
|
AssertMsg( 0, "Trying to replace a disabled slot" );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
// no conflict, replace the building
|
||
|
for ( int j=0; j<ARRAYSIZE( flagSlots ); ++j )
|
||
|
{
|
||
|
COMPILE_TIME_ASSERT( ARRAYSIZE( targetBuildings ) == ARRAYSIZE( flagSlots ) );
|
||
|
if ( flagSlots[j] & iReplacingSlots )
|
||
|
{
|
||
|
targetBuildings[j] = pReplace->m_building;
|
||
|
}
|
||
|
else if ( flagSlots[j] & iDisablingSlots )
|
||
|
{
|
||
|
targetBuildings[j].m_bEnabled = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
iReplacedSlots |= iReplacingSlots;
|
||
|
iDisabledSlots |= iDisablingSlots;
|
||
|
bReplaced = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
bool CHudMenuEngyBuild::CanBuild( int iSlot )
|
||
|
{
|
||
|
bool bInTraining = TFGameRules() && TFGameRules()->IsInTraining();
|
||
|
if ( bInTraining == false )
|
||
|
{
|
||
|
int slot = iSlot - 1;
|
||
|
if ( slot >= 0 && slot < NUM_ENGY_BUILDINGS )
|
||
|
{
|
||
|
return m_Buildings[slot].m_bEnabled;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool bCanBuild = true;
|
||
|
switch ( iSlot )
|
||
|
{
|
||
|
case 1:
|
||
|
{
|
||
|
ConVarRef training_can_build_sentry( "training_can_build_sentry");
|
||
|
bCanBuild = training_can_build_sentry.GetInt() != 0;
|
||
|
}
|
||
|
break;
|
||
|
case 2:
|
||
|
{
|
||
|
ConVarRef training_can_build_dispenser( "training_can_build_dispenser");
|
||
|
bCanBuild = training_can_build_dispenser.GetInt() != 0;
|
||
|
}
|
||
|
break;
|
||
|
case 3:
|
||
|
{
|
||
|
ConVarRef training_can_build_tele_entrance( "training_can_build_tele_entrance");
|
||
|
bCanBuild = training_can_build_tele_entrance.GetInt() != 0;
|
||
|
}
|
||
|
break;
|
||
|
case 4:
|
||
|
{
|
||
|
ConVarRef training_can_build_tele_exit( "training_can_build_tele_exit");
|
||
|
bCanBuild = training_can_build_tele_exit.GetInt() != 0;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
return bCanBuild;
|
||
|
}
|