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701 lines
19 KiB
701 lines
19 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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//=============================================================================//
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#include "cbase.h"
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#include "iclientmode.h"
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#include "c_dod_player.h"
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#include <vgui/IScheme.h>
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#include <vgui/ISurface.h>
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#include <vgui_controls/AnimationController.h>
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#include "dod_hud_playerstatus_ammo.h"
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#include "ihudlcd.h"
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float GetScale( int nIconWidth, int nIconHeight, int nWidth, int nHeight )
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{
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float flScale = 1.0;
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if ( nIconWidth == nWidth && nIconHeight <= nHeight ) // no scaling necessary
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{
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return flScale;
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}
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else if ( nIconHeight == nHeight && nIconWidth <= nWidth ) // no scaling necessary
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{
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return flScale;
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}
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else if ( nIconWidth < nWidth && nIconHeight < nHeight ) // scale the image up
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{
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float scaleW = 0.0, scaleH = 0.0;
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if ( nIconWidth < nWidth )
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{
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scaleW = (float)nWidth / (float)nIconWidth;
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}
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if ( nIconHeight < nHeight )
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{
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scaleH = (float)nHeight / (float)nIconHeight;
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}
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if ( scaleW != 0.0 && scaleH != 0.0 )
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{
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if ( scaleW < scaleH )
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{
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flScale = scaleW;
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}
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else
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{
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flScale = scaleH;
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}
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}
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else if ( scaleW != 0.0 )
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{
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flScale = scaleW;
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}
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else
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{
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flScale = scaleH;
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}
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}
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else // scale the image down
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{
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float scaleW = 0.0, scaleH = 0.0;
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if ( nIconWidth > nWidth )
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{
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scaleW = (float)nWidth / (float)nIconWidth;
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}
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if ( nIconHeight > nHeight )
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{
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scaleH = (float)nHeight / (float)nIconHeight;
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}
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if ( scaleW != 0.0 && scaleH != 0.0 )
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{
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if ( scaleW < scaleH )
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{
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flScale = scaleW;
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}
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else
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{
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flScale = scaleH;
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}
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}
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else if ( scaleW != 0.0 )
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{
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flScale = scaleW;
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}
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else
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{
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flScale = scaleH;
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}
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}
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return flScale;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CDoDHudAmmo::CDoDHudAmmo( vgui::Panel *parent, const char *name ) : vgui::Panel( parent, name )
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{
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m_iAdditiveWhiteID = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_iAdditiveWhiteID, "vgui/white_additive", true, false );
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m_clrIcon = Color( 255, 255, 255, 255 );
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hudlcd->SetGlobalStat( "(ammo_primary)", "0" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "0" );
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hudlcd->SetGlobalStat( "(weapon_print_name)", "" );
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hudlcd->SetGlobalStat( "(weapon_name)", "" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDHudAmmo::Init( void )
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{
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m_iAmmo = -1;
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m_iAmmo2 = -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDHudAmmo::ApplySchemeSettings( vgui::IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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m_clrTextColor = pScheme->GetColor( "HudAmmoCount", GetFgColor() );
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m_clrTextXColor = pScheme->GetColor( "HudPanelBorder", GetFgColor() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: called every frame to get ammo info from the weapon
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//-----------------------------------------------------------------------------
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void CDoDHudAmmo::OnThink()
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{
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C_BaseCombatWeapon *wpn = GetActiveWeapon();
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
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hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
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if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
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{
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hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
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hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
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SetPaintEnabled( false );
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SetPaintBackgroundEnabled( false );
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return;
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}
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else
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{
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SetPaintEnabled( true );
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SetPaintBackgroundEnabled( true );
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}
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// get the ammo in our clip
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int ammo1 = wpn->Clip1();
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int ammo2;
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if ( ammo1 < 0 )
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{
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// we don't use clip ammo, just use the total ammo count
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ammo1 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() );
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ammo2 = 0;
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}
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else
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{
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// we use clip ammo, so the second ammo is the total ammo
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ammo2 = player->GetAmmoCount( wpn->GetPrimaryAmmoType() );
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}
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hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
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hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
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if ( wpn == m_hCurrentActiveWeapon )
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{
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// same weapon, just update counts
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SetAmmo( ammo1, true );
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SetAmmo2( ammo2, true );
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}
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else
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{
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// diferent weapon, change without triggering
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SetAmmo( ammo1, false );
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SetAmmo2( ammo2, false );
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// update whether or not we show the total ammo display
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m_bUsesClips = wpn->UsesClipsForAmmo1();
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m_hCurrentActiveWeapon = wpn;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates ammo display
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//-----------------------------------------------------------------------------
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void CDoDHudAmmo::SetAmmo( int ammo, bool playAnimation )
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{
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if ( ammo != m_iAmmo )
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{
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m_iAmmo = ammo;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates 2nd ammo display
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//-----------------------------------------------------------------------------
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void CDoDHudAmmo::SetAmmo2( int ammo2, bool playAnimation )
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{
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if ( ammo2 != m_iAmmo2 )
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{
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m_iAmmo2 = ammo2;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDHudAmmo::DrawAmmoCount( int count )
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{
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char buf[16];
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Q_snprintf( buf, sizeof(buf), "x" );
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DrawText( buf, clip_count_text_xpos, clip_count_text_ypos, m_clrTextXColor );
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Q_snprintf( buf, sizeof(buf), " %d", count );
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DrawText( buf, clip_count_text_xpos, clip_count_text_ypos, m_clrTextColor );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDHudAmmo::PaintGrenadeAmmo( CWeaponDODBase *pWpn )
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{
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const CHudTexture *pAmmoIcon = pWpn->GetSpriteAmmo();
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Assert( pAmmoIcon );
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int xpos = small_icon_xpos, ypos = small_icon_ypos;
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int w = small_icon_width, t = small_icon_height;
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int nIconWidth = 0, nIconHeight = 0;
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float scale = 1.0f;
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if ( pAmmoIcon )
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{
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nIconWidth = pAmmoIcon->Width();
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nIconHeight = pAmmoIcon->Height();
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scale = GetScale( nIconWidth, nIconHeight, w, t );
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nIconWidth *= scale;
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nIconHeight *= scale;
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if ( nIconWidth < small_icon_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the xpos
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{
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xpos = small_icon_xpos + small_icon_width / 2.0 - nIconWidth / 2.0;
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}
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if ( nIconHeight < small_icon_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
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{
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ypos = small_icon_ypos + small_icon_height / 2.0 - nIconHeight / 2.0;
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}
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if ( m_iAmmo > 0 )
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{
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pAmmoIcon->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon );
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DrawAmmoCount( m_iAmmo );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDHudAmmo::PaintRifleGrenadeAmmo( CWeaponDODBase *pWpn )
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{
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const CHudTexture *pAmmoIcon = pWpn->GetSpriteAmmo();
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Assert( pAmmoIcon );
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int xpos = small_icon_xpos, ypos = small_icon_ypos;
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int w = small_icon_width, t = small_icon_height;
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int nIconWidth = 0, nIconHeight = 0;
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float scale = 1.0f;
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if ( pAmmoIcon )
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{
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nIconWidth = pAmmoIcon->Width();
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nIconHeight = pAmmoIcon->Height();
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scale = GetScale( nIconWidth, nIconHeight, w, t );
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nIconWidth *= scale;
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nIconHeight *= scale;
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if ( nIconWidth < small_icon_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the xpos
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{
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xpos = small_icon_xpos + small_icon_width / 2.0 - nIconWidth / 2.0;
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}
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if ( nIconHeight < small_icon_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
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{
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ypos = small_icon_ypos + small_icon_height / 2.0 - nIconHeight / 2.0;
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}
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int ammo = m_iAmmo + m_iAmmo2;
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if ( ammo > 0 )
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{
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pAmmoIcon->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon );
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DrawAmmoCount( ammo );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDHudAmmo::PaintBazookaAmmo( CWeaponDODBase *pWpn )
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{
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int panelX, panelY, panelW, panelT;
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GetBounds( panelX, panelY, panelW, panelT );
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const CHudTexture *pTubeIcon = pWpn->GetSpriteAmmo2();
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const CHudTexture *pRocketIcon = pWpn->GetSpriteAmmo();
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const CHudTexture *pExtraIcon = pWpn->GetSpriteAutoaim();
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Assert( pTubeIcon );
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Assert( pRocketIcon );
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Assert( pExtraIcon );
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int xpos = 0, ypos = 0;
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int nIconWidth = 0, nIconHeight = 0;
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float scale = 1.0f;
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if ( pTubeIcon && pRocketIcon )
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{
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nIconWidth = pTubeIcon->Width();
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nIconHeight = pTubeIcon->Height();
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xpos = large_icon_xpos;
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ypos = large_icon_ypos;
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// mad hax
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int width = large_icon_width + XRES(10);
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scale = GetScale( nIconWidth, nIconHeight, width, large_icon_height );
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nIconWidth *= scale;
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nIconHeight *= scale;
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if ( nIconWidth < large_icon_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the xpos
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{
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xpos = small_icon_xpos + small_icon_width / 2.0 - nIconWidth / 2.0;
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}
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if ( nIconHeight < large_icon_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
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{
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ypos = small_icon_ypos + small_icon_height / 2.0 - nIconHeight / 2.0;
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}
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pTubeIcon->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon );
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// If our clip is full, draw the rocket
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if( pRocketIcon )
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{
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if( m_iAmmo > 0 )
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{
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pRocketIcon->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon );
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}
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}
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}
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// Draw the extra rockets
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if( m_iAmmo2 > 0 && pExtraIcon )
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{
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// Align the extra clip on the same baseline as the large clip
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xpos = extra_clip_xpos;
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ypos = extra_clip_ypos;
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nIconWidth = pExtraIcon->Width();
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nIconHeight = pExtraIcon->Height();
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if ( nIconWidth > extra_clip_width || nIconHeight > extra_clip_height )
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{
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scale = GetScale( nIconWidth, nIconHeight, extra_clip_width, extra_clip_height );
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nIconWidth *= scale;
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nIconHeight *= scale;
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}
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if ( nIconWidth < extra_clip_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
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{
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xpos = extra_clip_xpos + extra_clip_width / 2.0 - nIconWidth / 2.0;
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}
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if ( nIconHeight < extra_clip_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
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{
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ypos = extra_clip_ypos + extra_clip_height / 2.0 - nIconHeight / 2.0;
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}
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pExtraIcon->DrawSelf( xpos, ypos, pExtraIcon->Width() * scale, pExtraIcon->Height() * scale, m_clrIcon );
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DrawAmmoCount( m_iAmmo2 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CDoDHudAmmo::PaintMGAmmo( CWeaponDODBase *pWpn )
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{
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int panelX, panelY, panelW, panelT;
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GetBounds( panelX, panelY, panelW, panelT );
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const CHudTexture *pFullClip = pWpn->GetSpriteAmmo();
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const CHudTexture *pExtraClip = pWpn->GetSpriteAmmo2();
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Assert( pFullClip );
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Assert( pExtraClip );
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int xpos = 0, ypos = 0;
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int nIconWidth = 0, nIconHeight = 0;
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float scale = 1.0f;
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if ( pFullClip )
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{
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nIconWidth = pFullClip->Width();
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nIconHeight = pFullClip->Height();
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xpos = large_icon_xpos;
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ypos = large_icon_ypos;
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scale = GetScale( nIconWidth, nIconHeight, large_icon_width, large_icon_height );
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nIconWidth *= scale;
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nIconHeight *= scale;
|
||
|
|
||
|
if ( nIconWidth < large_icon_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the xpos
|
||
|
{
|
||
|
xpos = small_icon_xpos + small_icon_width / 2.0 - nIconWidth / 2.0;
|
||
|
}
|
||
|
|
||
|
if ( nIconHeight < large_icon_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
|
||
|
{
|
||
|
ypos = small_icon_ypos + small_icon_height / 2.0 - nIconHeight / 2.0;
|
||
|
}
|
||
|
|
||
|
pFullClip->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon );
|
||
|
|
||
|
char buf[16];
|
||
|
Q_snprintf( buf, sizeof(buf), "%d", m_iAmmo );
|
||
|
DrawText( buf, xpos + nIconWidth - ( (float)nIconWidth / 3.0 ), ypos + nIconHeight - ( (float)nIconHeight / 3.0 ), m_clrTextColor );
|
||
|
}
|
||
|
|
||
|
//how many full or partially full clips do we have?
|
||
|
int clips = m_iAmmo2 / pWpn->GetMaxClip1();
|
||
|
|
||
|
//account for the partial clip, if it exists
|
||
|
if( clips * pWpn->GetMaxClip1() < m_iAmmo2 )
|
||
|
{
|
||
|
clips++;
|
||
|
}
|
||
|
|
||
|
if( clips > 0 && pExtraClip )
|
||
|
{
|
||
|
//align the extra clip on the same baseline as the large clip
|
||
|
xpos = extra_clip_xpos;
|
||
|
ypos = extra_clip_ypos;
|
||
|
|
||
|
nIconWidth = pExtraClip->Width();
|
||
|
nIconHeight = pExtraClip->Height();
|
||
|
|
||
|
if ( nIconWidth > extra_clip_width || nIconHeight > extra_clip_height )
|
||
|
{
|
||
|
scale = GetScale( nIconWidth, nIconHeight, extra_clip_width, extra_clip_height );
|
||
|
nIconWidth *= scale;
|
||
|
nIconHeight *= scale;
|
||
|
}
|
||
|
|
||
|
if ( nIconWidth < extra_clip_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
|
||
|
{
|
||
|
xpos = extra_clip_xpos + extra_clip_width / 2.0 - nIconWidth / 2.0;
|
||
|
}
|
||
|
|
||
|
if ( nIconHeight < extra_clip_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
|
||
|
{
|
||
|
ypos = extra_clip_ypos + extra_clip_height / 2.0 - nIconHeight / 2.0;
|
||
|
}
|
||
|
|
||
|
pExtraClip->DrawSelf( xpos, ypos, pExtraClip->Width() * scale, pExtraClip->Height() * scale, m_clrIcon );
|
||
|
DrawAmmoCount( clips );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDoDHudAmmo::PaintGunAmmo( CWeaponDODBase *pWpn )
|
||
|
{
|
||
|
int panelX, panelY, panelW, panelT;
|
||
|
GetBounds( panelX, panelY, panelW, panelT );
|
||
|
|
||
|
//regular gun
|
||
|
const CHudTexture *pEmptyClip = pWpn->GetSpriteAmmo();
|
||
|
const CHudTexture *pFullClip = pWpn->GetSpriteAmmo2();
|
||
|
const CHudTexture *pExtraClip = pWpn->GetSpriteAutoaim();
|
||
|
|
||
|
Assert( pEmptyClip );
|
||
|
Assert( pFullClip );
|
||
|
Assert( pExtraClip );
|
||
|
|
||
|
int xpos = 0, ypos = 0;
|
||
|
int nIconWidth = 0, nIconHeight = 0;
|
||
|
float scale = 1.0f;
|
||
|
|
||
|
if ( pFullClip && pEmptyClip )
|
||
|
{
|
||
|
nIconWidth = pFullClip->Width();
|
||
|
nIconHeight = pFullClip->Height();
|
||
|
|
||
|
xpos = large_icon_xpos;
|
||
|
ypos = large_icon_ypos;
|
||
|
|
||
|
scale = GetScale( nIconWidth, nIconHeight, large_icon_width, large_icon_height );
|
||
|
|
||
|
nIconWidth *= scale;
|
||
|
nIconHeight *= scale;
|
||
|
|
||
|
if ( nIconWidth < large_icon_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the xpos
|
||
|
{
|
||
|
xpos = small_icon_xpos + small_icon_width / 2.0 - nIconWidth / 2.0;
|
||
|
}
|
||
|
|
||
|
if ( nIconHeight < large_icon_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
|
||
|
{
|
||
|
ypos = small_icon_ypos + small_icon_height / 2.0 - nIconHeight / 2.0;
|
||
|
}
|
||
|
|
||
|
pFullClip->DrawSelf( xpos, ypos, nIconWidth, nIconHeight, m_clrIcon );
|
||
|
|
||
|
// base percent is how much of the bullet clip to always draw.
|
||
|
// total cropped height of the bullet sprite will be
|
||
|
// base percent + bullet height * bullets
|
||
|
float flBasePercent = (float)pWpn->GetDODWpnData().m_iHudClipBaseHeight / (float)pWpn->GetDODWpnData().m_iHudClipHeight;
|
||
|
float flBulletHeightPercent = (float)pWpn->GetDODWpnData().m_iHudClipBulletHeight / (float)pWpn->GetDODWpnData().m_iHudClipHeight;
|
||
|
|
||
|
float flHeight = (float)pEmptyClip->Height();
|
||
|
|
||
|
//Now we draw the bullets inside based on how full our clip is
|
||
|
float flDrawHeight = flHeight * ( 1.0 - ( flBasePercent + flBulletHeightPercent * m_iAmmo ) );
|
||
|
|
||
|
int nOffset = (int)flDrawHeight;
|
||
|
int yPosOffset = nOffset * scale;
|
||
|
|
||
|
pEmptyClip->DrawSelfCropped( xpos, ypos + yPosOffset, 0, nOffset, pEmptyClip->Width(), pEmptyClip->Height() - nOffset, nIconWidth, nIconHeight - yPosOffset, m_clrIcon );
|
||
|
}
|
||
|
|
||
|
// how many full or partially full clips do we have?
|
||
|
int clips = m_iAmmo2 / pWpn->GetMaxClip1();
|
||
|
|
||
|
// account for the partial clip, if it exists
|
||
|
if( clips * pWpn->GetMaxClip1() < m_iAmmo2 )
|
||
|
{
|
||
|
clips++;
|
||
|
}
|
||
|
|
||
|
if( clips > 0 && pExtraClip )
|
||
|
{
|
||
|
//align the extra clip on the same baseline as the large clip
|
||
|
xpos = extra_clip_xpos;
|
||
|
ypos = extra_clip_ypos;
|
||
|
|
||
|
nIconWidth = pExtraClip->Width();
|
||
|
nIconHeight = pExtraClip->Height();
|
||
|
|
||
|
if ( nIconWidth > extra_clip_width || nIconHeight > extra_clip_height )
|
||
|
{
|
||
|
scale = GetScale( nIconWidth, nIconHeight, extra_clip_width, extra_clip_height );
|
||
|
nIconWidth *= scale;
|
||
|
nIconHeight *= scale;
|
||
|
}
|
||
|
|
||
|
if ( nIconWidth < extra_clip_width - XRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
|
||
|
{
|
||
|
xpos = extra_clip_xpos + extra_clip_width / 2.0 - nIconWidth / 2.0;
|
||
|
}
|
||
|
|
||
|
if ( nIconHeight < extra_clip_height - YRES(2) ) // 2 is our buffer for when we need to re-calculate the ypos
|
||
|
{
|
||
|
ypos = extra_clip_ypos + extra_clip_height / 2.0 - nIconHeight / 2.0;
|
||
|
}
|
||
|
|
||
|
pExtraClip->DrawSelf( xpos, ypos, pExtraClip->Width() * scale, pExtraClip->Height() * scale, m_clrIcon );
|
||
|
DrawAmmoCount( clips );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDoDHudAmmo::Paint( void )
|
||
|
{
|
||
|
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
|
||
|
|
||
|
if( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
CWeaponDODBase *pWpn = pPlayer->GetActiveDODWeapon();
|
||
|
|
||
|
if( !pWpn )
|
||
|
return;
|
||
|
|
||
|
switch( pWpn->GetDODWpnData().m_WeaponType )
|
||
|
{
|
||
|
case WPN_TYPE_GRENADE:
|
||
|
PaintGrenadeAmmo( pWpn );
|
||
|
break;
|
||
|
|
||
|
case WPN_TYPE_RIFLEGRENADE:
|
||
|
PaintRifleGrenadeAmmo( pWpn );
|
||
|
break;
|
||
|
|
||
|
case WPN_TYPE_BAZOOKA:
|
||
|
PaintBazookaAmmo( pWpn );
|
||
|
break;
|
||
|
|
||
|
case WPN_TYPE_MG:
|
||
|
PaintMGAmmo( pWpn );
|
||
|
break;
|
||
|
|
||
|
case WPN_TYPE_CAMERA:
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
PaintGunAmmo( pWpn );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDoDHudAmmo::DrawText( char *text, int x, int y, Color clrText )
|
||
|
{
|
||
|
vgui::surface()->DrawSetTextColor( clrText );
|
||
|
vgui::surface()->DrawSetTextFont( m_hNumberFont );
|
||
|
vgui::surface()->DrawSetTextPos( x, y );
|
||
|
|
||
|
for (char *pch = text; *pch != 0; pch++)
|
||
|
{
|
||
|
vgui::surface()->DrawUnicodeChar(*pch);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CDoDHudAmmo::DrawNumbers( int num, int x, int y )
|
||
|
{
|
||
|
if ( !m_pMGNumbers[0] )
|
||
|
{
|
||
|
int i;
|
||
|
for ( i = 0 ; i < 10 ; i++ )
|
||
|
{
|
||
|
char buf[8];
|
||
|
Q_snprintf( buf, sizeof(buf), "mg_%d", i );
|
||
|
m_pMGNumbers[i] = gHUD.GetIcon( buf );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Assert( num < 1000 );
|
||
|
|
||
|
int xpos = x;
|
||
|
int ypos = y;
|
||
|
int num_working = num;
|
||
|
|
||
|
int iconWidth = m_pMGNumbers[0]->Width();
|
||
|
|
||
|
int hundreds = num_working / 100;
|
||
|
num_working -= hundreds * 100;
|
||
|
|
||
|
m_pMGNumbers[hundreds]->DrawSelf( xpos, ypos, m_clrIcon );
|
||
|
xpos += iconWidth;
|
||
|
|
||
|
int tens = num_working / 10;
|
||
|
num_working -= tens * 10;
|
||
|
|
||
|
m_pMGNumbers[tens]->DrawSelf( xpos, ypos, m_clrIcon );
|
||
|
xpos += iconWidth;
|
||
|
|
||
|
m_pMGNumbers[num_working]->DrawSelf( xpos, ypos, m_clrIcon );
|
||
|
xpos += iconWidth;
|
||
|
}
|
||
|
|