You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
671 lines
17 KiB
671 lines
17 KiB
![]()
2 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "weapon_selection.h"
|
||
|
#include "iclientmode.h"
|
||
|
#include "ammodef.h"
|
||
|
#include "input.h"
|
||
|
|
||
|
#include <KeyValues.h>
|
||
|
#include <vgui/IScheme.h>
|
||
|
#include <vgui/ISurface.h>
|
||
|
#include <vgui/ISystem.h>
|
||
|
#include <vgui_controls/Panel.h>
|
||
|
|
||
|
#include <string.h>
|
||
|
|
||
|
|
||
|
#define HL1_MAX_WEAPON_SLOTS 5
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: hl2 weapon selection hud element
|
||
|
//-----------------------------------------------------------------------------
|
||
|
class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel
|
||
|
{
|
||
|
DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
|
||
|
|
||
|
public:
|
||
|
CHudWeaponSelection(const char *pElementName );
|
||
|
|
||
|
bool ShouldDraw();
|
||
|
|
||
|
void CycleToNextWeapon( void );
|
||
|
void CycleToPrevWeapon( void );
|
||
|
|
||
|
C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos );
|
||
|
void SelectWeaponSlot( int iSlot );
|
||
|
|
||
|
C_BaseCombatWeapon *GetSelectedWeapon( void )
|
||
|
{
|
||
|
return m_hSelectedWeapon;
|
||
|
}
|
||
|
|
||
|
void VidInit( void );
|
||
|
C_BaseCombatWeapon *GetNextActivePos( int iSlot, int iSlotPos );
|
||
|
|
||
|
protected:
|
||
|
void Paint();
|
||
|
void ApplySchemeSettings(vgui::IScheme *pScheme);
|
||
|
|
||
|
private:
|
||
|
C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
|
||
|
C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
|
||
|
|
||
|
void FastWeaponSwitch( int iWeaponSlot );
|
||
|
|
||
|
void DrawAmmoBar( C_BaseCombatWeapon *pWeapon, int x, int y, int nWidth, int nHeight );
|
||
|
int DrawBar( int x, int y, int width, int height, float f );
|
||
|
|
||
|
void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
|
||
|
{
|
||
|
m_hSelectedWeapon = pWeapon;
|
||
|
}
|
||
|
|
||
|
CHudTexture *icon_buckets[ HL1_MAX_WEAPON_SLOTS ];
|
||
|
CHudTexture *icon_selection;
|
||
|
Color m_clrReddish;
|
||
|
Color m_clrGreenish;
|
||
|
};
|
||
|
|
||
|
DECLARE_HUDELEMENT( CHudWeaponSelection );
|
||
|
|
||
|
using namespace vgui;
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Constructor
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection")
|
||
|
{
|
||
|
vgui::Panel *pParent = g_pClientMode->GetViewport();
|
||
|
SetParent( pParent );
|
||
|
}
|
||
|
|
||
|
void CHudWeaponSelection::VidInit()
|
||
|
{
|
||
|
Reset();
|
||
|
|
||
|
for ( int i = 0; i < HL1_MAX_WEAPON_SLOTS; i++ )
|
||
|
{
|
||
|
char szNumString[ 10 ];
|
||
|
|
||
|
sprintf( szNumString, "bucket%d", i );
|
||
|
icon_buckets[ i ] = gHUD.GetIcon( szNumString );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: returns true if the panel should draw
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CHudWeaponSelection::ShouldDraw()
|
||
|
{
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
{
|
||
|
if ( IsInSelectionMode() )
|
||
|
{
|
||
|
HideSelection();
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool bret = CBaseHudWeaponSelection::ShouldDraw();
|
||
|
if ( !bret )
|
||
|
return false;
|
||
|
|
||
|
return ( m_bSelectionVisible ) ? true : false;
|
||
|
}
|
||
|
|
||
|
//-------------------------------------------------------------------------
|
||
|
// Purpose: draws the selection area
|
||
|
//-------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::Paint()
|
||
|
{
|
||
|
if (!ShouldDraw())
|
||
|
return;
|
||
|
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
// find and display our current selection
|
||
|
C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon();
|
||
|
if ( !pSelectedWeapon )
|
||
|
return;
|
||
|
|
||
|
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
|
||
|
|
||
|
int xpos = 10;
|
||
|
|
||
|
// iterate over all the weapon slots
|
||
|
for ( int i = 0; i < HL1_MAX_WEAPON_SLOTS; i++ )
|
||
|
{
|
||
|
int nWidth;
|
||
|
int r1, g1, b1, a1;
|
||
|
|
||
|
(gHUD.m_clrYellowish).GetColor( r1, g1, b1, a1 );
|
||
|
|
||
|
int ypos = 10;
|
||
|
|
||
|
icon_buckets[ i ]->DrawSelf( xpos, ypos, Color( r1, g1, b1, 255 ) );
|
||
|
|
||
|
ypos = icon_buckets[ i ]->Height() + 10;
|
||
|
|
||
|
if ( i == iActiveSlot )
|
||
|
{
|
||
|
bool bFirstItem = true;
|
||
|
nWidth = icon_buckets[ i ]->Width();
|
||
|
|
||
|
for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos );
|
||
|
if ( !pWeapon )
|
||
|
continue;
|
||
|
|
||
|
// icons use old system, drawing in screen space
|
||
|
if ( pWeapon->GetSpriteActive() )
|
||
|
{
|
||
|
int r, g, b, a;
|
||
|
|
||
|
(gHUD.m_clrYellowish).GetColor( r, g, b, a );
|
||
|
|
||
|
if (pWeapon == pSelectedWeapon)
|
||
|
{
|
||
|
pWeapon->GetSpriteActive()->DrawSelf( xpos, ypos, Color( r, g, b, a ) );
|
||
|
|
||
|
if ( !icon_selection )
|
||
|
{
|
||
|
icon_selection = gHUD.GetIcon( "selection" );
|
||
|
}
|
||
|
|
||
|
if ( icon_selection )
|
||
|
{
|
||
|
icon_selection->DrawSelf( xpos, ypos, Color( r, g, b, a ) );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( pWeapon->HasAmmo() )
|
||
|
{
|
||
|
a = 192;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_clrReddish.GetColor( r, g, b, a );
|
||
|
a = 128;
|
||
|
}
|
||
|
|
||
|
if ( pWeapon->GetSpriteInactive() )
|
||
|
{
|
||
|
pWeapon->GetSpriteInactive()->DrawSelf( xpos, ypos, Color( r, g, b, a ) );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Draw Ammo Bar
|
||
|
DrawAmmoBar( pWeapon, xpos + 10, ypos, 20, 4 );
|
||
|
|
||
|
ypos += pWeapon->GetSpriteActive()->Height() + 5;
|
||
|
|
||
|
if ( bFirstItem )
|
||
|
{
|
||
|
nWidth = pWeapon->GetSpriteActive()->Width();
|
||
|
bFirstItem = false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Draw Row of weapons.
|
||
|
for ( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ )
|
||
|
{
|
||
|
int r2, g2, b2, a2;
|
||
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, iPos );
|
||
|
|
||
|
if ( !pWeapon )
|
||
|
continue;
|
||
|
|
||
|
if ( pWeapon->HasAmmo() )
|
||
|
{
|
||
|
(gHUD.m_clrYellowish).GetColor( r2, g2, b2, a2 );
|
||
|
a2 = 128;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_clrReddish.GetColor( r2, g2, b2, a2 );
|
||
|
a2 = 96;
|
||
|
}
|
||
|
|
||
|
Color clrBox( r2, g2, b2, a2 );
|
||
|
vgui::surface()->DrawSetColor( clrBox );
|
||
|
vgui::surface()->DrawFilledRect( xpos, ypos, xpos + icon_buckets[ i ]->Width(), ypos + icon_buckets[ i ]->Height() );
|
||
|
|
||
|
ypos += icon_buckets[ i ]->Height() + 5;
|
||
|
}
|
||
|
|
||
|
nWidth = icon_buckets[ i ]->Width();
|
||
|
}
|
||
|
|
||
|
// advance position
|
||
|
xpos += nWidth + 5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHudWeaponSelection::DrawAmmoBar( C_BaseCombatWeapon *pWeapon, int x, int y, int nWidth, int nHeight )
|
||
|
{
|
||
|
if ( pWeapon->GetPrimaryAmmoType() != -1 )
|
||
|
{
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
|
||
|
int nAmmoCount = pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
|
||
|
if ( !nAmmoCount )
|
||
|
return;
|
||
|
|
||
|
float flPct = (float)nAmmoCount / (float)GetAmmoDef()->MaxCarry( pWeapon->GetPrimaryAmmoType() );
|
||
|
|
||
|
x = DrawBar( x, y, nWidth, nHeight, flPct );
|
||
|
|
||
|
// Do we have secondary ammo too?
|
||
|
if ( pWeapon->GetSecondaryAmmoType() != -1 )
|
||
|
{
|
||
|
flPct = (float)pPlayer->GetAmmoCount( pWeapon->GetSecondaryAmmoType() ) / (float)GetAmmoDef()->MaxCarry( pWeapon->GetSecondaryAmmoType() );
|
||
|
|
||
|
x += 5; //!!!
|
||
|
|
||
|
DrawBar( x, y, nWidth, nHeight, flPct );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int CHudWeaponSelection::DrawBar( int x, int y, int nWidth, int nHeight, float flPct )
|
||
|
{
|
||
|
Color clrBar;
|
||
|
int r, g, b, a;
|
||
|
|
||
|
if ( flPct < 0 )
|
||
|
{
|
||
|
flPct = 0;
|
||
|
}
|
||
|
else if ( flPct > 1 )
|
||
|
{
|
||
|
flPct = 1;
|
||
|
}
|
||
|
|
||
|
if ( flPct )
|
||
|
{
|
||
|
int nBarWidth = flPct * nWidth;
|
||
|
|
||
|
// Always show at least one pixel if we have ammo.
|
||
|
if (nBarWidth <= 0)
|
||
|
nBarWidth = 1;
|
||
|
|
||
|
m_clrGreenish.GetColor( r, g, b, a );
|
||
|
|
||
|
clrBar.SetColor( r, g, b, 255 );
|
||
|
vgui::surface()->DrawSetColor( clrBar );
|
||
|
vgui::surface()->DrawFilledRect( x, y, x + nBarWidth, y + nHeight );
|
||
|
|
||
|
x += nBarWidth;
|
||
|
nWidth -= nBarWidth;
|
||
|
}
|
||
|
|
||
|
(gHUD.m_clrYellowish).GetColor( r, g, b, a );
|
||
|
|
||
|
clrBar.SetColor( r, g, b, 128 );
|
||
|
vgui::surface()->DrawSetColor( clrBar );
|
||
|
vgui::surface()->DrawFilledRect( x, y, x + nWidth, y + nHeight );
|
||
|
|
||
|
return ( x + nWidth );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: hud scheme settings
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
|
||
|
{
|
||
|
BaseClass::ApplySchemeSettings(pScheme);
|
||
|
SetPaintBackgroundEnabled(false);
|
||
|
|
||
|
// set our size
|
||
|
int screenWide, screenTall;
|
||
|
int x, y;
|
||
|
GetPos(x, y);
|
||
|
GetHudSize(screenWide, screenTall);
|
||
|
SetBounds(0, y, screenWide, screenTall - y);
|
||
|
|
||
|
m_clrReddish = pScheme->GetColor( "Reddish", Color( 255, 16, 16, 255 ) );
|
||
|
m_clrGreenish = pScheme->GetColor( "Greenish", Color( 255, 16, 16, 255 ) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns the next available weapon item in the weapon selection
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
|
||
|
{
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return NULL;
|
||
|
|
||
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
||
|
|
||
|
// search all the weapons looking for the closest next
|
||
|
int iLowestNextSlot = HL1_MAX_WEAPON_SLOTS;
|
||
|
int iLowestNextPosition = MAX_WEAPON_POSITIONS;
|
||
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
|
||
|
if ( !pWeapon )
|
||
|
continue;
|
||
|
|
||
|
if ( pWeapon->CanBeSelected() )
|
||
|
{
|
||
|
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
|
||
|
|
||
|
// see if this weapon is further ahead in the selection list
|
||
|
if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) )
|
||
|
{
|
||
|
// see if this weapon is closer than the current lowest
|
||
|
if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) )
|
||
|
{
|
||
|
iLowestNextSlot = weaponSlot;
|
||
|
iLowestNextPosition = weaponPosition;
|
||
|
pNextWeapon = pWeapon;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pNextWeapon;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns the prior available weapon item in the weapon selection
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
|
||
|
{
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return NULL;
|
||
|
|
||
|
C_BaseCombatWeapon *pPrevWeapon = NULL;
|
||
|
|
||
|
// search all the weapons looking for the closest next
|
||
|
int iLowestPrevSlot = -1;
|
||
|
int iLowestPrevPosition = -1;
|
||
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
|
||
|
if ( !pWeapon )
|
||
|
continue;
|
||
|
|
||
|
if ( pWeapon->CanBeSelected() )
|
||
|
{
|
||
|
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
|
||
|
|
||
|
// see if this weapon is further ahead in the selection list
|
||
|
if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) )
|
||
|
{
|
||
|
// see if this weapon is closer than the current lowest
|
||
|
if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) )
|
||
|
{
|
||
|
iLowestPrevSlot = weaponSlot;
|
||
|
iLowestPrevPosition = weaponPosition;
|
||
|
pPrevWeapon = pWeapon;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pPrevWeapon;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Moves the selection to the next item in the menu
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::CycleToNextWeapon( void )
|
||
|
{
|
||
|
// Get the local player.
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
||
|
if ( IsInSelectionMode() )
|
||
|
{
|
||
|
// find the next selection spot
|
||
|
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
|
||
|
if ( !pWeapon )
|
||
|
return;
|
||
|
|
||
|
pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// open selection at the current place
|
||
|
pNextWeapon = pPlayer->GetActiveWeapon();
|
||
|
if ( pNextWeapon )
|
||
|
{
|
||
|
pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !pNextWeapon )
|
||
|
{
|
||
|
// wrap around back to start
|
||
|
pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1);
|
||
|
}
|
||
|
|
||
|
if ( pNextWeapon )
|
||
|
{
|
||
|
SetSelectedWeapon( pNextWeapon );
|
||
|
|
||
|
if( hud_fastswitch.GetInt() > 0 )
|
||
|
{
|
||
|
SelectWeapon();
|
||
|
}
|
||
|
else if ( !IsInSelectionMode() )
|
||
|
{
|
||
|
OpenSelection();
|
||
|
}
|
||
|
|
||
|
// Play the "cycle to next weapon" sound
|
||
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Moves the selection to the previous item in the menu
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::CycleToPrevWeapon( void )
|
||
|
{
|
||
|
// Get the local player.
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
||
|
if ( IsInSelectionMode() )
|
||
|
{
|
||
|
// find the next selection spot
|
||
|
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
|
||
|
if ( !pWeapon )
|
||
|
return;
|
||
|
|
||
|
pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// open selection at the current place
|
||
|
pNextWeapon = pPlayer->GetActiveWeapon();
|
||
|
if ( pNextWeapon )
|
||
|
{
|
||
|
pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !pNextWeapon )
|
||
|
{
|
||
|
// wrap around back to end of weapon list
|
||
|
pNextWeapon = FindPrevWeaponInWeaponSelection( HL1_MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS );
|
||
|
}
|
||
|
|
||
|
if ( pNextWeapon )
|
||
|
{
|
||
|
SetSelectedWeapon( pNextWeapon );
|
||
|
|
||
|
if( hud_fastswitch.GetInt() > 0 )
|
||
|
{
|
||
|
SelectWeapon();
|
||
|
}
|
||
|
else if ( !IsInSelectionMode() )
|
||
|
{
|
||
|
OpenSelection();
|
||
|
}
|
||
|
|
||
|
// Play the "cycle to next weapon" sound
|
||
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: returns the weapon in the specified slot
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos )
|
||
|
{
|
||
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !player )
|
||
|
return NULL;
|
||
|
|
||
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = player->GetWeapon(i);
|
||
|
|
||
|
if ( pWeapon == NULL )
|
||
|
continue;
|
||
|
|
||
|
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos )
|
||
|
return pWeapon;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Moves selection to the specified slot
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::SelectWeaponSlot( int iSlot )
|
||
|
{
|
||
|
// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons
|
||
|
--iSlot;
|
||
|
|
||
|
// Get the local player.
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
// Don't try and read past our possible number of slots
|
||
|
if ( iSlot > HL1_MAX_WEAPON_SLOTS )
|
||
|
return;
|
||
|
|
||
|
// Make sure the player's allowed to switch weapons
|
||
|
if ( pPlayer->IsAllowedToSwitchWeapons() == false )
|
||
|
return;
|
||
|
|
||
|
// do a fast switch if set
|
||
|
if ( hud_fastswitch.GetBool() )
|
||
|
{
|
||
|
FastWeaponSwitch( iSlot );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
int slotPos = 0;
|
||
|
C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon();
|
||
|
|
||
|
// start later in the list
|
||
|
if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot )
|
||
|
{
|
||
|
slotPos = pActiveWeapon->GetPosition() + 1;
|
||
|
}
|
||
|
|
||
|
// find the weapon in this slot
|
||
|
pActiveWeapon = GetNextActivePos( iSlot, slotPos );
|
||
|
if ( !pActiveWeapon )
|
||
|
{
|
||
|
pActiveWeapon = GetNextActivePos( iSlot, 0 );
|
||
|
}
|
||
|
|
||
|
if ( pActiveWeapon != NULL )
|
||
|
{
|
||
|
SetSelectedWeapon( pActiveWeapon );
|
||
|
|
||
|
if( hud_fastswitch.GetInt() > 0 )
|
||
|
{
|
||
|
// only one active item in bucket, so change directly to weapon
|
||
|
SelectWeapon();
|
||
|
}
|
||
|
else if ( !IsInSelectionMode() )
|
||
|
{
|
||
|
// open the weapon selection
|
||
|
OpenSelection();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Opens the next weapon in the slot
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot )
|
||
|
{
|
||
|
// get the slot the player's weapon is in
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
// see where we should start selection
|
||
|
int iPosition = -1;
|
||
|
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon();
|
||
|
if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot )
|
||
|
{
|
||
|
// start after this weapon
|
||
|
iPosition = pActiveWeapon->GetPosition();
|
||
|
}
|
||
|
|
||
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
||
|
|
||
|
// search for the weapon after the current one
|
||
|
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition);
|
||
|
// make sure it's in the same bucket
|
||
|
if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot )
|
||
|
{
|
||
|
// just look for any weapon in this slot
|
||
|
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1);
|
||
|
}
|
||
|
|
||
|
// see if we found a weapon that's different from the current and in the selected slot
|
||
|
if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot )
|
||
|
{
|
||
|
// select the new weapon
|
||
|
::input->MakeWeaponSelection( pNextWeapon );
|
||
|
}
|
||
|
else if ( pNextWeapon != pActiveWeapon )
|
||
|
{
|
||
|
// error sound
|
||
|
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
C_BaseCombatWeapon *CHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos )
|
||
|
{
|
||
|
if ( iSlot >= HL1_MAX_WEAPON_SLOTS )
|
||
|
return NULL;
|
||
|
|
||
|
return CBaseHudWeaponSelection::GetNextActivePos( iSlot, iSlotPos );
|
||
|
}
|