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215 lines
5.4 KiB
215 lines
5.4 KiB
3 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 <string.h>
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#include <stdio.h>
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#include "dod_headiconmanager.h"
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#include "c_playerresource.h"
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#include "cliententitylist.h"
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#include "c_baseplayer.h"
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#include "materialsystem/imesh.h"
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#include "view.h"
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#include "materialsystem/imaterial.h"
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#include "tier0/dbg.h"
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#include "cdll_int.h"
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#include "dod_shareddefs.h"
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#include "c_dod_player.h"
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#include "voice_status.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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static CHeadIconManager s_HeadIconMgr;
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CHeadIconManager* HeadIconManager()
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{
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return &s_HeadIconMgr;
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}
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CHeadIconManager::CHeadIconManager()
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{
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m_pAlliesIconMaterial = NULL;
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m_pAxisIconMaterial = NULL;
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}
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CHeadIconManager::~CHeadIconManager()
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{
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Shutdown();
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}
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bool CHeadIconManager::Init()
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{
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if ( !m_pAlliesIconMaterial )
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{
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m_pAlliesIconMaterial = materials->FindMaterial( "sprites/player_icons/american", TEXTURE_GROUP_VGUI );
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}
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if ( !m_pAxisIconMaterial )
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{
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m_pAxisIconMaterial = materials->FindMaterial( "sprites/player_icons/german", TEXTURE_GROUP_VGUI );
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}
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if ( IsErrorMaterial( m_pAlliesIconMaterial ) ||
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IsErrorMaterial( m_pAxisIconMaterial ) )
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{
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Assert(!"Can't find head icon materials");
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return false;
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}
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m_pAlliesIconMaterial->IncrementReferenceCount();
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m_pAxisIconMaterial->IncrementReferenceCount();
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m_PlayerDrawn.ClearAll();
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return true;
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}
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void CHeadIconManager::Shutdown()
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{
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if ( m_pAlliesIconMaterial )
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{
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m_pAlliesIconMaterial->DecrementReferenceCount();
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m_pAlliesIconMaterial = NULL;
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}
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if ( m_pAxisIconMaterial )
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{
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m_pAxisIconMaterial->DecrementReferenceCount();
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m_pAxisIconMaterial = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Call from player render calls to indicate a head icon should be drawn for this player this frame
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//-----------------------------------------------------------------------------
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void CHeadIconManager::PlayerDrawn( C_BasePlayer *pPlayer )
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{
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m_PlayerDrawn.Set( pPlayer->entindex() - 1 );
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}
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ConVar cl_headiconoffset( "cl_headiconoffset", "24", FCVAR_CHEAT );
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ConVar cl_headiconsize( "cl_headiconsize", "8", FCVAR_CHEAT );
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ConVar cl_identiconmode( "cl_identiconmode", "2", FCVAR_ARCHIVE, "2 - icons over teammates' heads\n1- icons over target teammate\n0 - no head icons" );
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void CHeadIconManager::DrawHeadIcons()
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{
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CMatRenderContextPtr pRenderContext( materials );
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CBitVec<MAX_PLAYERS> playerDrawn = m_PlayerDrawn;
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m_PlayerDrawn.ClearAll();
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if ( cl_identiconmode.GetInt() <= 0 )
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return;
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C_DODPlayer *pLocalPlayer = C_DODPlayer::GetLocalDODPlayer();
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if ( !pLocalPlayer )
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return;
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if ( pLocalPlayer->GetTeamNumber() != TEAM_ALLIES &&
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pLocalPlayer->GetTeamNumber() != TEAM_AXIS )
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{
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return;
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}
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Vector vUp = CurrentViewUp();
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Vector vRight = CurrentViewRight();
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if ( fabs( vRight.z ) > 0.95 ) // don't draw it edge-on
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return;
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vRight.z = 0;
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VectorNormalize( vRight );
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float flSize = cl_headiconsize.GetFloat();
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for(int i=0; i < MAX_PLAYERS; i++)
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{
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if ( !playerDrawn.IsBitSet( i ) )
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continue;
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if ( cl_identiconmode.GetInt() == 1 )
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{
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// only draw if this player is our status bar target
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if ( (i+1) != pLocalPlayer->GetIDTarget() )
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continue;
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}
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IClientNetworkable *pClient = cl_entitylist->GetClientEntity( i+1 );
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// Don't show an icon if the player is not in our PVS.
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if ( !pClient || pClient->IsDormant() )
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continue;
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C_DODPlayer *pPlayer = dynamic_cast<C_DODPlayer*>(pClient);
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if( !pPlayer )
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continue;
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// Don't show an icon for dead or spectating players (ie: invisible entities).
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if( pPlayer->IsPlayerDead() )
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continue;
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if( pPlayer == pLocalPlayer )
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continue;
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if( pPlayer->GetTeamNumber() != pLocalPlayer->GetTeamNumber() )
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continue;
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if ( GetClientVoiceMgr()->IsPlayerSpeaking( i+1 ) )
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continue;
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if ( C_BasePlayer::GetLocalPlayer()->GetObserverMode() == OBS_MODE_IN_EYE &&
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C_BasePlayer::GetLocalPlayer()->GetObserverTarget() == pPlayer )
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continue;
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IMaterial *pMaterial = pPlayer->GetHeadIconMaterial();
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if ( !pMaterial )
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continue;
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pRenderContext->Bind( pMaterial );
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Vector vOrigin;
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QAngle vAngle;
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int iHeadAttach = pPlayer->LookupAttachment( "head" );
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pPlayer->GetAttachment( iHeadAttach, vOrigin, vAngle );
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vOrigin.z += cl_headiconoffset.GetFloat();
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// Align it towards the viewer
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IMesh *pMesh = pRenderContext->GetDynamicMesh();
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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meshBuilder.Color3f( 1.0, 1.0, 1.0 );
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meshBuilder.TexCoord2f( 0,0,0 );
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meshBuilder.Position3fv( (vOrigin + (vRight * -flSize) + (vUp * flSize)).Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3f( 1.0, 1.0, 1.0 );
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meshBuilder.TexCoord2f( 0,1,0 );
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meshBuilder.Position3fv( (vOrigin + (vRight * flSize) + (vUp * flSize)).Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3f( 1.0, 1.0, 1.0 );
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meshBuilder.TexCoord2f( 0,1,1 );
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meshBuilder.Position3fv( (vOrigin + (vRight * flSize) + (vUp * -flSize)).Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.Color3f( 1.0, 1.0, 1.0 );
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meshBuilder.TexCoord2f( 0,0,1 );
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meshBuilder.Position3fv( (vOrigin + (vRight * -flSize) + (vUp * -flSize)).Base() );
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meshBuilder.AdvanceVertex();
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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