Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//
// Health.cpp
//
// implementation of CHudHealth class
//
#include "cbase.h"
#include "hud.h"
#include "hud_macros.h"
#include "view.h"
#include "iclientmode.h"
#include <KeyValues.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui/ILocalize.h>
using namespace vgui;
#include "hudelement.h"
#include "hud_numericdisplay.h"
#include "ConVar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define INIT_HEALTH -1
//-----------------------------------------------------------------------------
// Purpose: Health panel
//-----------------------------------------------------------------------------
class CHudHealth : public CHudElement, public CHudNumericDisplay
{
DECLARE_CLASS_SIMPLE( CHudHealth, CHudNumericDisplay );
public:
CHudHealth( const char *pElementName );
virtual void Init( void );
virtual void VidInit( void );
virtual void Reset( void );
virtual void OnThink();
void MsgFunc_Damage( bf_read &msg );
private:
// old variables
int m_iHealth;
int m_bitsDamage;
};
DECLARE_HUDELEMENT( CHudHealth );
DECLARE_HUD_MESSAGE( CHudHealth, Damage );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudHealth::CHudHealth( const char *pElementName ) : CHudElement( pElementName ), CHudNumericDisplay(NULL, "HudHealth")
{
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::Init()
{
HOOK_HUD_MESSAGE( CHudHealth, Damage );
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::Reset()
{
m_iHealth = INIT_HEALTH;
m_bitsDamage = 0;
wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_HEALTH");
if (tempString)
{
SetLabelText(tempString);
}
else
{
SetLabelText(L"HEALTH");
}
SetDisplayValue(m_iHealth);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::VidInit()
{
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::OnThink()
{
int newHealth = 0;
C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
if ( local )
{
// Never below zero
newHealth = MAX( local->GetHealth(), 0 );
}
// Only update the fade if we've changed health
if ( newHealth == m_iHealth )
{
return;
}
m_iHealth = newHealth;
if ( m_iHealth >= 20 )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthIncreasedAbove20");
}
else if ( m_iHealth > 0 )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthIncreasedBelow20");
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthLow");
}
SetDisplayValue(m_iHealth);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHealth::MsgFunc_Damage( bf_read &msg )
{
int armor = msg.ReadByte(); // armor
int damageTaken = msg.ReadByte(); // health
long bitsDamage = msg.ReadLong(); // damage bits
bitsDamage; // variable still sent but not used
Vector vecFrom;
vecFrom.x = msg.ReadBitCoord();
vecFrom.y = msg.ReadBitCoord();
vecFrom.z = msg.ReadBitCoord();
// Actually took damage?
if ( damageTaken > 0 || armor > 0 )
{
if ( damageTaken > 0 )
{
// start the animation
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("HealthDamageTaken");
}
}
}