Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Dod gamerules round timer
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "dod_round_timer.h"
#ifdef CLIENT_DLL
#include "iclientmode.h"
#include "vgui_controls/AnimationController.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef CLIENT_DLL
// Use this proxy to flash the round timer whenever the timer is restarted
// because trapping the round start event doesn't work ( the event also flushes
// all hud events and obliterates our TimerFlash event )
static void RecvProxy_TimerPaused( const CRecvProxyData *pData, void *pStruct, void *pOut )
{
CDODRoundTimer *pTimer = (CDODRoundTimer *) pStruct;
bool bTimerPaused = ( pData->m_Value.m_Int > 0 );
if ( bTimerPaused == false )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "TimerFlash" );
}
pTimer->InternalSetPaused( bTimerPaused );
}
#endif
LINK_ENTITY_TO_CLASS( dod_round_timer, CDODRoundTimer );
IMPLEMENT_NETWORKCLASS_ALIASED( DODRoundTimer, DT_DODRoundTimer )
BEGIN_NETWORK_TABLE_NOBASE( CDODRoundTimer, DT_DODRoundTimer )
#ifdef CLIENT_DLL
RecvPropInt( RECVINFO( m_bTimerPaused ), 0, RecvProxy_TimerPaused ),
RecvPropTime( RECVINFO( m_flTimeRemaining ) ),
RecvPropTime( RECVINFO( m_flTimerEndTime ) ),
#else
SendPropBool( SENDINFO( m_bTimerPaused ) ),
SendPropTime( SENDINFO( m_flTimeRemaining ) ),
SendPropTime( SENDINFO( m_flTimerEndTime ) ),
#endif
END_NETWORK_TABLE()
#ifdef CLIENT_DLL
CDODRoundTimer *g_DODRoundTimer = NULL;
#endif
//-----------------------------------------------------------------------------
// Purpose: constructor
//-----------------------------------------------------------------------------
CDODRoundTimer::CDODRoundTimer( void )
{
#ifndef CLIENT_DLL
m_bTimerPaused = true;
m_flTimeRemaining = 0;
m_iTimerMaxLength = 0;
#else
g_DODRoundTimer = this;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: destructor
//-----------------------------------------------------------------------------
CDODRoundTimer::~CDODRoundTimer( void )
{
#ifdef CLIENT_DLL
g_DODRoundTimer = NULL;
#endif
}
#ifndef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: The timer is always transmitted to clients
//-----------------------------------------------------------------------------
int CDODRoundTimer::UpdateTransmitState()
{
// ALWAYS transmit to all clients.
return SetTransmitState( FL_EDICT_ALWAYS );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: To set the initial timer duration
//-----------------------------------------------------------------------------
void CDODRoundTimer::SetTimeRemaining( int iTimerSeconds )
{
m_flTimeRemaining = (float)iTimerSeconds;
m_flTimerEndTime = gpGlobals->curtime + m_flTimeRemaining;
m_iTimerMaxLength = iTimerSeconds;
}
//-----------------------------------------------------------------------------
// Purpose: Timer is paused at round end, stops the countdown
//-----------------------------------------------------------------------------
void CDODRoundTimer::PauseTimer( void )
{
if ( m_bTimerPaused == false )
{
m_bTimerPaused = true;
m_flTimeRemaining = m_flTimerEndTime - gpGlobals->curtime;
}
}
//-----------------------------------------------------------------------------
// Purpose: To start or re-start the timer after a pause
//-----------------------------------------------------------------------------
void CDODRoundTimer::ResumeTimer( void )
{
if ( m_bTimerPaused == true )
{
m_bTimerPaused = false;
m_flTimerEndTime = gpGlobals->curtime + m_flTimeRemaining;
}
}
//-----------------------------------------------------------------------------
// Purpose: Gets the seconds left on the timer, paused or not.
//-----------------------------------------------------------------------------
float CDODRoundTimer::GetTimeRemaining( void )
{
float flSecondsRemaining;
if ( m_bTimerPaused )
{
flSecondsRemaining = m_flTimeRemaining;
}
else
{
flSecondsRemaining = m_flTimerEndTime - gpGlobals->curtime;
}
if ( flSecondsRemaining < 0 )
flSecondsRemaining = 0;
return flSecondsRemaining;
}
//-----------------------------------------------------------------------------
// Purpose: Add seconds to the timer while it is running or paused
//-----------------------------------------------------------------------------
void CDODRoundTimer::AddTimerSeconds( int iSecondsToAdd )
{
// do a hud animation indicating that time has been added
if ( m_bTimerPaused )
{
m_flTimeRemaining += (float)iSecondsToAdd;
}
else
{
m_flTimerEndTime += (float)iSecondsToAdd;
}
m_iTimerMaxLength += iSecondsToAdd;
}
int CDODRoundTimer::GetTimerMaxLength( void )
{
return m_iTimerMaxLength;
}