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632 lines
18 KiB
632 lines
18 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Weapon selection handling |
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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 "weapon_selection.h" |
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#include "hud_macros.h" |
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#include "history_resource.h" |
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#include "menu.h" |
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#include "in_buttons.h" |
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#include <KeyValues.h> |
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#include "filesystem.h" |
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#include "iinput.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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#define HISTORY_DRAW_TIME "5" |
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ConVar hud_drawhistory_time( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 ); |
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ConVar hud_fastswitch( "hud_fastswitch", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Weapon Selection commands |
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//----------------------------------------------------------------------------- |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot1, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot2, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot3, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot4, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot5, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot6, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot7, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot8, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot9, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot0, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot10, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Close, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, NextWeapon, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, PrevWeapon, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, LastWeapon, "CHudWeaponSelection"); |
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HOOK_COMMAND( slot1, Slot1 ); |
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HOOK_COMMAND( slot2, Slot2 ); |
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HOOK_COMMAND( slot3, Slot3 ); |
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HOOK_COMMAND( slot4, Slot4 ); |
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HOOK_COMMAND( slot5, Slot5 ); |
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HOOK_COMMAND( slot6, Slot6 ); |
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HOOK_COMMAND( slot7, Slot7 ); |
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HOOK_COMMAND( slot8, Slot8 ); |
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HOOK_COMMAND( slot9, Slot9 ); |
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HOOK_COMMAND( slot0, Slot0 ); |
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HOOK_COMMAND( slot10, Slot10 ); |
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HOOK_COMMAND( cancelselect, Close ); |
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HOOK_COMMAND( invnext, NextWeapon ); |
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HOOK_COMMAND( invprev, PrevWeapon ); |
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HOOK_COMMAND( lastinv, LastWeapon ); |
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// instance info |
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CBaseHudWeaponSelection *CBaseHudWeaponSelection::s_pInstance = NULL; |
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CBaseHudWeaponSelection *CBaseHudWeaponSelection::GetInstance() |
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{ |
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return s_pInstance; |
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} |
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CBaseHudWeaponSelection *GetHudWeaponSelection() |
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{ |
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return CBaseHudWeaponSelection::GetInstance(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CBaseHudWeaponSelection::CBaseHudWeaponSelection( const char *pElementName ) : CHudElement( pElementName ) |
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{ |
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s_pInstance = this; |
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SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_NEEDSUIT | HIDEHUD_PLAYERDEAD | HIDEHUD_INVEHICLE ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::Init(void) |
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{ |
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Reset(); |
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// Initialise the weapons resource |
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gWR.Init(); |
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m_flSelectionTime = gpGlobals->curtime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::Reset(void) |
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{ |
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gWR.Reset(); |
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// Start hidden |
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m_bSelectionVisible = false; |
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m_flSelectionTime = gpGlobals->curtime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::UpdateSelectionTime( void ) |
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{ |
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m_flSelectionTime = gpGlobals->curtime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::VidInit(void) |
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{ |
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// If we've already loaded weapons, let's get new sprites |
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gWR.LoadAllWeaponSprites(); |
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// set spacing of pickup history |
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CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); |
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if( pHudHR ) |
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{ |
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pHudHR->SetHistoryGap( 21 ); |
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} |
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Reset(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::OnThink( void ) |
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{ |
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// Don't allow weapon selection if we're frozen in place |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() ) |
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{ |
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if ( IsInSelectionMode() ) |
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{ |
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CancelWeaponSelection(); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Think used for selection of weapon menu item. |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::ProcessInput() |
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{ |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return; |
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// Check to see if the player is in VGUI mode... |
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if ( pPlayer->IsInVGuiInputMode() && !pPlayer->IsInViewModelVGuiInputMode() ) |
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{ |
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// If so, close weapon selection when they press fire |
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if ( gHUD.m_iKeyBits & IN_ATTACK ) |
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{ |
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if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() ) |
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{ |
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// Swallow the button |
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gHUD.m_iKeyBits &= ~IN_ATTACK; |
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input->ClearInputButton( IN_ATTACK ); |
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} |
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engine->ClientCmd( "cancelselect\n" ); |
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} |
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return; |
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} |
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// Has the player selected a weapon? |
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if ( gHUD.m_iKeyBits & (IN_ATTACK | IN_ATTACK2) ) |
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{ |
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if ( IsWeaponSelectable() ) |
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{ |
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#ifndef TF_CLIENT_DLL |
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if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() ) |
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#endif |
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{ |
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// Swallow the button |
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gHUD.m_iKeyBits &= ~(IN_ATTACK | IN_ATTACK2); |
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input->ClearInputButton( IN_ATTACK ); |
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input->ClearInputButton( IN_ATTACK2 ); |
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} |
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// select weapon |
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SelectWeapon(); |
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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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bool CBaseHudWeaponSelection::IsInSelectionMode() |
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{ |
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return m_bSelectionVisible; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::OpenSelection( void ) |
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{ |
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m_bSelectionVisible = true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::HideSelection( void ) |
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{ |
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m_bSelectionVisible = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns whether a weapon can be selected in the HUD, based on hud type |
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//----------------------------------------------------------------------------- |
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bool CBaseHudWeaponSelection::CanBeSelectedInHUD( C_BaseCombatWeapon *pWeapon ) |
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{ |
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// Xbox: In plus type, weapons without ammo can still be selected in the HUD |
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if( HUDTYPE_PLUS == hud_fastswitch.GetInt() ) |
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{ |
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return pWeapon->VisibleInWeaponSelection(); |
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} |
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if ( !pWeapon->VisibleInWeaponSelection() ) |
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{ |
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return false; |
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} |
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// All other current hud types |
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return pWeapon->CanBeSelected(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: handles keyboard input |
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//----------------------------------------------------------------------------- |
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int CBaseHudWeaponSelection::KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ) |
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{ |
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if (IsInSelectionMode() && pszCurrentBinding && !stricmp(pszCurrentBinding, "cancelselect")) |
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{ |
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HideSelection(); |
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// returning 0 indicates, we've handled it, no more action needs to be taken |
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return 0; |
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} |
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if ( down >= 1 && keynum >= KEY_1 && keynum <= KEY_9 ) |
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{ |
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if ( HandleHudMenuInput( keynum - KEY_0 ) ) |
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return 0; |
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} |
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// let someone else handle it |
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return 1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: called when a weapon has been picked up |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) |
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{ |
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// add to pickup history |
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CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); |
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if ( pHudHR ) |
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{ |
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pHudHR->AddToHistory( pWeapon ); |
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} |
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} |
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//------------------------------------------------------------------------ |
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// Command Handlers |
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//------------------------------------------------------------------------ |
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void CBaseHudWeaponSelection::UserCmd_Slot1(void) |
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{ |
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if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) |
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{ |
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UserCmd_LastWeapon(); |
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} |
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else |
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{ |
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SelectSlot( 1 ); |
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} |
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} |
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void CBaseHudWeaponSelection::UserCmd_Slot2(void) |
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{ |
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if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) |
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{ |
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UserCmd_NextWeapon(); |
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} |
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else |
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{ |
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SelectSlot( 2 ); |
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} |
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} |
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void CBaseHudWeaponSelection::UserCmd_Slot3(void) |
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{ |
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if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) |
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{ |
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engine->ClientCmd( "phys_swap" ); |
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} |
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else |
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{ |
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SelectSlot( 3 ); |
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} |
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} |
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void CBaseHudWeaponSelection::UserCmd_Slot4(void) |
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{ |
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if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) |
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{ |
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UserCmd_PrevWeapon(); |
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} |
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else |
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{ |
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SelectSlot( 4 ); |
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} |
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} |
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void CBaseHudWeaponSelection::UserCmd_Slot5(void) |
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{ |
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SelectSlot( 5 ); |
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} |
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void CBaseHudWeaponSelection::UserCmd_Slot6(void) |
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{ |
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SelectSlot( 6 ); |
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} |
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void CBaseHudWeaponSelection::UserCmd_Slot7(void) |
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{ |
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SelectSlot( 7 ); |
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} |
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void CBaseHudWeaponSelection::UserCmd_Slot8(void) |
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{ |
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SelectSlot( 8 ); |
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} |
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void CBaseHudWeaponSelection::UserCmd_Slot9(void) |
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{ |
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SelectSlot( 9 ); |
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} |
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void CBaseHudWeaponSelection::UserCmd_Slot0(void) |
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{ |
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SelectSlot( 0 ); |
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} |
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void CBaseHudWeaponSelection::UserCmd_Slot10(void) |
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{ |
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SelectSlot( 10 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: returns true if the CHudMenu should take slot1, etc commands |
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//----------------------------------------------------------------------------- |
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bool CBaseHudWeaponSelection::IsHudMenuTakingInput() |
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{ |
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CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu ); |
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return ( pHudMenu && pHudMenu->IsMenuOpen() ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: returns true if the CHudMenu handles the slot command |
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//----------------------------------------------------------------------------- |
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bool CBaseHudWeaponSelection::HandleHudMenuInput( int iSlot ) |
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{ |
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CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu ); |
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if ( !pHudMenu || !pHudMenu->IsMenuOpen() ) |
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return false; |
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pHudMenu->SelectMenuItem( iSlot ); |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: returns true if the weapon selection hud should be hidden because |
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// the CHudMenu is open |
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//----------------------------------------------------------------------------- |
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bool CBaseHudWeaponSelection::IsHudMenuPreventingWeaponSelection() |
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{ |
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// Don't allow weapon selection if we're frozen in place |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() ) |
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return true; |
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return IsHudMenuTakingInput(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Menu Selection Code |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::SelectSlot( int iSlot ) |
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{ |
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// A menu may be overriding weapon selection commands |
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if ( HandleHudMenuInput( iSlot ) ) |
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{ |
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return; |
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} |
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// If we're not allowed to draw, ignore weapon selections |
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if ( !BaseClass::ShouldDraw() ) |
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{ |
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return; |
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} |
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UpdateSelectionTime(); |
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SelectWeaponSlot( iSlot ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Close the weapon selection |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::UserCmd_Close(void) |
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{ |
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CancelWeaponSelection(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Selects the next item in the weapon menu |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::UserCmd_NextWeapon(void) |
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{ |
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// If we're not allowed to draw, ignore weapon selections |
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if ( !BaseClass::ShouldDraw() ) |
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return; |
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CycleToNextWeapon(); |
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if( hud_fastswitch.GetInt() > 0 ) |
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{ |
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SelectWeapon(); |
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} |
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UpdateSelectionTime(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Selects the previous item in the menu |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::UserCmd_PrevWeapon(void) |
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{ |
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// If we're not allowed to draw, ignore weapon selections |
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if ( !BaseClass::ShouldDraw() ) |
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return; |
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CycleToPrevWeapon(); |
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if( hud_fastswitch.GetInt() > 0 ) |
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{ |
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SelectWeapon(); |
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} |
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UpdateSelectionTime(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Switches the last weapon the player was using |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::UserCmd_LastWeapon(void) |
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{ |
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// If we're not allowed to draw, ignore weapon selections |
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if ( !BaseClass::ShouldDraw() ) |
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return; |
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/* |
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if ( IsHudMenuPreventingWeaponSelection() ) |
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{ |
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return; |
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} |
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*/ |
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SwitchToLastWeapon(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Switches the last weapon the player was using |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::SwitchToLastWeapon( void ) |
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{ |
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// Get the player's last weapon |
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
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if ( !player ) |
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return; |
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input->MakeWeaponSelection( player->GetLastWeapon() ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::SetWeaponSelected( void ) |
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{ |
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Assert( GetSelectedWeapon() ); |
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// Mark selection so that it's placed into next CUserCmd created |
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input->MakeWeaponSelection( GetSelectedWeapon() ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Player has chosen to draw the currently selected weapon |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::SelectWeapon( void ) |
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{ |
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if ( !GetSelectedWeapon() ) |
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{ |
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engine->ClientCmd( "cancelselect\n" ); |
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return; |
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} |
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
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if ( !player ) |
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return; |
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// Don't allow selections of weapons that can't be selected (out of ammo, etc) |
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if ( !GetSelectedWeapon()->CanBeSelected() ) |
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{ |
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player->EmitSound( "Player.DenyWeaponSelection" ); |
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} |
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else |
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{ |
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SetWeaponSelected(); |
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m_hSelectedWeapon = NULL; |
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engine->ClientCmd( "cancelselect\n" ); |
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// Play the "weapon selected" sound |
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player->EmitSound( "Player.WeaponSelected" ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Abort selecting a weapon |
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//----------------------------------------------------------------------------- |
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void CBaseHudWeaponSelection::CancelWeaponSelection( void ) |
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{ |
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
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if ( !player ) |
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return; |
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// Fastswitches happen in a single frame, so the Weapon Selection HUD Element isn't visible |
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// yet, but it's going to be next frame. We need to ask it if it thinks it's going to draw, |
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// instead of checking it's IsActive flag. |
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if ( ShouldDraw() ) |
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{ |
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HideSelection(); |
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m_hSelectedWeapon = NULL; |
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// Play the "close weapon selection" sound |
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player->EmitSound( "Player.WeaponSelectionClose" ); |
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} |
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else |
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{ |
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engine->ClientCmd("escape"); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Returns the first weapon for a given slot. |
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//----------------------------------------------------------------------------- |
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C_BaseCombatWeapon *CBaseHudWeaponSelection::GetFirstPos( int iSlot ) |
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{ |
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int iLowestPosition = MAX_WEAPON_POSITIONS; |
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C_BaseCombatWeapon *pFirstWeapon = NULL; |
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
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if ( !player ) |
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return NULL; |
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for ( int i = 0; i < MAX_WEAPONS; i++ ) |
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{ |
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C_BaseCombatWeapon *pWeapon = player->GetWeapon( i ); |
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if ( !pWeapon ) |
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continue; |
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if ( ( pWeapon->GetSlot() == iSlot ) && (pWeapon->VisibleInWeaponSelection()) ) |
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{ |
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// If this weapon is lower in the slot than the current lowest, it's our new winner |
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if ( pWeapon->GetPosition() <= iLowestPosition ) |
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{ |
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iLowestPosition = pWeapon->GetPosition(); |
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pFirstWeapon = pWeapon; |
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} |
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} |
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} |
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return pFirstWeapon; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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C_BaseCombatWeapon *CBaseHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos ) |
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{ |
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if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS ) |
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return NULL; |
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int iLowestPosition = MAX_WEAPON_POSITIONS; |
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C_BaseCombatWeapon *pNextWeapon = NULL; |
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
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if ( !player ) |
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return NULL; |
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for ( int i = 0; i < MAX_WEAPONS; i++ ) |
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{ |
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C_BaseCombatWeapon *pWeapon = player->GetWeapon( i ); |
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if ( !pWeapon ) |
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continue; |
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if ( CanBeSelectedInHUD( pWeapon ) && pWeapon->GetSlot() == iSlot ) |
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{ |
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// If this weapon is lower in the slot than the current lowest, and above our desired position, it's our new winner |
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if ( pWeapon->GetPosition() <= iLowestPosition && pWeapon->GetPosition() >= iSlotPos ) |
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{ |
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iLowestPosition = pWeapon->GetPosition(); |
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pNextWeapon = pWeapon; |
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} |
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} |
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} |
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return pNextWeapon; |
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}
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