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