Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_HUD_AMMOSTATUS_H
#define TF_HUD_AMMOSTATUS_H
#ifdef _WIN32
#pragma once
#endif
#define TF_MAX_GRENADES 4
#define TF_MAX_FILENAME_LENGTH 128
//-----------------------------------------------------------------------------
// Purpose: Displays weapon ammo data
//-----------------------------------------------------------------------------
class CTFHudWeaponAmmo : public CHudElement, public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CTFHudWeaponAmmo, vgui::EditablePanel );
public:
CTFHudWeaponAmmo( const char *pElementName );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void Reset();
virtual bool ShouldDraw( void );
protected:
virtual void OnThink();
private:
void UpdateAmmoLabels( bool bPrimary, bool bReserve, bool bNoClip );
void ShowLowAmmoIndicator( void );
void SizeLowAmmoIndicator( float flCurrentAmount, float flMaxAmount );
void HideLowAmmoIndicator( void );
private:
float m_flNextThink;
CHandle<C_BaseCombatWeapon> m_hCurrentActiveWeapon;
int m_nAmmo;
int m_nAmmo2;
int m_nLowAmmoImageOrigX;
int m_nLowAmmoImageOrigY;
int m_nLowAmmoImageOrigW;
int m_nLowAmmoImageOrigH;
CExLabel *m_pInClip;
CExLabel *m_pInClipShadow;
CExLabel *m_pInReserve;
CExLabel *m_pInReserveShadow;
CExLabel *m_pNoClip;
CExLabel *m_pNoClipShadow;
vgui::ImagePanel *m_pLowAmmoImage;
};
#endif // TF_HUD_AMMOSTATUS_H