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:
//
//=============================================================================
#include "cbase.h"
#include "weapon_selection.h"
#include "iclientmode.h"
#include "history_resource.h"
#include "hud_macros.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/Panel.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/TextImage.h>
#include <vgui_controls/EditablePanel.h>
#include "vgui/ILocalize.h"
#include <string.h>
#include "baseobject_shared.h"
#include "tf_imagepanel.h"
#include "item_model_panel.h"
#include "c_tf_player.h"
#include "c_tf_weapon_builder.h"
#include "tf_spectatorgui.h"
#include "tf_gamerules.h"
#include "tf_logic_halloween_2014.h"
#include "inputsystem/iinputsystem.h"
#ifndef WIN32
#define _cdecl
#endif
#define SELECTION_TIMEOUT_THRESHOLD 2.5f // Seconds
#define SELECTION_FADEOUT_TIME 3.0f
#define FASTSWITCH_DISPLAY_TIMEOUT 0.5f
#define FASTSWITCH_FADEOUT_TIME 0.5f
ConVar tf_weapon_select_demo_start_delay( "tf_weapon_select_demo_start_delay", "1.0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Delay after spawning to start the weapon bucket demo." );
ConVar tf_weapon_select_demo_time( "tf_weapon_select_demo_time", "0.5", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Time to pulse each weapon bucket upon spawning as a new class. 0 to turn off." );
//-----------------------------------------------------------------------------
// Purpose: tf weapon selection hud element
//-----------------------------------------------------------------------------
class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
public:
CHudWeaponSelection( const char *pElementName );
virtual ~CHudWeaponSelection( void );
virtual bool ShouldDraw();
virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon );
virtual void SwitchToLastWeapon( void ) OVERRIDE;
virtual void CycleToNextWeapon( void );
virtual void CycleToPrevWeapon( void );
virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos );
virtual void SelectWeaponSlot( int iSlot );
virtual C_BaseCombatWeapon *GetSelectedWeapon( void );
virtual void OpenSelection( void );
virtual void HideSelection( void );
virtual void Init();
virtual void LevelInit();
virtual void LevelShutdown( void );
virtual void FireGameEvent( IGameEvent *event );
virtual void Reset(void)
{
CBaseHudWeaponSelection::Reset();
// selection time is a little farther back so we don't show it when we spawn
m_flSelectionTime = gpGlobals->curtime - ( FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME + 0.1 );
}
virtual void SelectSlot( int iSlot );
void _cdecl UserCmd_Slot11( void );
void _cdecl UserCmd_Slot12( void );
protected:
struct SlotLayout_t
{
float x, y;
float wide, tall;
};
void ComputeSlotLayout( SlotLayout_t *rSlot, int nActiveSlot, int nSelectionMode );
virtual void OnThink();
virtual void PerformLayout( void );
virtual void PostChildPaint();
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
void DrawSelection( C_BaseCombatWeapon *pSelectedWeapon );
virtual bool IsWeaponSelectable()
{
if (IsInSelectionMode())
return true;
return false;
}
private:
C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
void FastWeaponSwitch( int iWeaponSlot );
void PlusTypeFastWeaponSwitch( int iWeaponSlot, bool *pbPlaySwitchSound );
int GetNumVisibleSlots();
bool ShouldDrawInternal();
virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
{
m_hSelectedWeapon = pWeapon;
}
virtual void SetSelectedSlot( int slot )
{
m_iSelectedSlot = slot;
}
void DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter = false );
void DrawWeaponTexture( C_TFPlayer *pPlayer, C_BaseCombatWeapon *pWeapon, int xpos, int ypos, float flLargeBoxWide, float flLargeBoxTall );
CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionText" );
CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "32", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "21", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flPlusStyleBoxWide, "PlusStyleBoxWide", "120", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flPlusStyleBoxTall, "PlusStyleBoxTall", "84", "proportional_float" );
CPanelAnimationVar( float, m_flPlusStyleExpandPercent, "PlusStyleExpandSelected", "0.3" )
CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flRightMargin, "RightMargin", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconXPos, "IconXPos", "16", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flErrorYPos, "ErrorYPos", "60", "proportional_float" );
CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" );
CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" );
CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" );
CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" );
CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" );
CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" );
CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" );
CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" );
CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" );
CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" );
CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" );
CTFImagePanel *m_pActiveWeaponBG;
CItemModelPanel *m_pModelPanels[MAX_WEAPON_SLOTS];
float m_flDemoStartTime;
float m_flDemoModeChangeTime;
int m_iDemoModeSlot;
// HUDTYPE_PLUS weapon display
int m_iSelectedBoxPosition; // in HUDTYPE_PLUS, the position within a slot
int m_iSelectedSlot; // in HUDTYPE_PLUS, the slot we're currently moving in
CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" );
int m_iActiveSlot; // used to store the active slot to refresh the layout when using hud_fastswitch
};
DECLARE_HUDELEMENT( CHudWeaponSelection );
DECLARE_HUD_COMMAND_NAME( CHudWeaponSelection, Slot11, "CHudWeaponSelection");
DECLARE_HUD_COMMAND_NAME( CHudWeaponSelection, Slot12, "CHudWeaponSelection");
HOOK_COMMAND( slot11, Slot11 );
HOOK_COMMAND( slot12, Slot12 );
void CHudWeaponSelection::UserCmd_Slot11(void)
{
SelectSlot( 11 );
}
void CHudWeaponSelection::UserCmd_Slot12(void)
{
SelectSlot( 12 );
}
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection( pElementName ), EditablePanel( NULL, "HudWeaponSelection" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetPostChildPaintEnabled( true );
m_flDemoStartTime = -1;
m_flDemoModeChangeTime = 0;
m_iDemoModeSlot = -1;
m_iActiveSlot = -1;
ListenForGameEvent( "localplayer_changeclass" );
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
{
m_pModelPanels[i] = new CItemModelPanel( this, VarArgs( "modelpanel%d", i ) );
}
}
CHudWeaponSelection::~CHudWeaponSelection( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: sets up display for showing weapon pickup
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
{
// add to pickup history
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
if ( pHudHR )
{
pHudHR->AddToHistory( pWeapon );
}
}
//-----------------------------------------------------------------------------
// Purpose: updates animation status
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnThink()
{
float flSelectionTimeout = SELECTION_TIMEOUT_THRESHOLD;
float flSelectionFadeoutTime = SELECTION_FADEOUT_TIME;
if ( hud_fastswitch.GetBool() || (::input->IsSteamControllerActive()) )
{
flSelectionTimeout = FASTSWITCH_DISPLAY_TIMEOUT;
flSelectionFadeoutTime = FASTSWITCH_FADEOUT_TIME;
}
// Time out after awhile of inactivity
if ( ( gpGlobals->curtime - m_flSelectionTime ) > flSelectionTimeout )
{
// close
if ( gpGlobals->curtime - m_flSelectionTime > flSelectionTimeout + flSelectionFadeoutTime )
{
HideSelection();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the panel should draw
//-----------------------------------------------------------------------------
bool CHudWeaponSelection::ShouldDraw()
{
bool bShouldDraw = ShouldDrawInternal();
if ( !bShouldDraw && m_pActiveWeaponBG && m_pActiveWeaponBG->IsVisible() )
{
m_pActiveWeaponBG->SetVisible( false );
}
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
{
bShouldDraw = false;
}
if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
{
bShouldDraw = false;
}
if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() )
{
bShouldDraw = false;
}
return bShouldDraw;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudWeaponSelection::ShouldDrawInternal()
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
{
if ( IsInSelectionMode() )
{
HideSelection();
}
return false;
}
// Make sure the player's allowed to switch weapons
if ( pPlayer->IsAllowedToSwitchWeapons() == false )
return false;
if ( pPlayer->IsAlive() == false )
return false;
// we only show demo mode in hud_fastswitch 0
if ( hud_fastswitch.GetInt() == 0 && !::input->IsSteamControllerActive() && ( m_iDemoModeSlot >= 0 || m_flDemoStartTime > 0 ) )
{
return true;
}
bool bret = CBaseHudWeaponSelection::ShouldDraw();
if ( !bret )
return false;
// draw weapon selection a little longer if in fastswitch so we can see what we've selected
if ( (hud_fastswitch.GetBool() || ::input->IsSteamControllerActive()) && ( gpGlobals->curtime - m_flSelectionTime ) < (FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME) )
return true;
return ( m_bSelectionVisible ) ? true : false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::Init()
{
CHudElement::Init();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::LevelInit()
{
CHudElement::LevelInit();
m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS );
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
{
m_pModelPanels[i]->SetVisible( false );
}
InvalidateLayout( false, true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::LevelShutdown( void )
{
CHudElement::LevelShutdown();
// Clear out our weaponry on level change
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
{
if ( m_pModelPanels[i] )
{
m_pModelPanels[i]->SetItem( NULL );
}
}
}
//-------------------------------------------------------------------------
// Purpose: Calculates how many weapons slots need to be displayed
//-------------------------------------------------------------------------
int CHudWeaponSelection::GetNumVisibleSlots()
{
int nCount = 0;
// iterate over all the weapon slots
for ( int i = 0; i < m_iMaxSlots; i++ )
{
if ( GetFirstPos( i ) )
{
nCount++;
}
}
return nCount;
}
//-----------------------------------------------------------------------------
// Purpose: Figure out where to put the item model panels for this weapon
// selection slot layout
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ComputeSlotLayout( SlotLayout_t *rSlot, int nActiveSlot, int nSelectionMode )
{
int nNumSlots = GetNumVisibleSlots();
if ( nNumSlots <= 0 )
return;
switch( nSelectionMode )
{
case HUDTYPE_CAROUSEL:
case HUDTYPE_BUCKETS:
case HUDTYPE_FASTSWITCH:
{
// calculate where to start drawing
int nTotalHeight = ( nNumSlots - 1 ) * ( m_flSmallBoxTall + m_flBoxGap ) + m_flLargeBoxTall;
int xStartPos = GetWide() - m_flBoxGap - m_flRightMargin;
int ypos = ( GetTall() - nTotalHeight ) / 2;
// iterate over all the weapon slots
for ( int i = 0; i < m_iMaxSlots; i++ )
{
if ( i == nActiveSlot )
{
rSlot[i].wide = m_flLargeBoxWide;
rSlot[i].tall = m_flLargeBoxTall;
}
else
{
rSlot[i].wide = m_flSmallBoxWide;
rSlot[i].tall = m_flSmallBoxTall;
}
rSlot[i].x = xStartPos - ( rSlot[i].wide + m_flBoxGap );
rSlot[i].y = ypos;
ypos += ( rSlot[i].tall + m_flBoxGap );
}
}
break;
case HUDTYPE_PLUS:
{
// bucket style
int screenCenterX = GetWide() / 2;
int screenCenterY = GetTall() / 2; // Height isn't quite screen height, so adjust for center alignement
// Modifiers for the four directions. Used to change the x and y offsets
// of each box based on which bucket we're drawing. Bucket directions are
// 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT
int xModifiers[] = { 0, 1, 0, -1, -1, 1 };
int yModifiers[] = { -1, 0, 1, 0, 1, 1 };
int boxWide = m_flPlusStyleBoxWide;
int boxTall = m_flPlusStyleBoxTall;
int boxWideSelected = m_flPlusStyleBoxWide * ( 1.f + m_flPlusStyleExpandPercent );
int boxTallSelected = m_flPlusStyleBoxTall * ( 1.f + m_flPlusStyleExpandPercent );
// Draw the four buckets
for ( int i = 0; i < m_iMaxSlots; ++i )
{
if( i == nActiveSlot )
{
rSlot[i].wide = boxWideSelected;
rSlot[i].tall = boxTallSelected;
}
else
{
rSlot[i].wide = boxWide;
rSlot[i].tall = boxTall;
}
// Set the top left corner so the first box would be centered in the screen.
int xPos = screenCenterX -( rSlot[i].wide / 2 );
int yPos = screenCenterY -( rSlot[i].tall / 2 );
// Offset the box position
rSlot[ i ].x = xPos + ( rSlot[i].wide + 5 ) * xModifiers[ i ];
rSlot[ i ].y = yPos + ( rSlot[i].tall + 5 ) * yModifiers[ i ];
}
}
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::PerformLayout( void )
{
BaseClass::PerformLayout();
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer )
return;
int nNumSlots = GetNumVisibleSlots();
if ( nNumSlots <= 0 )
return;
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = NULL;
int fastswitch = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
fastswitch = HUDTYPE_FASTSWITCH;
}
switch ( fastswitch )
{
case HUDTYPE_FASTSWITCH:
pSelectedWeapon = pPlayer->GetActiveWeapon();
break;
default:
pSelectedWeapon = GetSelectedWeapon();
break;
}
if ( !pSelectedWeapon )
return;
// calculate where to start drawing
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
SlotLayout_t rSlot[ MAX_WEAPON_SLOTS ];
ComputeSlotLayout( rSlot, iActiveSlot, fastswitch );
// iterate over all the weapon slots
for ( int i = 0; i < m_iMaxSlots; i++ )
{
m_pModelPanels[i]->SetVisible( false );
if ( i == iActiveSlot )
{
for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ )
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos);
if ( !pWeapon )
continue;
if ( !pWeapon->VisibleInWeaponSelection() )
continue;
m_pModelPanels[i]->SetItem( pWeapon->GetAttributeContainer()->GetItem() );
m_pModelPanels[i]->SetSize( rSlot[i].wide, rSlot[ i ].tall );
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() );
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
{
m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorderBlueBG") );
}
else
{
m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorderRedBG") );
}
m_pModelPanels[i]->SetPos( rSlot[i].x, rSlot[ i ].y );
m_pModelPanels[i]->SetVisible( true );
}
}
else
{
// check to see if there is a weapons in this bucket
if ( GetFirstPos( i ) )
{
C_BaseCombatWeapon *pWeapon = GetFirstPos( i );
if ( !pWeapon )
continue;
m_pModelPanels[i]->SetItem( pWeapon->GetAttributeContainer()->GetItem() );
m_pModelPanels[i]->SetSize( rSlot[i].wide, rSlot[ i ].tall );
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() );
m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorder") );
m_pModelPanels[i]->SetVisible( true );
m_pModelPanels[i]->SetPos( rSlot[i].x, rSlot[ i ].y );
}
}
}
}
//-------------------------------------------------------------------------
// Purpose: draws the selection area
//-------------------------------------------------------------------------
void CHudWeaponSelection::PostChildPaint()
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer )
return;
int fastswitch = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
fastswitch = HUDTYPE_FASTSWITCH;
}
if ( fastswitch == 0 )
{
// See if we should start the bucket demo
if ( m_flDemoStartTime > 0 && m_flDemoStartTime < gpGlobals->curtime )
{
float flDemoTime = tf_weapon_select_demo_time.GetFloat();
if ( flDemoTime > 0 )
{
m_iDemoModeSlot = 0;
m_flDemoModeChangeTime = gpGlobals->curtime + flDemoTime;
gHUD.LockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
}
m_flDemoStartTime = -1;
m_iSelectedSlot = m_iDemoModeSlot;
InvalidateLayout();
}
// scroll through the slots for demo mode
if ( m_iDemoModeSlot >= 0 && m_flDemoModeChangeTime < gpGlobals->curtime )
{
// Keep iterating until we find a slot that has a weapon in it
while ( !GetFirstPos( ++m_iDemoModeSlot ) && m_iDemoModeSlot < m_iMaxSlots )
{
// blank
}
m_flDemoModeChangeTime = gpGlobals->curtime + tf_weapon_select_demo_time.GetFloat();
InvalidateLayout();
}
if ( m_iDemoModeSlot >= m_iMaxSlots )
{
m_iDemoModeSlot = -1;
gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
}
}
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = NULL;
switch ( fastswitch )
{
case HUDTYPE_FASTSWITCH:
pSelectedWeapon = pPlayer->GetActiveWeapon();
break;
default:
pSelectedWeapon = GetSelectedWeapon();
break;
}
if ( !pSelectedWeapon )
return;
if ( fastswitch == 0 )
{
if ( m_iDemoModeSlot > -1 )
{
pSelectedWeapon = GetWeaponInSlot( m_iDemoModeSlot, 0 );
m_iSelectedSlot = m_iDemoModeSlot;
m_iSelectedBoxPosition = 0;
}
}
if ( m_pActiveWeaponBG )
{
m_pActiveWeaponBG->SetVisible( fastswitch != HUDTYPE_PLUS && pSelectedWeapon != NULL );
}
int nNumSlots = GetNumVisibleSlots();
if ( nNumSlots <= 0 )
return;
DrawSelection( pSelectedWeapon );
}
//-----------------------------------------------------------------------------
// Purpose: Draws the vertical style weapon selection buckets, for PC/mousewheel controls
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawSelection( C_BaseCombatWeapon *pSelectedWeapon )
{
// if we're not supposed to draw the selection, the don't draw the selection
if( !m_bSelectionVisible )
return;
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer )
return;
int nNumSlots = GetNumVisibleSlots();
if ( nNumSlots <= 0 )
return;
// calculate where to start drawing
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
int nFastswitchMode = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
nFastswitchMode = HUDTYPE_FASTSWITCH;
}
if ( nFastswitchMode == HUDTYPE_FASTSWITCH )
{
if ( m_iActiveSlot != iActiveSlot )
{
m_iActiveSlot = iActiveSlot;
InvalidateLayout( true );
}
}
// draw the bucket set
// iterate over all the weapon slots
for ( int i = 0; i < m_iMaxSlots; i++ )
{
int xpos, ypos;
m_pModelPanels[i]->GetPos( xpos, ypos );
int wide, tall;
m_pModelPanels[i]->GetSize( wide, tall );
if ( i == iActiveSlot )
{
bool bFirstItem = true;
for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ )
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos);
if ( !pWeapon )
continue;
if ( !pWeapon->VisibleInWeaponSelection() )
continue;
if ( !pWeapon->CanBeSelected() )
{
int msgX = xpos + ( m_flLargeBoxWide * 0.5 );
int msgY = ypos + (int)m_flErrorYPos;
Color ammoColor = Color( 255, 0, 0, 255 );
wchar_t *pText = g_pVGuiLocalize->Find( "#TF_OUT_OF_AMMO" );
DrawString( pText, msgX, msgY, ammoColor, true );
}
if ( pWeapon == pSelectedWeapon || ( m_iDemoModeSlot == i ) )
{
// draw the number
int shortcut = bFirstItem ? i + 1 : -1;
if ( IsPC() && shortcut >= 0 && nFastswitchMode != HUDTYPE_PLUS )
{
Color numberColor = m_NumberColor;
numberColor[3] *= m_flSelectionAlphaOverride / 255.0f;
surface()->DrawSetTextColor(numberColor);
surface()->DrawSetTextFont(m_hNumberFont);
wchar_t wch = '0' + shortcut;
surface()->DrawSetTextPos( xpos + wide - XRES(5) - m_flSelectionNumberXPos, ypos + YRES(5) + m_flSelectionNumberYPos );
surface()->DrawUnicodeChar(wch);
}
}
bFirstItem = false;
}
}
else
{
// check to see if there is a weapons in this bucket
if ( GetFirstPos( i ) )
{
C_BaseCombatWeapon *pWeapon = GetFirstPos( i );
if ( !pWeapon )
continue;
// draw the number
if ( IsPC() && nFastswitchMode != HUDTYPE_PLUS )
{
int x = xpos + XRES(5);
int y = ypos + YRES(5);
Color numberColor = m_NumberColor;
numberColor[3] *= m_flAlphaOverride / 255.0f;
surface()->DrawSetTextColor(numberColor);
surface()->DrawSetTextFont(m_hNumberFont);
wchar_t wch = '0' + i + 1;
surface()->DrawSetTextPos(x + m_flSmallBoxWide - XRES(10) - m_flSelectionNumberXPos, y + m_flSelectionNumberYPos);
surface()->DrawUnicodeChar(wch);
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawWeaponTexture( C_TFPlayer *pPlayer, C_BaseCombatWeapon *pWeapon, int xpos, int ypos, float flLargeBoxWide, float flLargeBoxTall )
{
// draw icon
const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
if ( pPlayer )
{
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
{
pTexture = pWeapon->GetSpriteActive();
}
}
if ( pTexture )
{
Color col( 255, 255, 255, 255 );
pTexture->DrawSelf( xpos, ypos, flLargeBoxWide, flLargeBoxTall, col );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter )
{
surface()->DrawSetTextColor( col );
surface()->DrawSetTextFont( m_hTextFont );
// count the position
int slen = 0, charCount = 0, maxslen = 0;
{
for (wchar_t *pch = text; *pch != 0; pch++)
{
if (*pch == '\n')
{
// newline character, drop to the next line
if (slen > maxslen)
{
maxslen = slen;
}
slen = 0;
}
else if (*pch == '\r')
{
// do nothing
}
else
{
slen += surface()->GetCharacterWidth( m_hTextFont, *pch );
charCount++;
}
}
}
if (slen > maxslen)
{
maxslen = slen;
}
int x = xpos;
if ( bCenter )
{
x = xpos - slen * 0.5;
}
surface()->DrawSetTextPos( x, ypos );
// adjust the charCount by the scan amount
charCount *= m_flTextScan;
for (wchar_t *pch = text; charCount > 0; pch++)
{
if (*pch == '\n')
{
// newline character, move to the next line
surface()->DrawSetTextPos( x + ((m_flLargeBoxWide - slen) / 2), ypos + (surface()->GetFontTall(m_hTextFont) * 1.1f));
}
else if (*pch == '\r')
{
// do nothing
}
else
{
surface()->DrawUnicodeChar(*pch);
charCount--;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: hud scheme settings
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetPaintBackgroundEnabled(false);
// set our size
int screenWide, screenTall;
int x, y;
GetPos(x, y);
GetHudSize(screenWide, screenTall);
SetBounds(0, 0, screenWide, screenTall);
// load control settings...
LoadControlSettings( "resource/UI/HudWeaponSelection.res" );
m_pActiveWeaponBG = dynamic_cast<CTFImagePanel*>( FindChildByName("ActiveWeapon") );
if ( m_pActiveWeaponBG )
{
m_pActiveWeaponBG->SetVisible( false );
}
}
//-----------------------------------------------------------------------------
// Purpose: Opens weapon selection control
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OpenSelection( void )
{
Assert(!IsInSelectionMode());
InvalidateLayout();
CBaseHudWeaponSelection::OpenSelection();
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu");
m_iSelectedBoxPosition = 0;
m_iSelectedSlot = -1;
}
//-----------------------------------------------------------------------------
// Purpose: Closes weapon selection control immediately
//-----------------------------------------------------------------------------
void CHudWeaponSelection::HideSelection( void )
{
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
{
if ( m_pModelPanels[i] )
{
m_pModelPanels[i]->SetVisible( false );
}
}
m_flSelectionTime = 0;
CBaseHudWeaponSelection::HideSelection();
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu");
}
//-----------------------------------------------------------------------------
// Purpose: Returns the next available weapon item in the weapon selection
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return NULL;
C_BaseCombatWeapon *pNextWeapon = NULL;
// search all the weapons looking for the closest next
int iLowestNextSlot = MAX_WEAPON_SLOTS;
int iLowestNextPosition = MAX_WEAPON_POSITIONS;
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
if ( !pWeapon )
continue;
if ( pWeapon->VisibleInWeaponSelection() )
{
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
// see if this weapon is further ahead in the selection list
if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) )
{
// see if this weapon is closer than the current lowest
if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) )
{
iLowestNextSlot = weaponSlot;
iLowestNextPosition = weaponPosition;
pNextWeapon = pWeapon;
}
}
}
}
return pNextWeapon;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the prior available weapon item in the weapon selection
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return NULL;
C_BaseCombatWeapon *pPrevWeapon = NULL;
// search all the weapons looking for the closest next
int iLowestPrevSlot = -1;
int iLowestPrevPosition = -1;
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
if ( !pWeapon )
continue;
if ( pWeapon->VisibleInWeaponSelection() )
{
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
// see if this weapon is further ahead in the selection list
if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) )
{
// see if this weapon is closer than the current lowest
if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) )
{
iLowestPrevSlot = weaponSlot;
iLowestPrevPosition = weaponPosition;
pPrevWeapon = pWeapon;
}
}
}
}
return pPrevWeapon;
}
//-----------------------------------------------------------------------------
// Purpose: Moves the selection to the next item in the menu
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CycleToNextWeapon( void )
{
// Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
if ( pPlayer->IsAlive() == false )
return;
// PASSTIME don't CycleToNextWeapon if it's not allowed
if ( !pPlayer->IsAllowedToSwitchWeapons() )
return;
C_BaseCombatWeapon *pNextWeapon = NULL;
if ( IsInSelectionMode() )
{
// find the next selection spot
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
if ( !pWeapon )
return;
pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
}
else
{
// open selection at the current place
pNextWeapon = pPlayer->GetActiveWeapon();
if ( pNextWeapon )
{
pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
}
}
if ( !pNextWeapon )
{
// wrap around back to start
pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1);
}
if ( pNextWeapon )
{
SetSelectedWeapon( pNextWeapon );
if ( !IsInSelectionMode() )
{
OpenSelection();
}
InvalidateLayout();
// cancel demo mode
m_iDemoModeSlot = -1;
m_flDemoStartTime = -1;
// Play the "cycle to next weapon" sound
if( m_bPlaySelectionSounds )
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Moves the selection to the previous item in the menu
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CycleToPrevWeapon( void )
{
// Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
if ( pPlayer->IsAlive() == false )
return;
// PASSTIME don't CycleToNextWeapon if it's not allowed
if ( !pPlayer->IsAllowedToSwitchWeapons() )
return;
C_BaseCombatWeapon *pNextWeapon = NULL;
if ( IsInSelectionMode() )
{
// find the next selection spot
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
if ( !pWeapon )
return;
pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
}
else
{
// open selection at the current place
pNextWeapon = pPlayer->GetActiveWeapon();
if ( pNextWeapon )
{
pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
}
}
if ( !pNextWeapon )
{
// wrap around back to end of weapon list
pNextWeapon = FindPrevWeaponInWeaponSelection(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS);
}
if ( pNextWeapon )
{
SetSelectedWeapon( pNextWeapon );
if ( !IsInSelectionMode() )
{
OpenSelection();
}
InvalidateLayout();
// cancel demo mode
m_iDemoModeSlot = -1;
m_flDemoStartTime = -1;
// Play the "cycle to next weapon" sound
if( m_bPlaySelectionSounds )
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
}
//-----------------------------------------------------------------------------
// Purpose: returns the weapon in the specified slot
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos )
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return NULL;
for ( int i = 0; i < MAX_WEAPONS; i++ )
{
C_BaseCombatWeapon *pWeapon = player->GetWeapon(i);
if ( pWeapon == NULL )
continue;
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos )
return pWeapon;
}
return NULL;
}
C_BaseCombatWeapon *CHudWeaponSelection::GetSelectedWeapon( void )
{
if ( hud_fastswitch.GetInt() == 0 && !::input->IsSteamControllerActive() && m_iDemoModeSlot >= 0 )
{
C_BaseCombatWeapon *pWeapon = GetFirstPos( m_iDemoModeSlot );
return pWeapon;
}
else
{
return m_hSelectedWeapon;
}
}
void CHudWeaponSelection::FireGameEvent( IGameEvent *event )
{
const char * type = event->GetName();
if ( Q_strcmp(type, "localplayer_changeclass") == 0 )
{
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
{
if ( m_pModelPanels[i] )
{
m_pModelPanels[i]->SetVisible( false );
}
}
int nUpdateType = event->GetInt( "updateType" );
bool bIsCreationUpdate = ( nUpdateType == DATA_UPDATE_CREATED );
// Don't demo selection in minmode
ConVarRef cl_hud_minmode( "cl_hud_minmode", true );
if ( !cl_hud_minmode.IsValid() || cl_hud_minmode.GetBool() == false )
{
if ( !bIsCreationUpdate )
{
m_flDemoStartTime = gpGlobals->curtime + tf_weapon_select_demo_start_delay.GetFloat();
}
}
}
else
{
CHudElement::FireGameEvent( event );
}
}
//-----------------------------------------------------------------------------
// Purpose: Opens the next weapon in the slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot )
{
// get the slot the player's weapon is in
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// see where we should start selection
int iPosition = -1;
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon();
if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot )
{
// start after this weapon
iPosition = pActiveWeapon->GetPosition();
}
C_BaseCombatWeapon *pNextWeapon = NULL;
// search for the weapon after the current one
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition);
// make sure it's in the same bucket
if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot )
{
// just look for any weapon in this slot
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1);
}
// see if we found a weapon that's different from the current and in the selected slot
if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot )
{
// select the new weapon
::input->MakeWeaponSelection( pNextWeapon );
}
else if ( pNextWeapon != pActiveWeapon )
{
// error sound
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
}
// kill any fastswitch display
m_flSelectionTime = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Opens the next weapon in the slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::PlusTypeFastWeaponSwitch( int iWeaponSlot, bool *pbPlaySwitchSound )
{
// get the slot the player's weapon is in
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
int newSlot = m_iSelectedSlot;
// Changing slot number does not necessarily mean we need to change the slot - the player could be
// scrolling through the same slot but in the opposite direction. Slot pairs are 0,2 and 1,3 - so
// compare the 0 bits to see if we're within a pair. Otherwise, reset the box to the zero position.
if ( -1 == m_iSelectedSlot || ( ( m_iSelectedSlot ^ iWeaponSlot ) & 1 ) )
{
// Changing vertical/horizontal direction. Reset the selected box position to zero.
m_iSelectedBoxPosition = 0;
m_iSelectedSlot = iWeaponSlot;
}
else
{
// Still in the same horizontal/vertical direction. Determine which way we're moving in the slot.
int increment = 1;
if ( m_iSelectedSlot != iWeaponSlot )
{
// Decrementing within the slot. If we're at the zero position in this slot,
// jump to the zero position of the opposite slot. This also counts as our increment.
increment = -1;
if ( 0 == m_iSelectedBoxPosition )
{
newSlot = ( m_iSelectedSlot + 2 ) % 4;
increment = 0;
}
}
// Find out of the box position is at the end of the slot
int lastSlotPos = -1;
for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos )
{
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( newSlot, slotPos );
if ( pWeapon )
{
lastSlotPos = slotPos;
}
}
// Increment/Decrement the selected box position
if ( m_iSelectedBoxPosition + increment <= lastSlotPos )
{
m_iSelectedBoxPosition += increment;
m_iSelectedSlot = newSlot;
}
else
{
// error sound
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
*pbPlaySwitchSound = false;
return;
}
}
// Select the weapon in this position
bool bWeaponSelected = false;
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon();
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition );
if ( pWeapon && CanBeSelectedInHUD( pWeapon ) )
{
if ( pWeapon != pActiveWeapon )
{
// Select the new weapon
::input->MakeWeaponSelection( pWeapon );
SetSelectedWeapon( pWeapon );
bWeaponSelected = true;
}
}
if ( !bWeaponSelected )
{
// Still need to set this to make hud display appear
SetSelectedWeapon( pPlayer->GetActiveWeapon() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Moves selection to the specified slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SelectWeaponSlot( int iSlot )
{
// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons
--iSlot;
// Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// Don't try and read past our possible number of slots
if ( iSlot >= MAX_WEAPON_SLOTS )
return;
// Make sure the player's allowed to switch weapons
if ( pPlayer->IsAllowedToSwitchWeapons() == false )
return;
bool bPlaySwitchSound = true;
int nFastswitchMode = hud_fastswitch.GetInt();
if ( ::input->IsSteamControllerActive() )
{
nFastswitchMode = HUDTYPE_FASTSWITCH;
}
switch( nFastswitchMode )
{
case HUDTYPE_FASTSWITCH:
{
FastWeaponSwitch( iSlot );
return;
}
case HUDTYPE_PLUS:
PlusTypeFastWeaponSwitch( iSlot, &bPlaySwitchSound );
// ------------------------------------------------------
// FALLTHROUGH! Plus and buckets both use the item model
// panels so fix them up in both cases.
// ------------------------------------------------------
case HUDTYPE_BUCKETS:
{
int slotPos = 0;
C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon();
// start later in the list
if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot )
{
slotPos = pActiveWeapon->GetPosition() + 1;
}
// find the weapon in this slot
pActiveWeapon = GetNextActivePos( iSlot, slotPos );
if ( !pActiveWeapon )
{
pActiveWeapon = GetNextActivePos( iSlot, 0 );
}
if ( pActiveWeapon != NULL )
{
if ( !IsInSelectionMode() )
{
// open the weapon selection
OpenSelection();
}
InvalidateLayout();
// Mark the change
SetSelectedWeapon( pActiveWeapon );
m_iDemoModeSlot = -1;
m_flDemoStartTime = -1;
}
}
break;
default:
break;
}
if( m_bPlaySelectionSounds && bPlaySwitchSound )
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
//-----------------------------------------------------------------------------
// Purpose: Menu Selection Code
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SelectSlot( int iSlot )
{
// A menu may be overriding weapon selection commands
if ( HandleHudMenuInput( iSlot ) )
{
return;
}
// If we're in observer mode, see if the spectator GUI wants to use it
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && pPlayer->IsObserver() )
{
CTFSpectatorGUI *pPanel = (CTFSpectatorGUI*)gViewPortInterface->FindPanelByName( PANEL_SPECGUI );
if ( pPanel )
{
pPanel->SelectSpec( iSlot );
}
return;
}
// If we're not allowed to draw, ignore weapon selections
if ( !CHudElement::ShouldDraw() )
{
return;
}
// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons
if ( !IsInSelectionMode() && ( iSlot - 1 >= MAX_WEAPON_SLOTS ) )
{
OpenSelection();
}
UpdateSelectionTime();
SelectWeaponSlot( iSlot );
}
//-----------------------------------------------------------------------------
// Purpose: Menu Selection Code
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SwitchToLastWeapon()
{
C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
if ( !pTFPlayer )
return;
if (TFGameRules() && TFGameRules()->IsPasstimeMode() && pTFPlayer->m_Shared.HasPasstimeBall() )
return;
CBaseHudWeaponSelection::SwitchToLastWeapon();
}