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: To display the player's health with the use of one graphic over another. A cross in this case
// Currently this is only used on the freeze cam panel
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "cs_hud_freezepanel.h"
#include "vgui_controls/AnimationController.h"
#include "iclientmode.h"
#include "c_cs_player.h"
#include "c_cs_playerresource.h"
#include <vgui_controls/Label.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include "cs_gamerules.h"
DECLARE_BUILD_FACTORY( CCSHudPlayerHealth );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSHudPlayerHealth::CCSHudPlayerHealth( Panel *parent, const char *name ) : EditablePanel( parent, name )
{
m_pHealthImage = new CCSHealthPanel( this, "PlayerStatusHealthImage" );
m_pHealthImageBG = new ImagePanel( this, "PlayerStatusHealthImageBG" );
m_flNextThink = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSHudPlayerHealth::Reset()
{
//m_flNextThink = gpGlobals->curtime + 0.05f;
m_nHealth = -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSHudPlayerHealth::ApplySchemeSettings( IScheme *pScheme )
{
// load control settings...
LoadControlSettings( GetResFilename() );
m_flNextThink = 0.0f;
BaseClass::ApplySchemeSettings( pScheme );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSHudPlayerHealth::SetHealth( int iNewHealth, int iMaxHealth, int iMaxBuffedHealth )
{
int nPrevHealth = m_nHealth;
// set our health
m_nHealth = iNewHealth;
m_nMaxHealth = iMaxHealth;
m_pHealthImage->SetHealth( (float)(m_nHealth) / (float)(m_nMaxHealth) );
if ( m_pHealthImage )
{
m_pHealthImage->SetFgColor( Color( 255, 255, 255, 255 ) );
}
if ( m_nHealth <= 0 )
{
if ( m_pHealthImageBG->IsVisible() )
{
m_pHealthImageBG->SetVisible( false );
}
}
else
{
if ( !m_pHealthImageBG->IsVisible() )
{
m_pHealthImageBG->SetVisible( true );
}
}
// set our health display value
if ( nPrevHealth != m_nHealth )
{
if ( m_nHealth > 0 )
{
SetDialogVariable( "Health", m_nHealth );
}
else
{
SetDialogVariable( "Health", "" );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCSHealthPanel::CCSHealthPanel( Panel *parent, const char *name ) : vgui::Panel( parent, name )
{
m_flHealth = 1.0f;
m_iMaterialIndex = surface()->DrawGetTextureId( "hud/health_color" );
if ( m_iMaterialIndex == -1 ) // we didn't find it, so create a new one
{
m_iMaterialIndex = surface()->CreateNewTextureID();
}
surface()->DrawSetTextureFile( m_iMaterialIndex, "hud/health_color", true, false );
m_iDeadMaterialIndex = surface()->DrawGetTextureId( "hud/health_dead" );
if ( m_iDeadMaterialIndex == -1 ) // we didn't find it, so create a new one
{
m_iDeadMaterialIndex = surface()->CreateNewTextureID();
}
surface()->DrawSetTextureFile( m_iDeadMaterialIndex, "hud/health_dead", true, false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSHealthPanel::Paint()
{
BaseClass::Paint();
int x, y, w, h;
GetBounds( x, y, w, h );
Vertex_t vert[4];
float uv1 = 0.0f;
float uv2 = 1.0f;
int xpos = 0, ypos = 0;
if ( m_flHealth <= 0 )
{
// Draw the dead material
surface()->DrawSetTexture( m_iDeadMaterialIndex );
vert[0].Init( Vector2D( xpos, ypos ), Vector2D( uv1, uv1 ) );
vert[1].Init( Vector2D( xpos + w, ypos ), Vector2D( uv2, uv1 ) );
vert[2].Init( Vector2D( xpos + w, ypos + h ), Vector2D( uv2, uv2 ) );
vert[3].Init( Vector2D( xpos, ypos + h ), Vector2D( uv1, uv2 ) );
surface()->DrawSetColor( Color(255,255,255,255) );
}
else
{
float flDamageY = h * ( 1.0f - m_flHealth );
// blend in the red "damage" part
surface()->DrawSetTexture( m_iMaterialIndex );
Vector2D uv11( uv1, uv2 - m_flHealth );
Vector2D uv21( uv2, uv2 - m_flHealth );
Vector2D uv22( uv2, uv2 );
Vector2D uv12( uv1, uv2 );
vert[0].Init( Vector2D( xpos, flDamageY ), uv11 );
vert[1].Init( Vector2D( xpos + w, flDamageY ), uv21 );
vert[2].Init( Vector2D( xpos + w, ypos + h ), uv22 );
vert[3].Init( Vector2D( xpos, ypos + h ), uv12 );
surface()->DrawSetColor( GetFgColor() );
}
surface()->DrawTexturedPolygon( 4, vert );
}