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: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hud_vehicle.h"
#include "iclientmode.h"
#include "view.h"
#include <vgui_controls/Controls.h>
#include <vgui/ISurface.h>
#include "iclientvehicle.h"
#include "c_prop_vehicle.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
DECLARE_HUDELEMENT( CHudVehicle );
CHudVehicle::CHudVehicle( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudVehicle" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_VEHICLE_CROSSHAIR );
}
void CHudVehicle::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
SetPaintBackgroundEnabled( false );
SetForceStereoRenderToFrameBuffer( true );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : IClientVehicle
//-----------------------------------------------------------------------------
IClientVehicle *CHudVehicle::GetLocalPlayerVehicle()
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer || !pPlayer->IsInAVehicle() )
{
return NULL;
}
return pPlayer->GetVehicle();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CHudVehicle::ShouldDraw()
{
// Don't draw if we're getting into/out of the vehicle
IClientVehicle *pVehicle = GetLocalPlayerVehicle();
if ( pVehicle )
{
C_PropVehicleDriveable *pDrivable = dynamic_cast<C_PropVehicleDriveable*>(pVehicle);
if ( ( pDrivable ) && ( pDrivable->IsRunningEnterExitAnim() ) )
return false;
return CHudElement::ShouldDraw();
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudVehicle::Paint( void )
{
IClientVehicle *v = GetLocalPlayerVehicle();
if ( !v )
return;
// Vehicle-based hud...
v->DrawHudElements();
}