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 "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "c_tf_player.h"
#include "clientmode_tf.h"
class CHudSmokeBomb : public CHudElement, public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( CHudSmokeBomb, vgui::Panel );
CHudSmokeBomb( const char *name );
virtual bool ShouldDraw();
virtual void Paint();
virtual void Init();
private:
CHudTexture *m_pIcon;
};
DECLARE_HUDELEMENT( CHudSmokeBomb );
CHudSmokeBomb::CHudSmokeBomb( const char *pName ) :
vgui::Panel( NULL, "HudSmokeBomb" ), CHudElement( pName )
{
SetParent( g_pClientMode->GetViewport() );
m_pIcon = NULL;
SetHiddenBits( HIDEHUD_PLAYERDEAD );
}
void CHudSmokeBomb::Init()
{
}
bool CHudSmokeBomb::ShouldDraw()
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
// if we are spectating another player first person, check this player
if ( pPlayer && ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) )
{
pPlayer = ToTFPlayer( pPlayer->GetObserverTarget() );
}
return ( pPlayer && pPlayer->IsAlive() && pPlayer->m_Shared.InCond( TF_COND_SMOKE_BOMB ) );
}
extern ConVar tf_smoke_bomb_time;
void CHudSmokeBomb::Paint()
{
if ( !m_pIcon )
{
m_pIcon = gHUD.GetIcon( "cond_smoke_bomb" );
}
int x, y, w, h;
GetBounds( x, y, w, h );
if ( m_pIcon )
{
m_pIcon->DrawSelf( 0, 0, w, w, Color(255,255,255,255) );
}
// Draw a progress bar for time remaining
int barX = XRES(5);
int barW = w - XRES(10);
int barY = w + YRES(5);
int barH = YRES(10);
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer )
return;
float flExpireTime = pPlayer->m_Shared.GetSmokeBombExpireTime();
float flPercent = ( flExpireTime - gpGlobals->curtime ) / tf_smoke_bomb_time.GetFloat();
surface()->DrawSetColor( Color(0,0,0,255) );
surface()->DrawFilledRect( barX - 1, barY - 1, barX + barW + 1, barY + barH + 1 );
surface()->DrawSetColor( Color(200,200,200,255) );
surface()->DrawFilledRect( barX, barY, barX + (int)( (float)barW * flPercent ), barY + barH );
}