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 "basetfcombatweapon_shared.h"
#include "weapon_objectselection.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 "keydefs.h"
#include <vgui/IVGui.h>
#include "weapon_twohandedcontainer.h"
#ifdef CLIENT_DLL
#include "c_weapon_builder.h"
#include "iinput.h"
#else
#include "weapon_builder.h"
#endif
using namespace vgui;
class CHudWeaponSelection;
typedef enum
{
IMAGE_BACKGROUND = 0,
IMAGE_CURRENT,
IMAGE_INVALID
} WeaponBoxType_t;
enum
{
HUMAN_WEAPON_SELECTION = 0,
ALIEN_WEAPON_SELECTION,
};
struct CSlotInfo
{
bool active;
bool valid;
CHudTexture const *icon;
bool drawAmmo;
float ammoPerc;
bool ammoCaution;
char printname[ 128 ];
CHandle< C_BaseCombatWeapon > weapon;
};
struct CWeaponMenuItem
{
// If true, it's a dummy item
bool buildslot;
int priority;
int hotkey;
int openbuildmenu;
bool isvalidmenuitem;
CHandle< C_BaseCombatWeapon > weapon;
};
class WeaponMenu
{
public:
WeaponMenu() : items( 0, 0, WeaponLessFunc )
{
m_bIsBuildMenu = false;
m_nActiveItem = 0;
}
void SetActiveItem( int item )
{
bool changed = ( m_nActiveItem != item );
m_nActiveItem = item;
if ( !changed )
return;
const char *prefix = m_bIsBuildMenu ? "WeaponHiliteBuildMenu" : "WeaponHiliteWeaponMenu";
if ( m_nActiveItem >= 1 )
{
char slotSequence[ 128 ];
Q_snprintf( slotSequence, sizeof( slotSequence ), "%s%i", prefix, m_nActiveItem );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( slotSequence );
}
}
int GetActiveItem()
{
return m_nActiveItem;
}
static bool WeaponLessFunc( const CWeaponMenuItem& w1, const CWeaponMenuItem& w2 )
{
return w1.priority < w2.priority;
}
CUtlRBTree< CWeaponMenuItem, int > items;
int m_nActiveItem;
bool m_bIsBuildMenu;
};
class CHudWeaponItemPanel : public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudWeaponItemPanel, vgui::Panel );
public:
CHudWeaponItemPanel( vgui::Panel *parent, const char *panelName );
CPanelAnimationVarAliasType( float, m_flIconWidth, "IconWidth", "60", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconHeight, "IconHeight", "30", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconXPos, "IconXPos", "10", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flTextXPos, "TextXPos", "10", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "35", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flAmmoBarX, "AmmoBarX", "75", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flAmmoBarWide, "AmmoBarWide", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flPriceXEndPos, "PriceXEndPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flPriceYEndPos, "PriceYEndPos", "4", "proportional_float" );
CPanelAnimationVar( float, m_flGrowFraction, "GrowFraction", "1.0" );
bool m_bInUse;
bool m_bDrawNumbers;
int m_nSlotNumber;
bool m_bBuildMenu;
// Copies of data
CSlotInfo info;
CWeaponMenuItem menuItem;
virtual void Paint();
virtual void ApplySchemeSettings( vgui::IScheme *scheme );
void SetupIcons();
enum
{
NUM_SLOT_TEAMS = 2,
NUM_MENU_TYPES = 3,
};
CHudTexture *m_BackgroundIcons[ NUM_SLOT_TEAMS ][ NUM_MENU_TYPES ];
private:
void TranslateColor( float percent, Color& clr );
void DrawBox( bool isbuildmenu, int x, int y, int wide, int tall, bool isactive, bool isvalid, float normalizedAlpha, int number );
int GetTeamIndex();
void OnWeaponSelectionDrawn( CHudWeaponSelection *selection, C_WeaponObjectSelection *weapon, bool bCurrentlySelected,
int wide, int tall, Color& clr );
};
//-----------------------------------------------------------------------------
// Purpose: tf2 weapon selection hud element
//-----------------------------------------------------------------------------
class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
public:
CHudWeaponSelection(const char *pElementName );
virtual bool ShouldDraw( void );
virtual void VidInit(void);
virtual void CycleToNextWeapon( void );
virtual void CycleToPrevWeapon( void );
virtual void SwitchToLastWeapon( void );
virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos );
virtual void SelectWeaponSlot( int iSlot );
virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon );
virtual void SelectWeapon( void );
virtual C_BaseCombatWeapon *GetSelectedWeapon( void );
virtual void OpenSelection( void );
virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
virtual void HideSelection( void );
protected:
virtual void OnTick();
virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
virtual void ApplySettings( KeyValues *resourceData );
private:
// Offensive
// Defensive
// General Purpose
enum
{
BUILD_OFFENSIVE = 0,
BUILD_DEFENSIVE,
BUILD_GENERAL_PURPOSE,
NUM_BUILD_MENUS,
};
enum
{
MAX_WEAPON_MENU_ITEMS = 7,
MAX_BUILD_MENU_ITEMS = 6,
};
void SetupWeaponMenu( WeaponMenu& menu, C_BaseCombatWeapon *activeItem, bool drawNumbers );
void SetupBuildMenu( WeaponMenu& menu, C_BaseCombatWeapon *activeItem );
void DrawBox( bool isbuildmenu, int x, int y, int wide, int tall, bool current, bool isvalid, float normalizedAlpha, int number );
void TranslateColor( float percent, Color& clr );
void ShowBuildMenu( int buildmenu );
void ShowBuildMenu( WeaponMenu& buildMenu );
void HideBuildMenu( void );
WeaponMenu& GetActiveMenu();
int GetLowIndex( WeaponMenu& menu );
void WrapIndexToRange( int& index, int low, int high );
int FindSlotForHotKey( WeaponMenu& menu, int hotkey );
int FindNextSelectableWeaponInMenu( WeaponMenu& menu, int startindex, int direction );
int CountSelectableItems( WeaponMenu& menu );
CWeaponMenuItem *GetFirstSelectableWeapon( WeaponMenu& menu );
const char *GetBuildMenuName( int slot );
const char *GetBuildMenuMaterial( int slot );
void SelectBuildMenuSlot( WeaponMenu& buildMenu );
void CreateWeaponItemPanels();
void ClearBuildMenu();
void RebuildMenus();
void AssignSlots( WeaponMenu& menu, int firstindex );
void CollapseSingleItemBuildMenus();
void GetSlotInfo( const CWeaponMenuItem *w, C_BaseCombatWeapon *active, CSlotInfo& info );
int GetTeamIndex();
void SetupIcons();
CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255.0" );
CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255.0" );
CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" );
CPanelAnimationVar( Color, m_InvalidActiveColor, "InvalidActiveColor", "InvalidActiveSlotFg" );
CPanelAnimationVar( Color, m_InvalidActiveTextColor, "InvalidActiveTextColor", "InvalidActiveSlotText" );
CPanelAnimationVar( Color, m_InvalidColor, "InvalidColor", "InvalidSlotFg" );
CPanelAnimationVar( Color, m_InvalidTextColor, "InvalidTextColor", "InvalidSlotText" );
CPanelAnimationVar( Color, m_OtherColor, "OtherColor", "OtherSlotFg" );
CPanelAnimationVar( Color, m_OtherTextColor, "OtherTextColor", "OtherSlotText" );
CPanelAnimationVar( Color, m_AmmoNormalColor, "AmmoNormalColor", "AmmoNormal" );
CPanelAnimationVar( Color, m_AmmoCautionColor, "AmmoCautionColor", "AmmoCaution" );
CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" );
CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
CPanelAnimationVar( vgui::HFont, m_hTextFontSmall, "TextFontSmall", "HudSelectionTextSmall" );
CPanelAnimationVar( vgui::HFont, m_hPriceFont, "PriceFont", "HudSelectionTextSmall" );
CPanelAnimationVar( float, m_flGrowFraction, "GrowFraction", "0.0" );
CHandle<C_BaseCombatWeapon> m_hLastPickedUpWeapon;
bool m_bInSelectionMode;
int m_nLastBuildTick;
bool m_bInBuildMenu;
int m_nActiveBuildMenu;
WeaponMenu *m_PreviousBuildMenu;
WeaponMenu m_Weapons;
WeaponMenu m_BuildObjects[ NUM_BUILD_MENUS ];
CHudWeaponItemPanel *m_pWeaponPanels[ MAX_WEAPON_MENU_ITEMS ];
CHudWeaponItemPanel *m_pBuildPanels[ MAX_BUILD_MENU_ITEMS ];
CWeaponMenuItem *FindWeapon( WeaponMenu& menu, int hotkey );
friend class CHudWeaponItemPanel;
};
DECLARE_HUDELEMENT( CHudWeaponSelection );
void CHudWeaponSelection::VidInit(void)
{
CBaseHudWeaponSelection::VidInit();
SetupIcons();
}
void CHudWeaponSelection::SetupIcons()
{
int i;
for ( i = 0; i < MAX_WEAPON_MENU_ITEMS; i++ )
{
m_pWeaponPanels[ i ]->SetupIcons();
}
for ( i = 0; i < MAX_BUILD_MENU_ITEMS; i++ )
{
m_pBuildPanels[ i ]->SetupIcons();
}
}
void CHudWeaponSelection::AssignSlots( WeaponMenu& menu, int firstindex )
{
int slot = firstindex;
for ( int i = menu.items.FirstInorder(); i != menu.items.InvalidIndex(); i = menu.items.NextInorder( i ) )
{
CWeaponMenuItem *w = &menu.items[ i ];
w->hotkey = slot++;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CreateWeaponItemPanels()
{
int i;
char sz[ 128 ];
for ( i = 0; i < MAX_WEAPON_MENU_ITEMS; i++ )
{
Q_snprintf( sz, sizeof( sz ), "WeaponMenu%i", i + 1 );
m_pWeaponPanels[ i ] = new CHudWeaponItemPanel( this, sz );
m_pWeaponPanels[ i ]->m_nSlotNumber = i;
m_pWeaponPanels[ i ]->m_bBuildMenu = false;
}
for ( i = 0; i < MAX_BUILD_MENU_ITEMS; i++ )
{
Q_snprintf( sz, sizeof( sz ), "BuildMenu%i", i + 1 );
m_pBuildPanels[ i ] = new CHudWeaponItemPanel( this, sz );
m_pBuildPanels[ i ]->m_nSlotNumber = i;
m_pBuildPanels[ i ]->m_bBuildMenu = true;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::RebuildMenus()
{
int i;
if ( gpGlobals->tickcount == m_nLastBuildTick )
return;
m_nLastBuildTick = gpGlobals->tickcount;
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return;
m_Weapons.items.RemoveAll();
for ( i = 0; i < NUM_BUILD_MENUS; i++ )
{
m_BuildObjects[ i ].items.RemoveAll();
}
CWeaponMenuItem item;
int c = MAX_WEAPONS;
for ( i = 0; i < c; i++ )
{
C_BaseCombatWeapon *pWeapon = player->GetWeapon( i );
if ( !pWeapon )
{
continue;
}
if ( !pWeapon->VisibleInWeaponSelection() )
{
continue;
}
item.priority = pWeapon->GetSlot() * 10 + pWeapon->GetPosition();
item.buildslot = false;
item.openbuildmenu = -1;
item.weapon = pWeapon;
item.isvalidmenuitem = true;
if ( dynamic_cast< C_WeaponObjectSelection * >( pWeapon ) )
{
// HACK
int firstbuildslot = 4;
int whichBuildMenu = clamp( pWeapon->GetSlot() - firstbuildslot, 0, NUM_BUILD_MENUS - 1 );
m_BuildObjects[ whichBuildMenu ].items.Insert( item );
}
else
{
m_Weapons.items.Insert( item );
}
}
while ( m_Weapons.items.Count() < 3 )
{
// Add build item menus
item.priority = 999;
item.buildslot = false;
item.openbuildmenu = -1;
item.weapon = NULL;
item.isvalidmenuitem = false;
m_Weapons.items.Insert( item );
m_Weapons.m_bIsBuildMenu = false;
}
for ( i = 0; i < NUM_BUILD_MENUS; i++ )
{
// Add build item menus
item.priority = 999;
item.buildslot = true;
item.openbuildmenu = i;
item.weapon = NULL;
item.isvalidmenuitem = CountSelectableItems( m_BuildObjects[ i ] ) > 0 ? true : false;
m_Weapons.items.Insert( item );
// Assign build menu slots
AssignSlots( m_BuildObjects[ i ], 0 );
m_BuildObjects[ i ].m_bIsBuildMenu = true;
}
// Now walk in order and assign hotkeys
AssignSlots( m_Weapons, 1 );
// Merge single item build menus into main menu
CollapseSingleItemBuildMenus();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CollapseSingleItemBuildMenus()
{
for ( int i = 0; i < NUM_BUILD_MENUS; i++ )
{
int count = m_BuildObjects[ i ].items.Count();
// Not an issue
if ( count > 1 )
continue;
CWeaponMenuItem *mainItem = FindWeapon( m_Weapons, 4 + i );
if ( !mainItem )
continue;
// It's empty, need to make main item a disabled slot
if ( count == 0 )
{
// Add build item menus
mainItem->isvalidmenuitem = false;
}
else
{
// Only one item in sub menu, copy it over
CWeaponMenuItem *buildItem = &m_BuildObjects[ i ].items[ 0 ];
mainItem->buildslot = false;
mainItem->openbuildmenu = -1;
mainItem->isvalidmenuitem = true;
mainItem->weapon = buildItem->weapon;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ClearBuildMenu()
{
for ( int i = 0; i < MAX_BUILD_MENU_ITEMS; i++ )
{
m_pBuildPanels[ i ]->m_bInUse = false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudWeaponSelection::CHudWeaponSelection(const char *pElementName ) :
CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_nLastBuildTick = -1;
m_hNumberFont = NULL;
m_bInSelectionMode = false;
CreateWeaponItemPanels();
vgui::ivgui()->AddTickSignal( GetVPanel() );
}
void CHudWeaponSelection::ShowBuildMenu( int buildmenu )
{
bool wasinbuild = m_bInBuildMenu;
int mainItem = buildmenu + 4;
m_Weapons.SetActiveItem( mainItem );
m_bInBuildMenu = true;
m_nActiveBuildMenu = buildmenu;
GetActiveMenu().SetActiveItem( GetLowIndex( GetActiveMenu() ) );
if ( !wasinbuild )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponOpenBuildSubMenu");
switch ( buildmenu )
{
default:
case BUILD_OFFENSIVE:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponOpenBuildOffensive");
break;
case BUILD_DEFENSIVE:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponOpenBuildDefensive");
break;
case BUILD_GENERAL_PURPOSE:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponOpenBuildGeneral");
break;
}
}
}
void CHudWeaponSelection::ShowBuildMenu( WeaponMenu& buildMenu )
{
int c = m_Weapons.items.Count();
for ( int i = 0; i < c; i++ )
{
CWeaponMenuItem *item = &m_Weapons.items[ i ];
if ( !item || !item->buildslot )
continue;
WeaponMenu &menu = m_BuildObjects[ item->openbuildmenu ];
if ( &menu == &buildMenu )
{
ShowBuildMenu( item->openbuildmenu );
return;
}
}
Assert( 0 );
}
void CHudWeaponSelection::HideBuildMenu( void )
{
bool wasinbuild = m_bInBuildMenu;
GetActiveMenu().SetActiveItem( GetLowIndex( GetActiveMenu() ) );
m_bInBuildMenu = false;
if ( wasinbuild )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponCloseBuildSubMenu");
}
m_nActiveBuildMenu = -1;
}
WeaponMenu& CHudWeaponSelection::GetActiveMenu()
{
return m_bInBuildMenu ? m_BuildObjects[ m_nActiveBuildMenu ] : m_Weapons;
}
int CHudWeaponSelection::GetLowIndex( WeaponMenu& menu )
{
if ( menu.items.Count() == 0 )
return 1;
int lowindex = menu.items[ menu.items.FirstInorder() ].hotkey;
return lowindex;
}
void CHudWeaponSelection::WrapIndexToRange( int& index, int low, int high )
{
int delta = ( high - low ) + 1;
while ( index < low )
{
index += delta;
}
while ( index > high )
{
index -= delta;
}
}
int CHudWeaponSelection::FindSlotForHotKey( WeaponMenu& menu, int hotkey )
{
int count = menu.items.Count();
for ( int i = 0; i < count;i++ )
{
if ( menu.items[ i ].hotkey == hotkey )
return i;
}
return 0;
}
int CHudWeaponSelection::FindNextSelectableWeaponInMenu( WeaponMenu& menu, int startindex, int direction )
{
direction = direction > 0 ? 1 : -1;
int count = menu.items.Count();
int lowindex = GetLowIndex( menu );
int highindex = lowindex + count - 1;
for ( int offset = 1; offset <= count; offset++ )
{
int current = startindex + offset * direction;
WrapIndexToRange( current, lowindex, highindex );
//int slot = FindSlotForHotKey( menu, current );
//C_BaseCombatWeapon *w = menu.items[ slot ].weapon;
//if ( w && !w->CanBeSelected() )
// continue;
return current;
}
return startindex;
}
int CHudWeaponSelection::CountSelectableItems( WeaponMenu& menu )
{
int count = 0;
int c = menu.items.Count();
for ( int i = 0; i < c; i++ )
{
C_BaseCombatWeapon *w = menu.items[ i ].weapon;
if ( w && w->CanBeSelected() )
{
count++;
}
}
return count;
}
CWeaponMenuItem *CHudWeaponSelection::GetFirstSelectableWeapon( WeaponMenu& menu )
{
int c = menu.items.Count();
for ( int i = 0; i < c; i++ )
{
C_BaseCombatWeapon *w = menu.items[ i ].weapon;
if ( w && w->CanBeSelected() )
{
return &menu.items[ i ];
}
}
return NULL;
}
const char *CHudWeaponSelection::GetBuildMenuName( int slot )
{
switch ( slot )
{
default:
case BUILD_OFFENSIVE:
return "Offensive Object";
case BUILD_DEFENSIVE:
return "Defensive Object";
case BUILD_GENERAL_PURPOSE:
return "General Purpose";
}
return "General Purpose";
}
const char *CHudWeaponSelection::GetBuildMenuMaterial( int slot )
{
switch ( slot )
{
default:
case BUILD_OFFENSIVE:
return "weapon_selection_offensive";
case BUILD_DEFENSIVE:
return "weapon_selection_defensive";
case BUILD_GENERAL_PURPOSE:
return "weapon_selection_general";
}
return "hud/menu/weapon_selection_general";
}
//-----------------------------------------------------------------------------
// Purpose: sets up display for showing weapon pickup
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
{
// Nothing in TF2
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the panel should draw
//-----------------------------------------------------------------------------
bool CHudWeaponSelection::ShouldDraw()
{
C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
if ( !pPlayer || pPlayer->GetPlayerClass() == NULL )
{
if ( IsInSelectionMode() )
{
HideSelection();
}
return false;
}
bool bret = CBaseHudWeaponSelection::ShouldDraw();
if ( !bret )
return false;
return ( m_bSelectionVisible || ( m_flGrowFraction > 0.0f ) ) ? true : false;
}
void CHudWeaponSelection::TranslateColor( float percent, Color& clr )
{
if ( percent >= 1.0f )
return;
if ( percent <= 0.75f )
{
clr = Color( 0, 0, 0, 0 );
}
else
{
float frac = ( percent - 0.75f ) / 0.25f;
clr = Color( clr[0] * frac,
clr[1] * frac,
clr[2] * frac,
clr[3] * frac );
}
}
void CHudWeaponSelection::GetSlotInfo( const CWeaponMenuItem *w, C_BaseCombatWeapon *active, CSlotInfo& info )
{
if ( w->buildslot )
{
info.active = !m_bInBuildMenu && ( GetActiveMenu().GetActiveItem() == w->hotkey );
info.valid = w->isvalidmenuitem;
info.icon = gHUD.GetIcon( GetBuildMenuMaterial( w->openbuildmenu ) );
info.drawAmmo = false;
info.ammoCaution = false;
Q_snprintf( info.printname, sizeof( info.printname ), GetBuildMenuName( w->openbuildmenu ) );
info.weapon = NULL;
}
else if ( !w->weapon )
{
info.active =false;
info.valid = false;
info.icon = NULL;
info.drawAmmo = false;
info.ammoCaution = false;
info.printname[0]=0;
info.weapon = NULL;
}
else
{
C_BaseCombatWeapon *pWeapon = w->weapon;
Assert( pWeapon );
info.active = active == pWeapon;
info.valid = pWeapon->CanBeSelected();
info.icon = info.active ? pWeapon->GetSpriteActive() : pWeapon->GetSpriteInactive();
info.drawAmmo = false;
info.ammoPerc = 1.0f;
// Don't know the max ammo, so if I don't use clips, just go red on no ammo left
if ( pWeapon->UsesClipsForAmmo1() || pWeapon->HasAmmo() )
{
info.ammoPerc = 1.0f - ( (float) pWeapon->Clip1() ) / ( (float)pWeapon->GetMaxClip1() );
info.drawAmmo = true;
}
info.ammoCaution = ( info.ammoPerc >= CLIP_PERC_THRESHOLD ) ? true : false;
Q_snprintf( info.printname, sizeof( info.printname ), "%s", pWeapon->GetPrintName() );
info.weapon = pWeapon;
}
strupr(info.printname);
}
void CHudWeaponSelection::SetupWeaponMenu( WeaponMenu& menu, C_BaseCombatWeapon *activeItem, bool drawNumbers )
{
int panelPosition = 0;
for ( int item = menu.items.FirstInorder(); item != menu.items.InvalidIndex() && panelPosition < MAX_WEAPON_MENU_ITEMS; item = menu.items.NextInorder( item ) )
{
CWeaponMenuItem *w = &menu.items[ item ];
Assert( w );
CSlotInfo info;
GetSlotInfo( w, activeItem, info );
CHudWeaponItemPanel *panel = m_pWeaponPanels[ panelPosition++ ];
if ( !panel )
{
Assert( 0 );
continue;
}
panel->m_bInUse = true;
panel->info = info;
panel->menuItem = *w;
panel->m_bDrawNumbers = drawNumbers;
}
for ( ; panelPosition < MAX_WEAPON_MENU_ITEMS; )
{
CHudWeaponItemPanel *panel = m_pWeaponPanels[ panelPosition++ ];
panel->m_bInUse = false;
}
}
void CHudWeaponSelection::SetupBuildMenu( WeaponMenu& menu, C_BaseCombatWeapon *activeItem )
{
int panelPosition = 0;
for ( int item = menu.items.FirstInorder(); item != menu.items.InvalidIndex() && panelPosition < MAX_BUILD_MENU_ITEMS; item = menu.items.NextInorder( item ) )
{
CWeaponMenuItem *w = &menu.items[ item ];
Assert( w );
CSlotInfo info;
GetSlotInfo( w, activeItem, info );
CHudWeaponItemPanel *panel = m_pBuildPanels[ panelPosition++ ];
if ( !panel )
{
Assert( 0 );
continue;
}
panel->m_bInUse = true;
panel->info = info;
panel->menuItem = *w;
panel->m_bDrawNumbers = false;
}
for ( ; panelPosition < MAX_BUILD_MENU_ITEMS; )
{
CHudWeaponItemPanel *panel = m_pBuildPanels[ panelPosition++ ];
panel->m_bInUse = false;
}
}
void CHudWeaponSelection::OnTick()
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
RebuildMenus();
int x, y;
GetPos(x, y);
C_BaseCombatWeapon *wpn = GetSelectedWeapon();
// Draw main menu
SetupWeaponMenu( m_Weapons, wpn, true );
CWeaponMenuItem *item = FindWeapon( GetActiveMenu(), GetActiveMenu().GetActiveItem() );
WeaponMenu* otherMenu = NULL;
int buildMenuNumber= 0;
// Drawing build menu
if ( m_bInBuildMenu )
{
otherMenu = &m_BuildObjects[ m_nActiveBuildMenu ];
buildMenuNumber = m_nActiveBuildMenu;
}
else if ( item && item->buildslot && item->hotkey == GetActiveMenu().GetActiveItem() )
{
otherMenu = &m_BuildObjects[ item->openbuildmenu ];
buildMenuNumber = item->openbuildmenu;
}
else if ( m_nActiveBuildMenu >= 0 )
{
otherMenu = &m_BuildObjects[ m_nActiveBuildMenu ];
buildMenuNumber = m_nActiveBuildMenu;
}
if ( otherMenu )
{
SetupBuildMenu( *otherMenu, wpn );
}
else
{
ClearBuildMenu();
}
if ( otherMenu != m_PreviousBuildMenu )
{
m_PreviousBuildMenu = otherMenu;
if ( otherMenu )
{
switch ( buildMenuNumber )
{
default:
case BUILD_OFFENSIVE:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponOpenBuildOffensive");
break;
case BUILD_DEFENSIVE:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponOpenBuildDefensive");
break;
case BUILD_GENERAL_PURPOSE:
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponOpenBuildGeneral");
break;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: hud scheme settings
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetPaintBackgroundEnabled(false);
}
//-----------------------------------------------------------------------------
// Purpose: Select the next item in the weapon list
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CycleToNextWeapon( void )
{
// Get the local player.
C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
if ( !pPlayer || !pPlayer->GetPlayerClass() )
return;
// Make it active
bool justopened = false;
if ( !IsInSelectionMode() )
{
OpenSelection();
justopened = true;
}
RebuildMenus();
WeaponMenu& menu = GetActiveMenu();
int c = menu.items.Count();
if ( c != 0 && !justopened )
{
GetActiveMenu().SetActiveItem( FindNextSelectableWeaponInMenu( menu, GetActiveMenu().GetActiveItem(), +1 ) );
}
// Play the "cycle to next weapon" sound
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
//-----------------------------------------------------------------------------
// Purpose: Selects the previous item in the menu
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CycleToPrevWeapon( void )
{
C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
if ( !pPlayer || !pPlayer->GetPlayerClass() )
return;
// Make it active
bool justopened = false;
if ( !IsInSelectionMode() )
{
OpenSelection();
justopened = true;
}
RebuildMenus();
WeaponMenu& menu = GetActiveMenu();
int c = menu.items.Count();
if ( c != 0 && !justopened )
{
GetActiveMenu().SetActiveItem( FindNextSelectableWeaponInMenu( menu, GetActiveMenu().GetActiveItem(), -1 ) );
}
// Play the "cycle to next weapon" sound
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
}
//-----------------------------------------------------------------------------
// Purpose: Switches the last weapon the player was using
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SwitchToLastWeapon( void )
{
// Get the player's last weapon
C_BaseTFPlayer *pPlayer = C_BaseTFPlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// If we're currently using the builder weapon, switch to the weapon we were
// using before we started using it.
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon();
// Handle the twohanded weapon container
CWeaponTwoHandedContainer *pContainer = dynamic_cast< CWeaponTwoHandedContainer * >( pActiveWeapon );
if ( pContainer )
{
pActiveWeapon = pContainer->GetLeftWeapon();
}
if ( dynamic_cast< C_WeaponBuilder* >( pActiveWeapon ) )
{
::input->MakeWeaponSelection( pPlayer->GetLastWeaponBeforeObject() );
return;
}
// Switch to previous weapon normally
::input->MakeWeaponSelection( pPlayer->GetLastWeapon() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CWeaponMenuItem *CHudWeaponSelection::FindWeapon( WeaponMenu& menu, int hotkey )
{
RebuildMenus();
int c = menu.items.Count();
for ( int i = 0; i < c; i++ )
{
CWeaponMenuItem *item = &menu.items[ i ];
if ( item->hotkey == hotkey )
return item;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos )
{
CWeaponMenuItem *item = FindWeapon( GetActiveMenu(), iSlot );
if ( item )
{
return item->weapon;
}
return NULL;
}
C_BaseCombatWeapon *CHudWeaponSelection::GetSelectedWeapon( void )
{
RebuildMenus();
return GetWeaponInSlot( GetActiveMenu().GetActiveItem(), 0 );
}
void CHudWeaponSelection::SelectBuildMenuSlot( WeaponMenu& buildMenu )
{
// Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
int numSelectable = CountSelectableItems( buildMenu );
if ( numSelectable >= 1 )
{
// Single item, just fast switch to it
CWeaponMenuItem *fastSwitchItem = GetFirstSelectableWeapon( buildMenu );
C_BaseCombatWeapon *w = fastSwitchItem ? fastSwitchItem->weapon : NULL;
Assert( w && w->CanBeSelected() );
if ( 0 && numSelectable == 1 && w && w->CanBeSelected() )
{
ShowBuildMenu( buildMenu );
m_hSelectedWeapon = w;
GetActiveMenu().SetActiveItem( fastSwitchItem->hotkey );
// There's only one active item in bucket, so change directly to weapon
SetWeaponSelected();
engine->ClientCmd( "cancelselect\n" );
}
else
{
// Play the "open weapon selection" sound
pPlayer->EmitSound( "Player.WeaponSelectionOpen" );
ShowBuildMenu( buildMenu );
}
}
else
{
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Weapon selection code
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SelectWeaponSlot( int iSlot )
{
// Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// Make sure the player's allowed to switch weapons
if ( pPlayer->IsAllowedToSwitchWeapons() == false )
return;
// Make it active
if ( !IsInSelectionMode() )
{
OpenSelection();
}
RebuildMenus();
CWeaponMenuItem *item = FindWeapon( GetActiveMenu(), iSlot );
C_BaseCombatWeapon *weapon = item ? item->weapon : NULL;
if ( item && item->buildslot )
{
SelectBuildMenuSlot( m_BuildObjects[ item->openbuildmenu ] );
return;
}
if ( m_bInBuildMenu )
{
CWeaponMenuItem *mainItem = FindWeapon( m_Weapons, iSlot );
if ( mainItem )
{
if ( mainItem->buildslot )
{
if ( mainItem->openbuildmenu == m_nActiveBuildMenu )
{
CycleToNextWeapon();
}
else
{
SelectBuildMenuSlot( m_BuildObjects[ mainItem->openbuildmenu ] );
}
}
else if ( mainItem->weapon )
{
// Play the "open weapon selection" sound
pPlayer->EmitSound( "Player.WeaponSelectionOpen" );
m_bInBuildMenu = false;
m_hSelectedWeapon = mainItem->weapon;
GetActiveMenu().SetActiveItem( mainItem->hotkey );
// Check for fast weapon switch mode
if ( GetSelectedWeapon() && GetSelectedWeapon()->CanBeSelected() )
{
// There's only one active item in bucket, so change directly to weapon
SetWeaponSelected();
engine->ClientCmd( "cancelselect\n" );
return;
}
}
}
return;
}
if ( item && weapon )
{
// Play the "open weapon selection" sound
pPlayer->EmitSound( "Player.WeaponSelectionOpen" );
if ( !weapon->CanBeSelected() )
{
if ( GetActiveMenu().GetActiveItem() == item->hotkey )
{
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
}
}
m_hSelectedWeapon = weapon;
GetActiveMenu().SetActiveItem( item->hotkey );
// Check for fast weapon switch mode
if ( GetSelectedWeapon() && GetSelectedWeapon()->CanBeSelected() )
{
// There's only one active item in bucket, so change directly to weapon
SetWeaponSelected();
engine->ClientCmd( "cancelselect\n" );
return;
}
}
else
{
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Player has chosen to draw the currently selected weapon
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SelectWeapon( void )
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return;
CWeaponMenuItem *item = FindWeapon( GetActiveMenu(), GetActiveMenu().GetActiveItem() );
if ( !item )
{
engine->ClientCmd( "cancelselect\n" );
return;
}
if ( item->buildslot )
{
SelectBuildMenuSlot( m_BuildObjects[ item->openbuildmenu ] );
return;
}
CBaseHudWeaponSelection::SelectWeapon();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : down -
// keynum -
// *pszCurrentBinding -
//-----------------------------------------------------------------------------
int CHudWeaponSelection::KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding )
{
if ( !down )
return 1;
if ( keynum != KEY_ESCAPE )
return 1;
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( !player )
return 1;
if ( !IsInSelectionMode() )
return 1;
if ( !m_bInBuildMenu )
{
engine->ClientCmd( "cancelselect\n" );
return 0;
}
// Play the "open weapon selection" sound
player->EmitSound( "Player.WeaponSelectionOpen" );
HideBuildMenu();
// Swallow the key
return 0;
}
void CHudWeaponSelection::OpenSelection( void )
{
HideBuildMenu();
m_nActiveBuildMenu = -1;
CBaseHudWeaponSelection::OpenSelection();
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponOpenWeaponMenu");
}
void CHudWeaponSelection::HideSelection( void )
{
CBaseHudWeaponSelection::HideSelection();
if ( m_bInBuildMenu )
{
HideBuildMenu();
}
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponCloseWeaponMenu");
}
int CHudWeaponSelection::GetTeamIndex()
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if(!pPlayer)
return HUMAN_WEAPON_SELECTION;
int team = pPlayer->GetTeamNumber();
if ( !team )
return HUMAN_WEAPON_SELECTION;
bool human = ( team == TEAM_HUMANS ) ? true : false;
return human ? HUMAN_WEAPON_SELECTION : ALIEN_WEAPON_SELECTION;
}
//-----------------------------------------------------------------------------
// Purpose: serializes settings from a resource data container
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ApplySettings( KeyValues *resourceData )
{
BaseClass::ApplySettings( resourceData );
// loop through all the keys, applying them wherever
for (KeyValues *controlKeys = resourceData->GetFirstSubKey(); controlKeys != NULL; controlKeys = controlKeys->GetNextKey())
{
// Skip keys that are atomic..
if (controlKeys->GetDataType() != KeyValues::TYPE_NONE)
continue;
Panel *panel = FindChildByName( controlKeys->GetName() );
if ( !panel )
continue;
// apply the settings
panel->ApplySettings(controlKeys);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *parent -
// *panelName -
//-----------------------------------------------------------------------------
CHudWeaponItemPanel::CHudWeaponItemPanel( vgui::Panel *parent, const char *panelName )
: BaseClass( parent, panelName )
{
m_bInUse = false;
m_bDrawNumbers = false;
m_nSlotNumber = 0;
// Copies of data
memset( &info, 0, sizeof( info ) );
memset( &menuItem, 0, sizeof( menuItem ) );
memset( m_BackgroundIcons, 0, sizeof( m_BackgroundIcons ) );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *scheme -
//-----------------------------------------------------------------------------
void CHudWeaponItemPanel::ApplySchemeSettings( vgui::IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
SetPaintBackgroundEnabled( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponItemPanel::Paint()
{
if ( !m_bInUse )
return;
CHudWeaponSelection *selection = static_cast< CHudWeaponSelection * >( GetParent() );
if ( !selection )
return;
int wide, tall;
GetSize( wide, tall );
float transparencyfrac = m_flGrowFraction;
float sizefracw = m_flGrowFraction;
float sizefrach = m_flGrowFraction;
float sizefrac = m_flGrowFraction;
bool buildMenu = m_bBuildMenu;
bool isactive = info.active;
bool isvalid = info.valid;
Color iconColor = selection->GetFgColor();
Color textColor = selection->m_TextColor;
if ( isactive )
{
if ( !isvalid )
{
iconColor = selection->m_InvalidActiveColor;
textColor = selection->m_InvalidActiveTextColor;
}
}
else
{
if ( isvalid )
{
iconColor = selection->m_OtherColor;
textColor = selection->m_OtherTextColor;
}
else
{
iconColor = selection->m_InvalidColor;
textColor = selection->m_InvalidTextColor;
}
}
Color ammoColor = info.ammoCaution ? selection->m_AmmoCautionColor : selection->m_AmmoNormalColor;
TranslateColor( transparencyfrac, iconColor );
TranslateColor( transparencyfrac, textColor );
TranslateColor( transparencyfrac, ammoColor );
// Draw box
DrawBox( buildMenu, 0, 0, wide, tall, isactive, isvalid, m_flGrowFraction * 255, m_bDrawNumbers ? menuItem.hotkey : -1 );
// icons use old system, drawing in screen space
int iconXPos = m_flIconXPos;
int iconYPos = m_flIconYPos;
int iconWide = m_flIconWidth;
int iconTall = m_flIconHeight;
if ( info.icon )
{
info.icon->DrawSelf( sizefracw * iconXPos, sizefrach * iconYPos, sizefracw * iconWide, sizefrach * iconTall,
iconColor );
}
surface()->DrawSetTextColor( textColor );
HFont textFont = sizefrac < 1.0 ? selection->m_hTextFontSmall : selection->m_hTextFont;
surface()->DrawSetTextFont( textFont );
//int slen = UTIL_ComputeStringWidth( textFont, info.printname );
int charCount = Q_strlen( info.printname );
int textYPos = m_flTextYPos;
int textXPos = m_flTextXPos;
surface()->DrawSetTextPos( sizefracw * textXPos, sizefrach * textYPos );
for (char *pch = info.printname; charCount > 0; pch++, charCount--)
{
surface()->DrawUnicodeChar(*pch);
}
if ( info.drawAmmo )
{
int ammoBarX = m_flAmmoBarX;
int ammoBarWide = m_flAmmoBarWide;
// Draw the clip ratio bar
gHUD.DrawProgressBar(
sizefracw * ammoBarX, sizefrach * iconYPos,
sizefracw * ammoBarWide, sizefrach * iconTall, info.ammoPerc,
ammoColor, CHud::HUDPB_VERTICAL );
}
// Let the weapon draw stuff too
if ( info.weapon )
{
C_WeaponObjectSelection *selectionWeapon = dynamic_cast< C_WeaponObjectSelection * >( info.weapon.Get() );
if ( selectionWeapon )
{
OnWeaponSelectionDrawn( selection, selectionWeapon, isactive, wide, tall, textColor );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: We've just been drawn in the weapon selection
//-----------------------------------------------------------------------------
void CHudWeaponItemPanel::OnWeaponSelectionDrawn( CHudWeaponSelection *selection, C_WeaponObjectSelection *weapon,
bool bCurrentlySelected, int wide, int tall, Color& clr )
{
CBaseTFPlayer *pOwner = ToBaseTFPlayer( weapon->GetOwner() );
if ( !pOwner )
return;
// Draw our resource cost
int fontHeight = vgui::surface()->GetFontTall( selection->m_hPriceFont );
int iCost = CalculateObjectCost( weapon->GetSubType(), pOwner->GetNumObjects(weapon->GetSubType()), pOwner->GetTeamNumber() );
int x = wide - m_flPriceXEndPos;
int y = tall - m_flPriceYEndPos - fontHeight;
char text[ 32 ];
Q_snprintf( text, sizeof( text ), "%i", iCost );
// Compute pixels needed so we can right justify it
int pixels = 0;
char *pch;
for (pch = text; *pch != 0; pch++)
{
pixels += vgui::surface()->GetCharacterWidth( selection->m_hPriceFont, *pch );
}
vgui::surface()->DrawSetTextFont( selection->m_hPriceFont );
vgui::surface()->DrawSetTextPos( x - pixels, y );
vgui::surface()->DrawSetTextColor( clr );
for ( pch = text; *pch; pch++ )
{
vgui::surface()->DrawUnicodeChar(*pch);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : percent -
// clr -
//-----------------------------------------------------------------------------
void CHudWeaponItemPanel::TranslateColor( float percent, Color& clr )
{
if ( percent >= 1.0f )
return;
if ( percent <= 0.75f )
{
clr = Color( 0, 0, 0, 0 );
}
else
{
float frac = ( percent - 0.75f ) / 0.25f;
clr = Color( clr[0] * frac,
clr[1] * frac,
clr[2] * frac,
clr[3] * frac );
}
}
//-----------------------------------------------------------------------------
// Purpose: draws a selection box
//-----------------------------------------------------------------------------
void CHudWeaponItemPanel::DrawBox( bool isbuildmenu, int x, int y, int wide, int tall, bool isactive, bool isvalid, float normalizedAlpha, int number )
{
CHudWeaponSelection *selection = static_cast< CHudWeaponSelection * >( GetParent() );
if ( !selection )
{
Assert( 0 );
return;
}
int team = GetTeamIndex();
Color boxColor = Color( 255, 255, 255, 255 );
boxColor[3] *= ( normalizedAlpha / 255.0f );
Color numberColor = selection->m_TextColor;
CHudTexture *texture;
texture = m_BackgroundIcons[ team ][ (int)IMAGE_BACKGROUND ];
if ( texture )
{
texture->DrawSelf( x, y, wide, tall, boxColor );
}
if ( isactive )
{
if ( !isvalid )
{
texture = m_BackgroundIcons[ team ][ (int)IMAGE_INVALID ];
if ( texture )
{
texture->DrawSelf( x, y, wide, tall, boxColor );
}
numberColor = selection->m_InvalidActiveColor;
}
else
{
texture = m_BackgroundIcons[ team ][ (int)IMAGE_CURRENT ];
if ( texture )
{
texture->DrawSelf( x, y, wide, tall, boxColor );
}
numberColor = selection->m_OtherColor;
}
}
else
{
if ( !isvalid )
{
numberColor = selection->m_InvalidColor;
}
else
{
numberColor = selection->m_OtherColor;
}
}
// draw the number
if (number >= 0)
{
numberColor[3] *= ( normalizedAlpha / 255.0f );
surface()->DrawSetTextColor(numberColor);
surface()->DrawSetTextFont(selection->m_hNumberFont);
wchar_t wch = '0' + number;
surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos);
surface()->DrawUnicodeChar(wch);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int CHudWeaponItemPanel::GetTeamIndex()
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if(!pPlayer)
return HUMAN_WEAPON_SELECTION;
int team = pPlayer->GetTeamNumber();
if ( !team )
return HUMAN_WEAPON_SELECTION;
bool human = ( team == TEAM_HUMANS ) ? true : false;
return human ? HUMAN_WEAPON_SELECTION : ALIEN_WEAPON_SELECTION;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponItemPanel::SetupIcons()
{
memset( m_BackgroundIcons, 0, sizeof( m_BackgroundIcons ) );
const char *menutypestr = m_bBuildMenu ? "build" : "selection";
for ( int team = 0; team < NUM_SLOT_TEAMS; team++ )
{
const char *teamtype = team == 0 ? "human" : "alien";
for ( int type = 0; type < NUM_MENU_TYPES; type++ )
{
const char *slottype = type == 0 ? "background" : type == 1 ? "current" : "invalid";
char sz[ 256 ];
Q_snprintf( sz, sizeof( sz ), "%s_weapon_%s_%s_%i",
teamtype, menutypestr, slottype, m_nSlotNumber + 1 );
m_BackgroundIcons[ team ][ type ] = gHUD.GetIcon( sz );;
}
}
}