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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/dod/dod_hud_weaponselection.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/client/dod/dod_hud_weaponselection.cpp')
-rw-r--r--game/client/dod/dod_hud_weaponselection.cpp796
1 files changed, 796 insertions, 0 deletions
diff --git a/game/client/dod/dod_hud_weaponselection.cpp b/game/client/dod/dod_hud_weaponselection.cpp
new file mode 100644
index 0000000..cb3cdd6
--- /dev/null
+++ b/game/client/dod/dod_hud_weaponselection.cpp
@@ -0,0 +1,796 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_selection.h"
+#include "iclientmode.h"
+#include "history_resource.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 <string.h>
+#include "weapon_dodbase.h"
+
+float GetScale( int nIconWidth, int nIconHeight, int nWidth, int nHeight );
+
+//-----------------------------------------------------------------------------
+// Purpose: cstrike weapon selection hud element
+//-----------------------------------------------------------------------------
+class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel
+{
+ DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
+
+public:
+ CHudWeaponSelection( const char *pElementName );
+
+ virtual void VidInit();
+ virtual bool ShouldDraw();
+ virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon );
+
+ 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 )
+ {
+ return m_hSelectedWeapon;
+ }
+
+ virtual void OpenSelection( void );
+ virtual void HideSelection( void );
+
+ virtual void LevelInit();
+
+ virtual void SelectWeapon( void );
+ virtual void CancelWeaponSelection( void );
+
+ virtual bool IsHudMenuPreventingWeaponSelection() { return false; }
+
+protected:
+ virtual void OnThink();
+ virtual void Paint();
+ virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
+
+ virtual bool IsWeaponSelectable()
+ {
+ if ( IsInSelectionMode() )
+ {
+ return true;
+ }
+
+ return false;
+ }
+
+private:
+ C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
+ C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
+
+ virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
+ {
+ m_hSelectedWeapon = pWeapon;
+ }
+
+ void DrawBox( int x, int y, int wide, int tall, int type, int number, int valid );
+
+private:
+
+ int m_iBackgroundTexture;
+
+ CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "108", "proportional_float" );
+ CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "72", "proportional_float" );
+ CPanelAnimationVarAliasType( float, m_flSmallBoxCutSize, "SmallBoxCutSize", "5", "proportional_float" );
+
+ CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" );
+ CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" );
+ CPanelAnimationVarAliasType( float, m_flLargeBoxCutSize, "LargeBoxCutSize", "5", "proportional_float" );
+
+ CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "8", "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" );
+
+ CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" );
+ CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" );
+
+ CPanelAnimationVar( Color, m_ActiveTextColor, "ActiveTextColor", "255 255 255 255" );
+ CPanelAnimationVar( Color, m_InactiveTextColor, "InactiveTextColor", "80 80 80 255" );
+
+ CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" );
+ CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
+
+ 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" );
+
+ CPanelAnimationVar( Color, m_ActiveBoxColor, "ActiveBoxColor", "255 255 255 255" );
+ CPanelAnimationVar( Color, m_ActiveBoxBorder, "ActiveBoxBorder", "255 255 255 255" );
+ CPanelAnimationVar( Color, m_InactiveBoxColor, "InactiveBoxColor", "0 0 0 0" );
+ CPanelAnimationVar( Color, m_InactiveBoxBorder, "InactiveBoxBorder", "255 255 255 255" );
+
+ CPanelAnimationVar( Color, m_NotUseableColor, "NotUseableColor", "0 0 0 0" );
+};
+
+DECLARE_HUDELEMENT( CHudWeaponSelection );
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection")
+{
+ vgui::Panel *pParent = g_pClientMode->GetViewport();
+ SetParent( pParent );
+
+ SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD );
+
+ m_iBackgroundTexture = vgui::surface()->DrawGetTextureId( "vgui/white" );
+ if ( m_iBackgroundTexture == -1 )
+ {
+ m_iBackgroundTexture = vgui::surface()->CreateNewTextureID();
+ }
+ vgui::surface()->DrawSetTextureFile( m_iBackgroundTexture, "vgui/white" , true, true );
+}
+
+void CHudWeaponSelection::VidInit(void)
+{
+ // If we've already loaded weapons, let's get new sprites
+ gWR.LoadAllWeaponSprites();
+
+ Reset();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: sets up display for showing weapon pickup
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
+{
+ // show tnt pickup panel
+ C_WeaponDODBase *pDODWpn = dynamic_cast<C_WeaponDODBase *>( pWeapon );
+
+ if ( pDODWpn && pDODWpn->GetDODWpnData().m_WeaponType == WPN_TYPE_BOMB )
+ {
+ IGameEvent *event = gameeventmanager->CreateEvent( "dod_tnt_pickup" );
+ if ( event )
+ {
+ gameeventmanager->FireEventClientSide( event );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: updates animation status
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::OnThink()
+{
+
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns true if the panel should draw
+//-----------------------------------------------------------------------------
+bool CHudWeaponSelection::ShouldDraw()
+{
+ C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
+ if ( !pPlayer )
+ {
+ if ( IsInSelectionMode() )
+ {
+ HideSelection();
+ }
+ return false;
+ }
+
+ bool bret = CBaseHudWeaponSelection::ShouldDraw();
+ if ( !bret )
+ {
+ return false;
+ }
+
+ return ( m_bSelectionVisible ) ? true : false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::LevelInit()
+{
+ CHudElement::LevelInit();
+
+ m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS );
+}
+
+//-------------------------------------------------------------------------
+// Purpose: draws the selection area
+//-------------------------------------------------------------------------
+void CHudWeaponSelection::Paint(void)
+{
+ C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
+ if ( !pPlayer )
+ {
+ return;
+ }
+
+ // find and display our current selection
+ C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon();
+ if ( !pSelectedWeapon )
+ {
+ return;
+ }
+
+ int x, y, w, h;
+ GetBounds( x, y, w, h );
+
+ int xpos = 0;
+ int ypos = h;
+
+ int nType = 0;
+
+ Color bright( 255,255,255,255 );
+
+ // iterate over all the weapon slots
+ for ( int iSlot = m_iMaxSlots - 1; iSlot >=0; iSlot-- )
+ {
+ for( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ )
+ {
+ C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(iSlot, iPos);
+
+ if ( !pWeapon )
+ {
+ continue;
+ }
+
+ if ( !pWeapon->CanBeSelected() )
+ {
+ continue;
+ }
+
+ if ( pWeapon->GetSpriteActive() )
+ {
+ const CHudTexture *pWpnSprite = pWeapon->GetSpriteActive();
+ Color finalColor;
+
+ Assert( pWpnSprite );
+
+ float finalBoxWide, finalBoxTall;
+
+ if ( pWeapon == pSelectedWeapon )
+ {
+ finalBoxWide = m_flLargeBoxWide;
+ finalBoxTall = m_flLargeBoxTall;
+ finalColor = m_ActiveBoxColor;
+ nType = 1;
+ }
+ else
+ {
+ finalBoxWide = m_flSmallBoxWide;
+ finalBoxTall = m_flSmallBoxTall;
+ finalColor = m_InactiveBoxColor;
+ nType = 0;
+ }
+
+ xpos = ( w / 2.0 ) - ( finalBoxWide / 2.0f );
+ ypos -= finalBoxTall;
+
+ int sprBoxWidth = finalBoxWide - XRES(4); // minus 4 (2 left, 2 right)
+ int sprBoxHeight = finalBoxTall - YRES(4); // minus 4 (2 top, 2 bottom)
+
+ int sprWidth = pWpnSprite->Width();
+ int sprHeight = pWpnSprite->Height();
+
+ float scale = GetScale( sprWidth, sprHeight, sprBoxWidth, sprBoxHeight );
+
+ sprWidth = sprWidth * scale;
+ sprHeight = sprHeight * scale;
+
+ int wpnX = xpos + ( finalBoxWide - sprWidth ) / 2;
+ int wpnY = ypos + ( finalBoxTall - sprHeight ) / 2;
+
+ bool bHasAmmo = true;
+
+ if ( pWeapon->UsesClipsForAmmo1() )
+ {
+ C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
+
+ if ( pPlayer )
+ {
+ int ammo = pWeapon->Clip1() + pPlayer->GetAmmoCount( pWeapon->GetPrimaryAmmoType() );
+
+ if ( ammo <= 0 )
+ {
+ bHasAmmo = false;
+ }
+ }
+ }
+
+ DrawBox( xpos, ypos, finalBoxWide, finalBoxTall, nType, iSlot + 1, ( pWeapon->CanDeploy() && bHasAmmo ) ) ;
+ pWpnSprite->DrawSelf( wpnX, wpnY, sprWidth, sprHeight, bright );
+
+ ypos -= m_flBoxGap;
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: draws a selection box
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::DrawBox( int x, int y, int wide, int tall, int type, int number, int valid )
+{
+ vgui::Vertex_t verts[5];
+
+ int nwide = wide - 1;
+ int ntall = tall - 1;
+
+ int nCutSize;
+
+ vgui::surface()->DrawSetTexture( m_iBackgroundTexture );
+
+ if ( type == 1 )
+ {
+ nCutSize = m_flLargeBoxCutSize;
+ vgui::surface()->DrawSetColor( Color( m_ActiveBoxColor ) );
+ }
+ else
+ {
+ nCutSize = m_flSmallBoxCutSize;
+ vgui::surface()->DrawSetColor( Color( m_InactiveBoxColor ) );
+ }
+
+ if ( !valid )
+ {
+ vgui::surface()->DrawSetColor( Color( m_NotUseableColor ) );
+ }
+
+ verts[0].Init( Vector2D( x, y ) );
+ verts[1].Init( Vector2D( x + nwide - nCutSize, y ) );
+ verts[2].Init( Vector2D( x + nwide, y + nCutSize ) );
+ verts[3].Init( Vector2D( x + nwide, y + ntall ) );
+ verts[4].Init( Vector2D( x, y + ntall ) );
+
+ vgui::surface()->DrawTexturedPolygon( 5, verts );
+
+ if ( type == 1 )
+ {
+ vgui::surface()->DrawSetColor( Color( m_ActiveBoxBorder ) );
+ }
+ else
+ {
+ vgui::surface()->DrawSetColor( Color( m_InactiveBoxBorder ) );
+ }
+
+ vgui::surface()->DrawTexturedPolyLine( verts, 5 );
+
+ // draw the number
+ if ( number >= 0 )
+ {
+ vgui::surface()->DrawSetTextFont( m_hNumberFont );
+
+ if ( type == 1 )
+ {
+ vgui::surface()->DrawSetTextColor( Color( m_ActiveTextColor ) );
+ }
+ else
+ {
+ vgui::surface()->DrawSetTextColor( Color( m_InactiveTextColor ) );
+ }
+
+ wchar_t wch = '0' + number;
+ vgui::surface()->DrawSetTextPos( x + m_flSelectionNumberXPos, y + ntall - m_flSelectionNumberYPos );
+ vgui::surface()->DrawUnicodeChar( wch );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: hud scheme settings
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::ApplySchemeSettings( vgui::IScheme *pScheme )
+{
+ BaseClass::ApplySchemeSettings( pScheme );
+ SetPaintBackgroundEnabled( false );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Opens weapon selection control
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::OpenSelection( void )
+{
+ Assert( !IsInSelectionMode() );
+
+ CBaseHudWeaponSelection::OpenSelection();
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Closes weapon selection control
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::HideSelection( void )
+{
+ 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->CanBeSelected() )
+ {
+ 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->CanBeSelected() )
+ {
+ 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;
+ }
+
+ 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 ( hud_fastswitch.GetInt() > 0 )
+ {
+ SelectWeapon();
+ }
+ else if ( !IsInSelectionMode() )
+ {
+ OpenSelection();
+ }
+
+ // 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;
+ }
+
+ 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( hud_fastswitch.GetInt() > 0 )
+ {
+ SelectWeapon();
+ }
+ else if ( !IsInSelectionMode() )
+ {
+ OpenSelection();
+ }
+
+ // 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;
+}
+
+
+//-----------------------------------------------------------------------------
+// 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;
+ }
+
+ 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 )
+ {
+ // Mark the change
+ SetSelectedWeapon( pActiveWeapon );
+
+ if( hud_fastswitch.GetInt() > 0 )
+ {
+ SelectWeapon();
+ }
+ else if ( !IsInSelectionMode() )
+ {
+ // open the weapon selection
+ OpenSelection();
+ }
+ }
+
+ if ( m_bPlaySelectionSounds )
+ {
+ pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Player has chosen to draw the currently selected weapon
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::SelectWeapon( void )
+{
+ if ( !GetSelectedWeapon() )
+ {
+ engine->ClientCmd( "cancelselect\n" );
+ return;
+ }
+
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ if ( !player )
+ {
+ return;
+ }
+
+ // Don't allow selections of weapons that can't be selected (out of ammo, etc)
+ if ( GetSelectedWeapon()->CanBeSelected() )
+ {
+ SetWeaponSelected();
+
+ m_hSelectedWeapon = NULL;
+
+ engine->ClientCmd( "cancelselect\n" );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Abort selecting a weapon
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::CancelWeaponSelection( void )
+{
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ if ( !player )
+ {
+ return;
+ }
+
+ // Fastswitches happen in a single frame, so the Weapon Selection HUD Element isn't visible
+ // yet, but it's going to be next frame. We need to ask it if it thinks it's going to draw,
+ // instead of checking it's IsActive flag.
+ if ( ShouldDraw() )
+ {
+ HideSelection();
+
+ m_hSelectedWeapon = NULL;
+ }
+ else
+ {
+ engine->ClientCmd("escape");
+ }
+}
+
+