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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/sdk/sdk_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/sdk/sdk_hud_weaponselection.cpp')
-rw-r--r--game/client/sdk/sdk_hud_weaponselection.cpp761
1 files changed, 761 insertions, 0 deletions
diff --git a/game/client/sdk/sdk_hud_weaponselection.cpp b/game/client/sdk/sdk_hud_weaponselection.cpp
new file mode 100644
index 0000000..7757747
--- /dev/null
+++ b/game/client/sdk/sdk_hud_weaponselection.cpp
@@ -0,0 +1,761 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "weapon_selection.h"
+#include "iclientmode.h"
+#include "history_resource.h"
+#include "input.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 "vgui/ILocalize.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: hl2 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();
+ 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();
+
+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);
+
+ void FastWeaponSwitch( int iWeaponSlot );
+
+ virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
+ {
+ m_hSelectedWeapon = pWeapon;
+ }
+
+ void DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number);
+
+ CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" );
+ CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
+
+ CPanelAnimationVarAliasType( float, m_flSmallBoxSize, "SmallBoxSize", "32", "proportional_float" );
+ CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" );
+ CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" );
+
+ CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" );
+
+ CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" );
+ CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "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_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" );
+
+ bool m_bFadingOut;
+};
+
+DECLARE_HUDELEMENT( CHudWeaponSelection );
+
+using namespace vgui;
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection")
+{
+ vgui::Panel *pParent = g_pClientMode->GetViewport();
+ SetParent( pParent );
+ m_bFadingOut = false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: sets up display for showing weapon pickup
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
+{
+ // add to pickup history
+ CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
+ if ( pHudHR )
+ {
+ pHudHR->AddToHistory( pWeapon );
+ }
+}
+
+#define SELECTION_TIMEOUT_THRESHOLD 5.0f // Seconds
+#define SELECTION_FADEOUT_TIME 1.5f
+
+//-----------------------------------------------------------------------------
+// Purpose: updates animation status
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::OnThink( void )
+{
+ // Time out after awhile of inactivity
+ if ( ( gpGlobals->curtime - m_flSelectionTime ) > SELECTION_TIMEOUT_THRESHOLD )
+ {
+ if (!m_bFadingOut)
+ {
+ // start fading out
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FadeOutWeaponSelectionMenu" );
+ m_bFadingOut = true;
+ }
+ else if (gpGlobals->curtime - m_flSelectionTime > SELECTION_TIMEOUT_THRESHOLD + SELECTION_FADEOUT_TIME)
+ {
+ // finished fade, close
+ HideSelection();
+ }
+ }
+ else if (m_bFadingOut)
+ {
+ // stop us fading out, show the animation again
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" );
+ m_bFadingOut = false;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// 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();
+}
+
+//-------------------------------------------------------------------------
+// Purpose: draws the selection area
+//-------------------------------------------------------------------------
+void CHudWeaponSelection::Paint()
+{
+ if (!ShouldDraw())
+ return;
+
+ C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
+ if ( !pPlayer )
+ return;
+
+ // find and display our current selection
+ C_BaseCombatWeapon *pSelectedWeapon = GetSelectedWeapon();
+ if ( !pSelectedWeapon )
+ return;
+
+ int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
+
+ // interpolate the selected box size between the small box size and the large box size
+ // interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size
+ float percentageDone = 1.0f; //min(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime);
+ int largeBoxWide = m_flSmallBoxSize + ((m_flLargeBoxWide - m_flSmallBoxSize) * percentageDone);
+ int largeBoxTall = m_flSmallBoxSize + ((m_flLargeBoxTall - m_flSmallBoxSize) * percentageDone);
+ Color selectedColor;
+ {for (int i = 0; i < 4; i++)
+ {
+ selectedColor[i] = m_BoxColor[i] + ((m_SelectedBoxColor[i] - m_BoxColor[i]) * percentageDone);
+ }}
+
+ // calculate where to start drawing
+ int width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide;
+ int xpos = (GetWide() - width) / 2;
+ int ypos = 0;
+
+ // iterate over all the weapon slots
+ for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
+ {
+ if ( i == iActiveSlot )
+ {
+ bool bFirstItem = true;
+ for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++)
+ {
+ C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos);
+ if ( !pWeapon )
+ continue;
+
+ // draw box for selected weapon
+ DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1);
+
+ // draw icon
+ Color col = GetFgColor();
+ if ( pWeapon->GetSpriteActive() )
+ {
+ // find the center of the box to draw in
+ int iconWidth = pWeapon->GetSpriteActive()->Width();
+ int iconHeight = pWeapon->GetSpriteActive()->Height();
+
+ int x_offs = (largeBoxWide - iconWidth) / 2;
+ int y_offs = (largeBoxTall - iconHeight) / 2;
+
+ if (!pWeapon->CanBeSelected())
+ {
+ // unselectable weapon, display as such
+ col = Color(255, 0, 0, col[3]);
+ }
+ else if (pWeapon == pSelectedWeapon)
+ {
+ // currently selected weapon, display brighter
+ col[3] = m_flSelectionAlphaOverride;
+
+ // draw an active version over the top
+ pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col );
+ }
+
+ // draw the inactive version
+ pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, col );
+ }
+
+ // draw text
+ col = m_TextColor;
+ const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData();
+
+ if (pWeapon == pSelectedWeapon)
+ {
+ wchar_t text[128];
+ wchar_t *tempString = g_pVGuiLocalize->Find(weaponInfo.szPrintName);
+
+ // setup our localized string
+ if ( tempString )
+ {
+#ifdef WIN32
+ _snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%s", tempString);
+#else
+ _snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%S", tempString);
+#endif
+ text[sizeof(text)/sizeof(wchar_t) - 1] = 0;
+ }
+ else
+ {
+ // string wasn't found by g_pVGuiLocalize->Find()
+ g_pVGuiLocalize->ConvertANSIToUnicode(weaponInfo.szPrintName, text, sizeof(text));
+ }
+
+ surface()->DrawSetTextColor( col );
+ surface()->DrawSetTextFont( m_hTextFont );
+
+ // count the position
+ int slen = 0, charCount = 0, maxslen = 0;
+ int firstslen = 0;
+ {
+ for (wchar_t *pch = text; *pch != 0; pch++)
+ {
+ if (*pch == '\n')
+ {
+ // newline character, drop to the next line
+ if (slen > maxslen)
+ {
+ maxslen = slen;
+ }
+ if (!firstslen)
+ {
+ firstslen = slen;
+ }
+
+ slen = 0;
+ }
+ else if (*pch == '\r')
+ {
+ // do nothing
+ }
+ else
+ {
+ slen += surface()->GetCharacterWidth( m_hTextFont, *pch );
+ charCount++;
+ }
+ }
+ }
+ if (slen > maxslen)
+ {
+ maxslen = slen;
+ }
+ if (!firstslen)
+ {
+ firstslen = maxslen;
+ }
+
+ int tx = xpos + ((largeBoxWide - firstslen) / 2);
+ int ty = ypos + (int)m_flTextYPos;
+ surface()->DrawSetTextPos( tx, ty );
+ // adjust the charCount by the scan amount
+ charCount *= m_flTextScan;
+ for (wchar_t *pch = text; charCount > 0; pch++)
+ {
+ if (*pch == '\n')
+ {
+ // newline character, move to the next line
+ surface()->DrawSetTextPos( xpos + ((largeBoxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f));
+ }
+ else if (*pch == '\r')
+ {
+ // do nothing
+ }
+ else
+ {
+ surface()->DrawUnicodeChar(*pch);
+ charCount--;
+ }
+ }
+ }
+
+ ypos += (largeBoxTall + m_flBoxGap);
+ bFirstItem = false;
+ }
+
+ xpos += largeBoxWide;
+ }
+ else
+ {
+ // check to see if there is a weapons in this bucket
+ if ( GetFirstPos( i ) )
+ {
+ // draw has weapon in slot
+ DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_BoxColor, m_flAlphaOverride, i + 1);
+ }
+ else
+ {
+ // draw empty slot
+ DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_EmptyBoxColor, m_flAlphaOverride, -1);
+ }
+
+ xpos += m_flSmallBoxSize;
+ }
+
+ // reset position
+ ypos = 0;
+ xpos += m_flBoxGap;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: draws a selection box
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number)
+{
+ BaseClass::DrawBox( x, y, wide, tall, color, normalizedAlpha / 255.0f );
+
+ // draw the number
+ if (number >= 0)
+ {
+ Color numberColor = m_NumberColor;
+ numberColor[3] *= normalizedAlpha / 255.0f;
+ surface()->DrawSetTextColor(numberColor);
+ surface()->DrawSetTextFont(m_hNumberFont);
+ wchar_t wch = '0' + number;
+ surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos);
+ surface()->DrawUnicodeChar(wch);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: hud scheme settings
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
+{
+ BaseClass::ApplySchemeSettings(pScheme);
+ SetPaintBackgroundEnabled(false);
+
+ // set our size
+ int screenWide, screenTall;
+ int x, y;
+ GetPos(x, y);
+ GetHudSize(screenWide, screenTall);
+ SetBounds(0, y, screenWide, screenTall - y);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Opens weapon selection control
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::OpenSelection( void )
+{
+ Assert(!IsInSelectionMode());
+
+ CBaseHudWeaponSelection::OpenSelection();
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu");
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Closes weapon selection control immediately
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::HideSelection( void )
+{
+ CBaseHudWeaponSelection::HideSelection();
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu");
+ m_bFadingOut = false;
+}
+
+//-----------------------------------------------------------------------------
+// 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 ( !IsInSelectionMode() )
+ {
+ OpenSelection();
+ }
+
+ // Play the "cycle to next weapon" sound
+ 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 ( !IsInSelectionMode() )
+ {
+ OpenSelection();
+ }
+
+ // Play the "cycle to next weapon" sound
+ 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: Opens the next weapon in the slot
+//-----------------------------------------------------------------------------
+void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot )
+{
+ // get the slot the player's weapon is in
+ C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
+ if ( !pPlayer )
+ return;
+
+ // see where we should start selection
+ int iPosition = -1;
+ C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon();
+ if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot )
+ {
+ // start after this weapon
+ iPosition = pActiveWeapon->GetPosition();
+ }
+
+ C_BaseCombatWeapon *pNextWeapon = NULL;
+
+ // search for the weapon after the current one
+ pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition);
+ // make sure it's in the same bucket
+ if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot )
+ {
+ // just look for any weapon in this slot
+ pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1);
+ }
+
+ // see if we found a weapon that's different from the current and in the selected slot
+ if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot )
+ {
+ // select the new weapon
+ ::input->MakeWeaponSelection( pNextWeapon );
+ }
+ else if ( pNextWeapon != pActiveWeapon )
+ {
+ // error sound
+ pPlayer->EmitSound( "Player.DenyWeaponSelection" );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// 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;
+
+ // do a fast switch if set
+ if ( hud_fastswitch.GetBool() )
+ {
+ FastWeaponSwitch( iSlot );
+ 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 )
+ {
+ if ( !IsInSelectionMode() )
+ {
+ // open the weapon selection
+ OpenSelection();
+ }
+
+ // Mark the change
+ SetSelectedWeapon( pActiveWeapon );
+ }
+
+ pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
+}