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-rw-r--r--game/client/tfc/c_tfc_player.cpp202
-rw-r--r--game/client/tfc/c_tfc_player.h69
-rw-r--r--game/client/tfc/c_tfc_team.cpp33
-rw-r--r--game/client/tfc/c_tfc_team.h36
-rw-r--r--game/client/tfc/clientmode_tfc.cpp139
-rw-r--r--game/client/tfc/clientmode_tfc.h51
-rw-r--r--game/client/tfc/fx_tfc_impacts.cpp29
-rw-r--r--game/client/tfc/tfc_hud_ammo.cpp355
-rw-r--r--game/client/tfc/tfc_hud_weaponselection.cpp682
-rw-r--r--game/client/tfc/tfc_in_main.cpp23
-rw-r--r--game/client/tfc/tfc_prediction.cpp53
-rw-r--r--game/client/tfc/vgui/tfcclassmenu.cpp61
-rw-r--r--game/client/tfc/vgui/tfcclassmenu.h42
-rw-r--r--game/client/tfc/vgui/tfcteammenu.cpp118
-rw-r--r--game/client/tfc/vgui/tfcteammenu.h42
-rw-r--r--game/client/tfc/vgui/tfcviewport.cpp96
-rw-r--r--game/client/tfc/vgui/tfcviewport.h40
-rw-r--r--game/client/tfc/vgui/vgui_rootpanel_tfc.cpp106
-rw-r--r--game/client/tfc/vgui/vgui_rootpanel_tfc.h56
19 files changed, 2233 insertions, 0 deletions
diff --git a/game/client/tfc/c_tfc_player.cpp b/game/client/tfc/c_tfc_player.cpp
new file mode 100644
index 0000000..e62e88f
--- /dev/null
+++ b/game/client/tfc/c_tfc_player.cpp
@@ -0,0 +1,202 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "c_tfc_player.h"
+#include "c_user_message_register.h"
+#include "view.h"
+#include "iclientvehicle.h"
+#include "ivieweffects.h"
+#include "input.h"
+#include "IEffects.h"
+#include "fx.h"
+#include "c_basetempentity.h"
+#include "hud_macros.h"
+#include "engine/ivdebugoverlay.h"
+#include "smoke_fog_overlay.h"
+#include "playerandobjectenumerator.h"
+#include "bone_setup.h"
+#include "in_buttons.h"
+#include "r_efx.h"
+#include "dlight.h"
+#include "shake.h"
+#include "cl_animevent.h"
+#include "weapon_tfcbase.h"
+
+#if defined( CTFCPlayer )
+ #undef CTFCPlayer
+#endif
+
+#include "materialsystem/imesh.h" //for materials->FindMaterial
+#include "iviewrender.h" //for view->
+
+
+// -------------------------------------------------------------------------------- //
+// Player animation event. Sent to the client when a player fires, jumps, reloads, etc..
+// -------------------------------------------------------------------------------- //
+
+class C_TEPlayerAnimEvent : public C_BaseTempEntity
+{
+public:
+ DECLARE_CLASS( C_TEPlayerAnimEvent, C_BaseTempEntity );
+ DECLARE_CLIENTCLASS();
+
+ virtual void PostDataUpdate( DataUpdateType_t updateType )
+ {
+ // Create the effect.
+ C_TFCPlayer *pPlayer = dynamic_cast< C_TFCPlayer* >( m_hPlayer.Get() );
+ if ( pPlayer && !pPlayer->IsDormant() )
+ {
+ pPlayer->DoAnimationEvent( (PlayerAnimEvent_t)m_iEvent.Get(), m_nData );
+ }
+ }
+
+public:
+ CNetworkHandle( CBasePlayer, m_hPlayer );
+ CNetworkVar( int, m_iEvent );
+ CNetworkVar( int, m_nData );
+};
+
+IMPLEMENT_CLIENTCLASS_EVENT( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent, CTEPlayerAnimEvent );
+
+
+// ------------------------------------------------------------------------------------------ //
+// Data tables and prediction tables.
+// ------------------------------------------------------------------------------------------ //
+
+BEGIN_RECV_TABLE_NOBASE( C_TEPlayerAnimEvent, DT_TEPlayerAnimEvent )
+ RecvPropEHandle( RECVINFO( m_hPlayer ) ),
+ RecvPropInt( RECVINFO( m_iEvent ) ),
+ RecvPropInt( RECVINFO( m_nData ) )
+END_RECV_TABLE()
+
+IMPLEMENT_CLIENTCLASS_DT( C_TFCPlayer, DT_TFCPlayer, CTFCPlayer )
+ RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
+ RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
+ RecvPropDataTable( RECVINFO_DT( m_Shared ), 0, &REFERENCE_RECV_TABLE( DT_TFCPlayerShared ) )
+END_RECV_TABLE()
+
+
+BEGIN_PREDICTION_DATA( C_TFCPlayer )
+ DEFINE_PRED_TYPEDESCRIPTION( m_Shared, CTFCPlayerShared ),
+END_PREDICTION_DATA()
+
+
+
+// ------------------------------------------------------------------------------------------ //
+// C_TFCPlayer implementation.
+// ------------------------------------------------------------------------------------------ //
+
+C_TFCPlayer::C_TFCPlayer() :
+ m_iv_angEyeAngles( "C_TFCPlayer::m_iv_angEyeAngles" )
+{
+ m_PlayerAnimState = CreatePlayerAnimState( this );
+ m_Shared.Init( this );
+
+ AddVar( &m_angEyeAngles, &m_iv_angEyeAngles, LATCH_SIMULATION_VAR );
+}
+
+
+C_TFCPlayer::~C_TFCPlayer()
+{
+ m_PlayerAnimState->Release();
+}
+
+
+C_TFCPlayer* C_TFCPlayer::GetLocalTFCPlayer()
+{
+ return ToTFCPlayer( C_BasePlayer::GetLocalPlayer() );
+}
+
+const QAngle& C_TFCPlayer::GetRenderAngles()
+{
+ if ( IsRagdoll() )
+ {
+ return vec3_angle;
+ }
+ else
+ {
+ return m_PlayerAnimState->GetRenderAngles();
+ }
+}
+
+
+void C_TFCPlayer::UpdateClientSideAnimation()
+{
+ // Update the animation data. It does the local check here so this works when using
+ // a third-person camera (and we don't have valid player angles).
+ if ( this == C_TFCPlayer::GetLocalTFCPlayer() )
+ m_PlayerAnimState->Update( EyeAngles()[YAW], m_angEyeAngles[PITCH] );
+ else
+ m_PlayerAnimState->Update( m_angEyeAngles[YAW], m_angEyeAngles[PITCH] );
+
+ BaseClass::UpdateClientSideAnimation();
+}
+
+
+void C_TFCPlayer::PostDataUpdate( DataUpdateType_t updateType )
+{
+ // C_BaseEntity assumes we're networking the entity's angles, so pretend that it
+ // networked the same value we already have.
+ SetNetworkAngles( GetLocalAngles() );
+
+ BaseClass::PostDataUpdate( updateType );
+}
+
+
+void C_TFCPlayer::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
+{
+ m_PlayerAnimState->DoAnimationEvent( event, nData );
+}
+
+
+void C_TFCPlayer::ProcessMuzzleFlashEvent()
+{
+ // Reenable when the weapons have muzzle flash attachments in the right spot.
+ if ( this != C_BasePlayer::GetLocalPlayer() )
+ {
+ Vector vAttachment;
+ QAngle dummyAngles;
+
+ C_WeaponTFCBase *pWeapon = m_Shared.GetActiveTFCWeapon();
+
+ if ( pWeapon )
+ {
+ int iAttachment = pWeapon->LookupAttachment( "muzzle_flash" );
+
+ if ( iAttachment > 0 )
+ {
+ float flScale = 1;
+ pWeapon->GetAttachment( iAttachment, vAttachment, dummyAngles );
+
+ // The way the models are setup, the up vector points along the barrel.
+ Vector vForward, vRight, vUp;
+ AngleVectors( dummyAngles, &vForward, &vRight, &vUp );
+ VectorAngles( vUp, dummyAngles );
+
+ FX_MuzzleEffect( vAttachment, dummyAngles, flScale, INVALID_EHANDLE_INDEX, NULL, true );
+ }
+ }
+ }
+
+ Vector vAttachment;
+ QAngle dummyAngles;
+
+ bool bFoundAttachment = GetAttachment( 1, vAttachment, dummyAngles );
+ // If we have an attachment, then stick a light on it.
+ if ( bFoundAttachment )
+ {
+ dlight_t *el = effects->CL_AllocDlight( LIGHT_INDEX_MUZZLEFLASH + index );
+ el->origin = vAttachment;
+ el->radius = 24;
+ el->decay = el->radius / 0.05f;
+ el->die = gpGlobals->curtime + 0.05f;
+ el->color.r = 255;
+ el->color.g = 192;
+ el->color.b = 64;
+ el->color.exponent = 5;
+ }
+}
diff --git a/game/client/tfc/c_tfc_player.h b/game/client/tfc/c_tfc_player.h
new file mode 100644
index 0000000..41d5e58
--- /dev/null
+++ b/game/client/tfc/c_tfc_player.h
@@ -0,0 +1,69 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef C_TFC_PLAYER_H
+#define C_TFC_PLAYER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "tfc_playeranimstate.h"
+#include "c_baseplayer.h"
+#include "tfc_shareddefs.h"
+#include "baseparticleentity.h"
+#include "tfc_player_shared.h"
+
+
+class C_TFCPlayer : public C_BasePlayer
+{
+public:
+ DECLARE_CLASS( C_TFCPlayer, C_BasePlayer );
+ DECLARE_CLIENTCLASS();
+ DECLARE_PREDICTABLE();
+ DECLARE_INTERPOLATION();
+
+ C_TFCPlayer();
+ ~C_TFCPlayer();
+
+ static C_TFCPlayer* GetLocalTFCPlayer();
+
+ virtual const QAngle& GetRenderAngles();
+ virtual void UpdateClientSideAnimation();
+ virtual void PostDataUpdate( DataUpdateType_t updateType );
+ virtual void ProcessMuzzleFlashEvent();
+
+
+public:
+
+ CTFCPlayerShared m_Shared;
+
+
+// Called by shared code.
+public:
+
+ void DoAnimationEvent( PlayerAnimEvent_t event, int nData );
+
+ ITFCPlayerAnimState *m_PlayerAnimState;
+
+
+ QAngle m_angEyeAngles;
+ CInterpolatedVar< QAngle > m_iv_angEyeAngles;
+
+
+private:
+ C_TFCPlayer( const C_TFCPlayer & );
+};
+
+
+inline C_TFCPlayer* ToTFCPlayer( CBasePlayer *pPlayer )
+{
+ Assert( dynamic_cast< C_TFCPlayer* >( pPlayer ) != NULL );
+ return static_cast< C_TFCPlayer* >( pPlayer );
+}
+
+
+#endif // C_TFC_PLAYER_H
diff --git a/game/client/tfc/c_tfc_team.cpp b/game/client/tfc/c_tfc_team.cpp
new file mode 100644
index 0000000..57876d6
--- /dev/null
+++ b/game/client/tfc/c_tfc_team.cpp
@@ -0,0 +1,33 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Client side C_TFCTeam class
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "engine/IEngineSound.h"
+#include "hud.h"
+#include "recvproxy.h"
+#include "c_tfc_team.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+IMPLEMENT_CLIENTCLASS_DT(C_TFCTeam, DT_TFCTeam, CTFCTeam)
+END_RECV_TABLE()
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_TFCTeam::C_TFCTeam()
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_TFCTeam::~C_TFCTeam()
+{
+}
+
diff --git a/game/client/tfc/c_tfc_team.h b/game/client/tfc/c_tfc_team.h
new file mode 100644
index 0000000..2ce80f6
--- /dev/null
+++ b/game/client/tfc/c_tfc_team.h
@@ -0,0 +1,36 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Client side CTFTeam class
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef C_TFC_TEAM_H
+#define C_TFC_TEAM_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "c_team.h"
+#include "shareddefs.h"
+
+class C_BaseEntity;
+class C_BaseObject;
+class CBaseTechnology;
+
+//-----------------------------------------------------------------------------
+// Purpose: TF's Team manager
+//-----------------------------------------------------------------------------
+class C_TFCTeam : public C_Team
+{
+ DECLARE_CLASS( C_TFCTeam, C_Team );
+ DECLARE_CLIENTCLASS();
+
+public:
+
+ C_TFCTeam();
+ virtual ~C_TFCTeam();
+};
+
+
+#endif // C_TFC_TEAM_H
diff --git a/game/client/tfc/clientmode_tfc.cpp b/game/client/tfc/clientmode_tfc.cpp
new file mode 100644
index 0000000..4af9ba6
--- /dev/null
+++ b/game/client/tfc/clientmode_tfc.cpp
@@ -0,0 +1,139 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+#include "cbase.h"
+#include "hud.h"
+#include "clientmode_tfc.h"
+#include "cdll_client_int.h"
+#include "iinput.h"
+#include "vgui/ISurface.h"
+#include "vgui/IPanel.h"
+#include <vgui_controls/AnimationController.h>
+#include "ivmodemanager.h"
+#include "buymenu.h"
+#include "filesystem.h"
+#include "vgui/IVGui.h"
+#include "hud_chat.h"
+#include "view_shared.h"
+#include "view.h"
+#include "ivrenderview.h"
+#include "model_types.h"
+#include "iefx.h"
+#include "dlight.h"
+#include <imapoverview.h>
+#include "c_playerresource.h"
+#include <KeyValues.h>
+#include "text_message.h"
+#include "panelmetaclassmgr.h"
+
+
+ConVar default_fov( "default_fov", "90", FCVAR_CHEAT );
+
+IClientMode *g_pClientMode = NULL;
+
+
+// --------------------------------------------------------------------------------- //
+// CTFCModeManager.
+// --------------------------------------------------------------------------------- //
+
+class CTFCModeManager : public IVModeManager
+{
+public:
+ virtual void Init();
+ virtual void SwitchMode( bool commander, bool force ) {}
+ virtual void LevelInit( const char *newmap );
+ virtual void LevelShutdown( void );
+ virtual void ActivateMouse( bool isactive ) {}
+};
+
+static CTFCModeManager g_ModeManager;
+IVModeManager *modemanager = ( IVModeManager * )&g_ModeManager;
+
+
+// --------------------------------------------------------------------------------- //
+// CTFCModeManager implementation.
+// --------------------------------------------------------------------------------- //
+
+#define SCREEN_FILE "scripts/vgui_screens.txt"
+
+void CTFCModeManager::Init()
+{
+ g_pClientMode = GetClientModeNormal();
+
+ PanelMetaClassMgr()->LoadMetaClassDefinitionFile( SCREEN_FILE );
+}
+
+void CTFCModeManager::LevelInit( const char *newmap )
+{
+ g_pClientMode->LevelInit( newmap );
+}
+
+void CTFCModeManager::LevelShutdown( void )
+{
+ g_pClientMode->LevelShutdown();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+ClientModeTFCNormal::ClientModeTFCNormal()
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: If you don't know what a destructor is by now, you are probably going to get fired
+//-----------------------------------------------------------------------------
+ClientModeTFCNormal::~ClientModeTFCNormal()
+{
+}
+
+
+void ClientModeTFCNormal::InitViewport()
+{
+ m_pViewport = new TFCViewport();
+ m_pViewport->Start( gameuifuncs, gameeventmanager );
+}
+
+ClientModeTFCNormal g_ClientModeNormal;
+
+IClientMode *GetClientModeNormal()
+{
+ return &g_ClientModeNormal;
+}
+
+
+ClientModeTFCNormal* GetClientModeTFCNormal()
+{
+ Assert( dynamic_cast< ClientModeTFCNormal* >( GetClientModeNormal() ) );
+
+ return static_cast< ClientModeTFCNormal* >( GetClientModeNormal() );
+}
+
+float g_flViewModelFOV = 90;
+float ClientModeTFCNormal::GetViewModelFOV( void )
+{
+ return g_flViewModelFOV;
+}
+
+int ClientModeTFCNormal::GetDeathMessageStartHeight( void )
+{
+ return m_pViewport->GetDeathMessageStartHeight();
+}
+
+void ClientModeTFCNormal::FireGameEvent( KeyValues * event)
+{
+ BaseClass::FireGameEvent( event );
+}
+
+
+void ClientModeTFCNormal::PostRenderVGui()
+{
+}
+
+
+
+
diff --git a/game/client/tfc/clientmode_tfc.h b/game/client/tfc/clientmode_tfc.h
new file mode 100644
index 0000000..95a92c8
--- /dev/null
+++ b/game/client/tfc/clientmode_tfc.h
@@ -0,0 +1,51 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#ifndef TFC_CLIENTMODE_H
+#define TFC_CLIENTMODE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "clientmode_shared.h"
+#include "tfcviewport.h"
+
+class ClientModeTFCNormal : public ClientModeShared
+{
+DECLARE_CLASS( ClientModeTFCNormal, ClientModeShared );
+
+private:
+
+// IClientMode overrides.
+public:
+
+ ClientModeTFCNormal();
+ virtual ~ClientModeTFCNormal();
+
+ virtual void InitViewport();
+
+ virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
+
+ virtual float GetViewModelFOV( void );
+
+ int GetDeathMessageStartHeight( void );
+
+ virtual void FireGameEvent( KeyValues * event);
+ virtual void PostRenderVGui();
+
+
+private:
+
+ // void UpdateSpectatorMode( void );
+
+};
+
+
+extern IClientMode *GetClientModeNormal();
+extern ClientModeTFCNormal* GetClientModeTFCNormal();
+
+
+#endif // TFC_CLIENTMODE_H
diff --git a/game/client/tfc/fx_tfc_impacts.cpp b/game/client/tfc/fx_tfc_impacts.cpp
new file mode 100644
index 0000000..915f4dd
--- /dev/null
+++ b/game/client/tfc/fx_tfc_impacts.cpp
@@ -0,0 +1,29 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "fx_impact.h"
+
+
+void TFCImpact( const CEffectData &data )
+{
+ Vector vOrigin, vStart, vDir;
+ short nSurfaceProp;
+ int iMaterial, iDamageType, iHitbox;
+ C_BaseEntity *pEntity = ParseImpactData( data, &vOrigin, &vStart, &vDir, nSurfaceProp, iMaterial, iDamageType, iHitbox );
+
+ trace_t tr;
+ if ( Impact( vOrigin, vStart, iMaterial, iDamageType, iHitbox, iEntIndex, tr ) )
+ {
+ // Check for custom effects based on the Decal index
+ PerformCustomEffects( vOrigin, tr, vDir, iMaterial, 1.0 );
+ }
+
+ PlayImpactSound( pEntity, tr, vOrigin, nSurfaceProp );
+}
+
+
+DECLARE_CLIENT_EFFECT( "Impact", TFCImpact );
diff --git a/game/client/tfc/tfc_hud_ammo.cpp b/game/client/tfc/tfc_hud_ammo.cpp
new file mode 100644
index 0000000..70d57cf
--- /dev/null
+++ b/game/client/tfc/tfc_hud_ammo.cpp
@@ -0,0 +1,355 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "hud.h"
+#include "hudelement.h"
+#include "hud_macros.h"
+#include "hud_numericdisplay.h"
+#include "iclientmode.h"
+#include "iclientvehicle.h"
+#include <vgui_controls/AnimationController.h>
+#include "ihudlcd.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: Displays current ammunition level
+//-----------------------------------------------------------------------------
+class CHudAmmo : public CHudNumericDisplay, public CHudElement
+{
+ DECLARE_CLASS_SIMPLE( CHudAmmo, CHudNumericDisplay );
+
+public:
+ CHudAmmo( const char *pElementName );
+ void Init( void );
+ void VidInit( void );
+ void Reset();
+
+ void SetAmmo(int ammo, bool playAnimation);
+ void SetAmmo2(int ammo2, bool playAnimation);
+
+protected:
+ virtual void OnThink();
+
+ void UpdateAmmoDisplays();
+ void UpdatePlayerAmmo( C_BasePlayer *player );
+
+private:
+ CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
+ CHandle< C_BaseEntity > m_hCurrentVehicle;
+ int m_iAmmo;
+ int m_iAmmo2;
+};
+
+DECLARE_HUDELEMENT( CHudAmmo );
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CHudAmmo::CHudAmmo( const char *pElementName ) : BaseClass(NULL, "HudAmmo"), CHudElement( pElementName )
+{
+ SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT | HIDEHUD_WEAPONSELECTION );
+
+ hudlcd->SetGlobalStat( "(ammo_primary)", "0" );
+ hudlcd->SetGlobalStat( "(ammo_secondary)", "0" );
+ hudlcd->SetGlobalStat( "(weapon_print_name)", "" );
+ hudlcd->SetGlobalStat( "(weapon_name)", "" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudAmmo::Init( void )
+{
+ m_iAmmo = -1;
+ m_iAmmo2 = -1;
+
+ SetLabelText(L"AMMO");
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudAmmo::VidInit( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Resets hud after save/restore
+//-----------------------------------------------------------------------------
+void CHudAmmo::Reset()
+{
+ BaseClass::Reset();
+
+ m_hCurrentActiveWeapon = NULL;
+ m_hCurrentVehicle = NULL;
+ m_iAmmo = 0;
+ m_iAmmo2 = 0;
+
+ UpdateAmmoDisplays();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: called every frame to get ammo info from the weapon
+//-----------------------------------------------------------------------------
+void CHudAmmo::UpdatePlayerAmmo( C_BasePlayer *player )
+{
+ // Clear out the vehicle entity
+ m_hCurrentVehicle = NULL;
+
+ C_BaseCombatWeapon *wpn = GetActiveWeapon();
+
+ hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
+ hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
+
+ if ( !wpn || !player || !wpn->UsesPrimaryAmmo() )
+ {
+ hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
+ hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
+
+ SetPaintEnabled(false);
+ SetPaintBackgroundEnabled(false);
+ return;
+ }
+
+ SetPaintEnabled(true);
+ SetPaintBackgroundEnabled(true);
+
+ // get the ammo in our clip
+ int ammo1 = wpn->Clip1();
+ int ammo2;
+ if (ammo1 < 0)
+ {
+ // we don't use clip ammo, just use the total ammo count
+ ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
+ ammo2 = 0;
+ }
+ else
+ {
+ // we use clip ammo, so the second ammo is the total ammo
+ ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
+ }
+
+ hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
+ hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
+
+ if (wpn == m_hCurrentActiveWeapon)
+ {
+ // same weapon, just update counts
+ SetAmmo(ammo1, true);
+ SetAmmo2(ammo2, true);
+ }
+ else
+ {
+ // diferent weapon, change without triggering
+ SetAmmo(ammo1, false);
+ SetAmmo2(ammo2, false);
+
+ // update whether or not we show the total ammo display
+ if (wpn->UsesClipsForAmmo1())
+ {
+ SetShouldDisplaySecondaryValue(true);
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesClips");
+ }
+ else
+ {
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseClips");
+ SetShouldDisplaySecondaryValue(false);
+ }
+
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponChanged");
+ m_hCurrentActiveWeapon = wpn;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: called every frame to get ammo info from the weapon
+//-----------------------------------------------------------------------------
+void CHudAmmo::OnThink()
+{
+ UpdateAmmoDisplays();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: updates the ammo display counts
+//-----------------------------------------------------------------------------
+void CHudAmmo::UpdateAmmoDisplays()
+{
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ UpdatePlayerAmmo( player );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Updates ammo display
+//-----------------------------------------------------------------------------
+void CHudAmmo::SetAmmo(int ammo, bool playAnimation)
+{
+ if (ammo != m_iAmmo)
+ {
+ if (ammo == 0)
+ {
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoEmpty");
+ }
+ else if (ammo < m_iAmmo)
+ {
+ // ammo has decreased
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoDecreased");
+ }
+ else
+ {
+ // ammunition has increased
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoIncreased");
+ }
+
+ m_iAmmo = ammo;
+ }
+
+ SetDisplayValue(ammo);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Updates 2nd ammo display
+//-----------------------------------------------------------------------------
+void CHudAmmo::SetAmmo2(int ammo2, bool playAnimation)
+{
+ if (ammo2 != m_iAmmo2)
+ {
+ if (ammo2 == 0)
+ {
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Empty");
+ }
+ else if (ammo2 < m_iAmmo2)
+ {
+ // ammo has decreased
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Decreased");
+ }
+ else
+ {
+ // ammunition has increased
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("Ammo2Increased");
+ }
+
+ m_iAmmo2 = ammo2;
+ }
+
+ SetSecondaryValue(ammo2);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Displays the secondary ammunition level
+//-----------------------------------------------------------------------------
+class CHudSecondaryAmmo : public CHudNumericDisplay, public CHudElement
+{
+ DECLARE_CLASS_SIMPLE( CHudSecondaryAmmo, CHudNumericDisplay );
+
+public:
+ CHudSecondaryAmmo( const char *pElementName ) : BaseClass( NULL, "HudAmmoSecondary" ), CHudElement( pElementName )
+ {
+ m_iAmmo = -1;
+
+ SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_WEAPONSELECTION | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
+ }
+
+ void Init( void )
+ {
+ }
+
+ void VidInit( void )
+ {
+ }
+
+ void SetAmmo( int ammo )
+ {
+ if (ammo != m_iAmmo)
+ {
+ if (ammo == 0)
+ {
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryEmpty");
+ }
+ else if (ammo < m_iAmmo)
+ {
+ // ammo has decreased
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryDecreased");
+ }
+ else
+ {
+ // ammunition has increased
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("AmmoSecondaryIncreased");
+ }
+
+ m_iAmmo = ammo;
+ }
+ SetDisplayValue( ammo );
+ }
+
+ void Reset()
+ {
+ // hud reset, update ammo state
+ BaseClass::Reset();
+ m_iAmmo = 0;
+ m_hCurrentActiveWeapon = NULL;
+ SetAlpha( 0 );
+ UpdateAmmoState();
+ }
+
+protected:
+ virtual void OnThink()
+ {
+ // set whether or not the panel draws based on if we have a weapon that supports secondary ammo
+ C_BaseCombatWeapon *wpn = GetActiveWeapon();
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ IClientVehicle *pVehicle = player ? player->GetVehicle() : NULL;
+ if (!wpn || !player || pVehicle)
+ {
+ m_hCurrentActiveWeapon = NULL;
+ SetPaintEnabled(false);
+ SetPaintBackgroundEnabled(false);
+ return;
+ }
+ else
+ {
+ SetPaintEnabled(true);
+ SetPaintBackgroundEnabled(true);
+ }
+
+ UpdateAmmoState();
+ }
+
+ void UpdateAmmoState()
+ {
+ C_BaseCombatWeapon *wpn = GetActiveWeapon();
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+
+ if (player && wpn && wpn->UsesSecondaryAmmo())
+ {
+ SetAmmo(player->GetAmmoCount(wpn->GetSecondaryAmmoType()));
+ }
+
+ if ( m_hCurrentActiveWeapon != wpn )
+ {
+ if ( wpn->UsesSecondaryAmmo() )
+ {
+ // we've changed to a weapon that uses secondary ammo
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponUsesSecondaryAmmo");
+ }
+ else
+ {
+ // we've changed away from a weapon that uses secondary ammo
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("WeaponDoesNotUseSecondaryAmmo");
+ }
+ m_hCurrentActiveWeapon = wpn;
+ }
+ }
+
+private:
+ CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
+ int m_iAmmo;
+};
+
+DECLARE_HUDELEMENT( CHudSecondaryAmmo );
+
diff --git a/game/client/tfc/tfc_hud_weaponselection.cpp b/game/client/tfc/tfc_hud_weaponselection.cpp
new file mode 100644
index 0000000..886a9d0
--- /dev/null
+++ b/game/client/tfc/tfc_hud_weaponselection.cpp
@@ -0,0 +1,682 @@
+//========= 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 "vgui/ILocalize.h"
+
+#include <string.h>
+
+//-----------------------------------------------------------------------------
+// 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 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);
+
+ 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_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_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" );
+};
+
+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 );
+}
+
+//-----------------------------------------------------------------------------
+// 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( HISTSLOT_WEAP, pWeapon );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// 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()
+{
+ 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 = (m_iMaxSlots - 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 < m_iMaxSlots; 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 selected weapon
+ DrawBox(xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, m_flSelectionAlphaOverride, bFirstItem ? i + 1 : -1);
+
+ // draw icon
+ Color col = GetFgColor();
+ // icons use old system, drawing in screen space
+ if ( pWeapon->GetSpriteActive() )
+ {
+ 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;
+ }
+ pWeapon->GetSpriteActive()->DrawSelf( xpos + m_flIconXPos, ypos + m_flIconYPos, 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;
+ {
+ for (wchar_t *pch = text; *pch != 0; pch++)
+ {
+ if (*pch == '\n')
+ {
+ // newline character, drop to the next line
+ if (slen > maxslen)
+ {
+ maxslen = slen;
+ }
+ slen = 0;
+ }
+ else if (*pch == '\r')
+ {
+ // do nothing
+ }
+ else
+ {
+ slen += surface()->GetCharacterWidth( m_hTextFont, *pch );
+ charCount++;
+ }
+ }
+ }
+ if (slen > maxslen)
+ {
+ maxslen = slen;
+ }
+
+ int tx = xpos + ((largeBoxWide - maxslen) / 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
+//-----------------------------------------------------------------------------
+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" );
+}
diff --git a/game/client/tfc/tfc_in_main.cpp b/game/client/tfc/tfc_in_main.cpp
new file mode 100644
index 0000000..ef8350a
--- /dev/null
+++ b/game/client/tfc/tfc_in_main.cpp
@@ -0,0 +1,23 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: TF2 specific input handling
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "kbutton.h"
+#include "input.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: TF Input interface
+//-----------------------------------------------------------------------------
+class CTFCInput : public CInput
+{
+public:
+};
+
+static CTFCInput g_Input;
+
+// Expose this interface
+IInput *input = ( IInput * )&g_Input;
+
diff --git a/game/client/tfc/tfc_prediction.cpp b/game/client/tfc/tfc_prediction.cpp
new file mode 100644
index 0000000..c9785b5
--- /dev/null
+++ b/game/client/tfc/tfc_prediction.cpp
@@ -0,0 +1,53 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "prediction.h"
+#include "c_baseplayer.h"
+#include "igamemovement.h"
+
+
+static CMoveData g_MoveData;
+CMoveData *g_pMoveData = &g_MoveData;
+
+
+class CTFCPrediction : public CPrediction
+{
+DECLARE_CLASS( CTFCPrediction, CPrediction );
+
+public:
+ virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
+ virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move );
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFCPrediction::SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper,
+ CMoveData *move )
+{
+ // Call the default SetupMove code.
+ BaseClass::SetupMove( player, ucmd, pHelper, move );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CTFCPrediction::FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move )
+{
+ // Call the default FinishMove code.
+ BaseClass::FinishMove( player, ucmd, move );
+}
+
+
+// Expose interface to engine
+// Expose interface to engine
+static CTFCPrediction g_Prediction;
+
+EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CTFCPrediction, IPrediction, VCLIENT_PREDICTION_INTERFACE_VERSION, g_Prediction );
+
+CPrediction *prediction = &g_Prediction;
+
diff --git a/game/client/tfc/vgui/tfcclassmenu.cpp b/game/client/tfc/vgui/tfcclassmenu.cpp
new file mode 100644
index 0000000..5fb66c0
--- /dev/null
+++ b/game/client/tfc/vgui/tfcclassmenu.cpp
@@ -0,0 +1,61 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "tfcclassmenu.h"
+
+#include <KeyValues.h>
+#include <filesystem.h>
+#include <vgui_controls/Button.h>
+#include <vgui/IVGui.h>
+
+#include "hud.h" // for gEngfuncs
+#include "tfc_gamerules.h"
+#include "viewport_panel_names.h"
+#include "c_tfc_player.h"
+
+
+using namespace vgui;
+
+
+// ----------------------------------------------------------------------------- //
+// CTFCClassMenu
+// ----------------------------------------------------------------------------- //
+
+CTFCClassMenu::CTFCClassMenu(IViewPort *pViewPort) : CClassMenu(pViewPort)
+{
+}
+
+const char *CTFCClassMenu::GetName( void )
+{
+ return PANEL_CLASS;
+}
+
+void CTFCClassMenu::ShowPanel(bool bShow)
+{
+ if ( bShow)
+ {
+ engine->CheckPoint( "ClassMenu" );
+ }
+
+ BaseClass::ShowPanel( bShow );
+
+}
+
+void CTFCClassMenu::Update()
+{
+ // Force them to pick a class if they haven't picked one yet.
+ if ( C_TFCPlayer::GetLocalTFCPlayer()->m_Shared.GetPlayerClass() == PC_UNDEFINED )
+ {
+ SetVisibleButton( "CancelButton", false );
+ }
+ else
+ {
+ SetVisibleButton( "CancelButton", true );
+ }
+}
+
diff --git a/game/client/tfc/vgui/tfcclassmenu.h b/game/client/tfc/vgui/tfcclassmenu.h
new file mode 100644
index 0000000..4d369c3
--- /dev/null
+++ b/game/client/tfc/vgui/tfcclassmenu.h
@@ -0,0 +1,42 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TFCCLASSMENU_H
+#define TFCCLASSMENU_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include <classmenu.h>
+#include <commandpanel.h>
+#include <vgui_controls/EditablePanel.h>
+#include <filesystem.h>
+#include "tfc_shareddefs.h"
+#include "cbase.h"
+#include "tfc_gamerules.h"
+#include "vgui_controls/ImagePanel.h"
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws the Terrorist class menu
+//-----------------------------------------------------------------------------
+
+class CTFCClassMenu : public CClassMenu
+{
+private:
+ DECLARE_CLASS_SIMPLE( CTFCClassMenu, CClassMenu );
+
+public:
+ CTFCClassMenu::CTFCClassMenu(IViewPort *pViewPort);
+
+ const char *GetName( void );
+ void ShowPanel(bool bShow);
+ void Update();
+};
+
+
+#endif // TFCCLASSMENU_H
diff --git a/game/client/tfc/vgui/tfcteammenu.cpp b/game/client/tfc/vgui/tfcteammenu.cpp
new file mode 100644
index 0000000..15847ee
--- /dev/null
+++ b/game/client/tfc/vgui/tfcteammenu.cpp
@@ -0,0 +1,118 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "tfcteammenu.h"
+#include <convar.h>
+#include "hud.h" // for gEngfuncs
+#include "c_tfc_player.h"
+#include "tfc_gamerules.h"
+
+using namespace vgui;
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CTFCTeamMenu::CTFCTeamMenu(IViewPort *pViewPort) : CTeamMenu(pViewPort)
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Destructor
+//-----------------------------------------------------------------------------
+CTFCTeamMenu::~CTFCTeamMenu()
+{
+}
+
+void CTFCTeamMenu::ApplySettings(KeyValues *inResourceData)
+{
+ BaseClass::ApplySettings( inResourceData );
+}
+
+void CTFCTeamMenu::ShowPanel(bool bShow)
+{
+ if ( bShow )
+ {
+ engine->CheckPoint( "TeamMenu" );
+ }
+
+ BaseClass::ShowPanel( bShow );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: called to update the menu with new information
+//-----------------------------------------------------------------------------
+void CTFCTeamMenu::Update( void )
+{
+ BaseClass::Update();
+
+ const ConVar *allowspecs = cvar->FindVar( "mp_allowspectators" );
+
+ if ( allowspecs && allowspecs->GetBool() )
+ {
+ C_TFCPlayer *pPlayer = C_TFCPlayer::GetLocalTFCPlayer();
+ if ( !pPlayer || !TFCGameRules() )
+ return;
+
+ // if we're not already a CT or T...or the freeze time isn't over yet...or we're dead
+ if ( pPlayer->GetTeamNumber() == TEAM_UNASSIGNED ||
+ ( pPlayer && pPlayer->IsPlayerDead() ) )
+ {
+ SetVisibleButton("specbutton", true);
+ }
+ else
+ {
+ SetVisibleButton("specbutton", false);
+ }
+ }
+ else
+ {
+ SetVisibleButton("specbutton", false );
+ }
+
+ char mapName[MAX_MAP_NAME];
+
+ Q_FileBase( engine->GetLevelName(), mapName, sizeof(mapName) );
+ if( C_TFCPlayer::GetLocalTFCPlayer()->GetTeamNumber() == TEAM_UNASSIGNED ) // we aren't on a team yet
+ {
+ SetVisibleButton("CancelButton", false);
+ }
+ else
+ {
+ SetVisibleButton("CancelButton", true);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: When a team button is pressed it triggers this function to
+// cause the player to join a team
+//-----------------------------------------------------------------------------
+void CTFCTeamMenu::OnCommand( const char *command )
+{
+ if ( Q_stricmp( command, "vguicancel" ) )
+ {
+ engine->ClientCmd( command );
+ }
+
+
+ BaseClass::OnCommand(command);
+
+ gViewPortInterface->ShowBackGround( false );
+ OnClose();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets the visibility of a button by name
+//-----------------------------------------------------------------------------
+void CTFCTeamMenu::SetVisibleButton(const char *textEntryName, bool state)
+{
+ Button *entry = dynamic_cast<Button *>(FindChildByName(textEntryName));
+ if (entry)
+ {
+ entry->SetVisible(state);
+ }
+}
diff --git a/game/client/tfc/vgui/tfcteammenu.h b/game/client/tfc/vgui/tfcteammenu.h
new file mode 100644
index 0000000..3d31372
--- /dev/null
+++ b/game/client/tfc/vgui/tfcteammenu.h
@@ -0,0 +1,42 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TFCTEAMMENU_H
+#define TFCTEAMMENU_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include <teammenu.h>
+
+//-----------------------------------------------------------------------------
+// Purpose: Displays the team menu
+//-----------------------------------------------------------------------------
+class CTFCTeamMenu : public CTeamMenu
+{
+private:
+ DECLARE_CLASS_SIMPLE( CTFCTeamMenu, CTeamMenu );
+
+public:
+ CTFCTeamMenu(IViewPort *pViewPort);
+ ~CTFCTeamMenu();
+
+ virtual void ApplySettings( KeyValues *inResourceData );
+
+ void Update();
+ void ShowPanel( bool bShow );
+
+private:
+ enum { NUM_TEAMS = 3 };
+
+ // VGUI2 override
+ void OnCommand( const char *command);
+ // helper functions
+ void SetVisibleButton(const char *textEntryName, bool state);
+};
+
+#endif // TFCTEAMMENU_H
diff --git a/game/client/tfc/vgui/tfcviewport.cpp b/game/client/tfc/vgui/tfcviewport.cpp
new file mode 100644
index 0000000..92eaeb2
--- /dev/null
+++ b/game/client/tfc/vgui/tfcviewport.cpp
@@ -0,0 +1,96 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Client DLL VGUI2 Viewport
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+
+#pragma warning( disable : 4800 ) // disable forcing int to bool performance warning
+
+// VGUI panel includes
+#include <vgui_controls/Panel.h>
+#include <vgui/ISurface.h>
+#include <KeyValues.h>
+#include <vgui/Cursor.h>
+#include <vgui/IScheme.h>
+#include <vgui/IVGui.h>
+#include <vgui/ILocalize.h>
+#include <vgui/VGUI.h>
+
+// client dll/engine defines
+#include "hud.h"
+#include <voice_status.h>
+
+// viewport definitions
+#include <baseviewport.h>
+#include "TFCViewport.h"
+#include "tfcteammenu.h"
+
+#include "vguicenterprint.h"
+#include "text_message.h"
+#include "tfcclassmenu.h"
+
+
+
+//
+// This is the main function of the viewport. Right here is where we create our class menu,
+// team menu, and anything else that we want to turn on and off in the UI.
+//
+void TFCViewport::CreateDefaultPanels( void )
+{
+ AddNewPanel( new CTFCTeamMenu( this ), "CTFCTeamMenu" );
+ AddNewPanel( new CTFCClassMenu( this ), "CTFCClassMenu" );
+
+ BaseClass::CreateDefaultPanels();
+}
+
+
+void TFCViewport::ApplySchemeSettings( vgui::IScheme *pScheme )
+{
+ BaseClass::ApplySchemeSettings( pScheme );
+
+ gHUD.InitColors( pScheme );
+
+ SetPaintBackgroundEnabled( false );
+}
+
+
+IViewPortPanel* TFCViewport::CreatePanelByName(const char *szPanelName)
+{
+ IViewPortPanel* newpanel = NULL;
+
+// Up here, strcmp against each type of panel we know how to create.
+// else if ( Q_strcmp(PANEL_OVERVIEW, szPanelName) == 0 )
+// {
+// newpanel = new CCSMapOverview( this );
+// }
+
+ // create a generic base panel, don't add twice
+ newpanel = BaseClass::CreatePanelByName( szPanelName );
+
+ return newpanel;
+}
+
+int TFCViewport::GetDeathMessageStartHeight( void )
+{
+ int x = YRES(2);
+
+ IViewPortPanel *spectator = gViewPortInterface->FindPanelByName( PANEL_SPECGUI );
+
+ //TODO: Link to actual height of spectator bar
+ if ( spectator && spectator->IsVisible() )
+ {
+ x += YRES(52);
+ }
+
+ return x;
+}
+
diff --git a/game/client/tfc/vgui/tfcviewport.h b/game/client/tfc/vgui/tfcviewport.h
new file mode 100644
index 0000000..625d452
--- /dev/null
+++ b/game/client/tfc/vgui/tfcviewport.h
@@ -0,0 +1,40 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TFCVIEWPORT_H
+#define TFCVIEWPORT_H
+
+
+#include "tfc_shareddefs.h"
+#include "baseviewport.h"
+
+
+using namespace vgui;
+
+namespace vgui
+{
+ class Panel;
+}
+
+class TFCViewport : public CBaseViewport
+{
+
+private:
+ DECLARE_CLASS_SIMPLE( TFCViewport, CBaseViewport );
+
+public:
+
+ IViewPortPanel* CreatePanelByName(const char *szPanelName);
+ void CreateDefaultPanels( void );
+
+ virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
+
+ int GetDeathMessageStartHeight( void );
+};
+
+
+#endif // TFCViewport_H
diff --git a/game/client/tfc/vgui/vgui_rootpanel_tfc.cpp b/game/client/tfc/vgui/vgui_rootpanel_tfc.cpp
new file mode 100644
index 0000000..699a997
--- /dev/null
+++ b/game/client/tfc/vgui/vgui_rootpanel_tfc.cpp
@@ -0,0 +1,106 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "vgui_int.h"
+#include "ienginevgui.h"
+#include "vgui_rootpanel_tfc.h"
+#include "vgui/IVGui.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+C_TFCRootPanel *g_pRootPanel = NULL;
+
+
+//-----------------------------------------------------------------------------
+// Global functions.
+//-----------------------------------------------------------------------------
+void VGUI_CreateClientDLLRootPanel( void )
+{
+ g_pRootPanel = new C_TFCRootPanel( enginevgui->GetPanel( PANEL_CLIENTDLL ) );
+}
+
+void VGUI_DestroyClientDLLRootPanel( void )
+{
+ delete g_pRootPanel;
+ g_pRootPanel = NULL;
+}
+
+vgui::VPANEL VGui_GetClientDLLRootPanel( void )
+{
+ return g_pRootPanel->GetVPanel();
+}
+
+
+//-----------------------------------------------------------------------------
+// C_TFCRootPanel implementation.
+//-----------------------------------------------------------------------------
+C_TFCRootPanel::C_TFCRootPanel( vgui::VPANEL parent )
+ : BaseClass( NULL, "TFC Root Panel" )
+{
+ SetParent( parent );
+ SetPaintEnabled( false );
+ SetPaintBorderEnabled( false );
+ SetPaintBackgroundEnabled( false );
+
+ // This panel does post child painting
+ SetPostChildPaintEnabled( true );
+
+ // Make it screen sized
+ SetBounds( 0, 0, ScreenWidth(), ScreenHeight() );
+
+ // Ask for OnTick messages
+ vgui::ivgui()->AddTickSignal( GetVPanel() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_TFCRootPanel::~C_TFCRootPanel( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_TFCRootPanel::PostChildPaint()
+{
+ BaseClass::PostChildPaint();
+
+ // Draw all panel effects
+ RenderPanelEffects();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: For each panel effect, check if it wants to draw and draw it on
+// this panel/surface if so
+//-----------------------------------------------------------------------------
+void C_TFCRootPanel::RenderPanelEffects( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_TFCRootPanel::OnTick( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Reset effects on level load/shutdown
+//-----------------------------------------------------------------------------
+void C_TFCRootPanel::LevelInit( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_TFCRootPanel::LevelShutdown( void )
+{
+}
+
diff --git a/game/client/tfc/vgui/vgui_rootpanel_tfc.h b/game/client/tfc/vgui/vgui_rootpanel_tfc.h
new file mode 100644
index 0000000..7ed80e3
--- /dev/null
+++ b/game/client/tfc/vgui/vgui_rootpanel_tfc.h
@@ -0,0 +1,56 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef VGUI_ROOTPANEL_TFC_H
+#define VGUI_ROOTPANEL_TFC_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include <vgui_controls/Panel.h>
+#include <vgui_controls/EditablePanel.h>
+#include "utlvector.h"
+
+
+class CPanelEffect;
+
+
+// Serial under of effect, for safe lookup
+typedef unsigned int EFFECT_HANDLE;
+
+//-----------------------------------------------------------------------------
+// Purpose: Sits between engine and client .dll panels
+// Responsible for drawing screen overlays
+//-----------------------------------------------------------------------------
+class C_TFCRootPanel : public vgui::Panel
+{
+ typedef vgui::Panel BaseClass;
+public:
+ C_TFCRootPanel( vgui::VPANEL parent );
+ virtual ~C_TFCRootPanel( void );
+
+ // Draw Panel effects here
+ virtual void PostChildPaint();
+
+ // Clear list of Panel Effects
+ virtual void LevelInit( void );
+ virtual void LevelShutdown( void );
+
+ // Run effects and let them decide whether to remove themselves
+ void OnTick( void );
+
+private:
+
+ // Render all panel effects
+ void RenderPanelEffects( void );
+
+ // List of current panel effects
+ CUtlVector< CPanelEffect *> m_Effects;
+};
+
+
+#endif // VGUI_ROOTPANEL_TFC_H