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554 lines
18 KiB
554 lines
18 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Draws achievement progress bars on the HUD
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hudelement.h"
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#include "hud_macros.h"
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#include <game_controls/baseviewport.h>
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#include <vgui_controls/controls.h>
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#include <vgui_controls/panel.h>
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#include <vgui_controls/ImagePanel.h>
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#include <vgui_controls/TextImage.h>
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#include "vgui/ILocalize.h"
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#include "hud_baseachievement_tracker.h"
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#include "iachievementmgr.h"
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#include "baseachievement.h"
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#include "iclientmode.h"
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#include "cdll_int.h"
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#include <vgui/ISurface.h>
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#include <vgui_controls/AnimationController.h>
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#include "fmtstr.h"
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#include "engine/IEngineSound.h"
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#include "cdll_client_int.h"
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#include "steam/isteamuserstats.h"
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#include "steam/steam_api.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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#define PROGRESS_BAR_NEEDS_UPDATE -1
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#define UNKNOWN_ACHIEVEMENT_ID -1
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void TrackerDescriptionChanged( IConVar *var, const char *pOldString, float flOldValue )
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{
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static int s_iTimesChanged = 0;
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if ( s_iTimesChanged > 0 )
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{
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engine->ClientCmd_Unrestricted( "hud_reloadscheme" );
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}
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s_iTimesChanged++;
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}
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ConVar hud_achievement_description("hud_achievement_description", "1", FCVAR_ARCHIVE, "Show full descriptions of achievements on the HUD", TrackerDescriptionChanged );
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#ifdef CSTRIKE_DLL
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ConVar hud_achievement_count("hud_achievement_count", "5", FCVAR_ARCHIVE, "Max number of achievements that can be shown on the HUD" );
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#else
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ConVar hud_achievement_count("hud_achievement_count", "8", FCVAR_ARCHIVE, "Max number of achievements that can be shown on the HUD" );
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#endif
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ConVar hud_achievement_glowtime("hud_achievement_glowtime", "2.5", FCVAR_NONE, "Duration of glow effect around incremented achievements" );
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ConVar hud_achievement_tracker("hud_achievement_tracker", "1", FCVAR_NONE, "Show or hide the achievement tracker" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CHudBaseAchievementTracker::CHudBaseAchievementTracker( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HudAchievementTracker" )
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{
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vgui::Panel *pParent = GetClientMode()->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD );
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for ( int i=0; i < GetMaxAchievementsShown(); i++ )
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{
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CAchievementTrackerItem *pNewItem = CreateAchievementPanel();
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pNewItem->SetAchievement( NULL );
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m_AchievementItem.AddToTail( pNewItem );
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}
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m_flNextThink = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudBaseAchievementTracker::Reset()
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{
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m_flNextThink = gpGlobals->curtime + 0.05f;
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}
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void CHudBaseAchievementTracker::LevelInit()
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{
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// clear out tracker items and floating numbers on level change
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for ( int i = 0; i < GetChildCount(); i++ )
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{
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GetChild( i )->SetVisible( false );
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GetChild( i )->MarkForDeletion();
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}
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m_AchievementItem.Purge();
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for ( int i=0; i < GetMaxAchievementsShown(); i++ )
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{
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CAchievementTrackerItem *pNewItem = CreateAchievementPanel();
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pNewItem->SetAchievement( NULL );
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m_AchievementItem.AddToTail( pNewItem );
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}
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CHudElement::LevelInit();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudBaseAchievementTracker::ApplySchemeSettings( IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudBaseAchievementTracker::ShouldDraw()
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{
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return CHudElement::ShouldDraw();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudBaseAchievementTracker::OnThink()
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{
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if ( m_flNextThink < gpGlobals->curtime )
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{
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UpdateAchievementItems();
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m_flNextThink = gpGlobals->curtime + 0.1f;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Max number of achievements shown on the HUD
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//-----------------------------------------------------------------------------
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int CHudBaseAchievementTracker::GetMaxAchievementsShown()
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{
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return hud_achievement_count.GetInt();
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}
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bool CHudBaseAchievementTracker::ShouldShowAchievement( IAchievement *pAchievement )
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{
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return ( hud_achievement_tracker.GetBool() && pAchievement && pAchievement->ShouldShowOnHUD() && !pAchievement->IsAchieved() );
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}
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CAchievementTrackerItem* CHudBaseAchievementTracker::CreateAchievementPanel()
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{
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return new CAchievementTrackerItem( this, "HudAchievementTrackerItem" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: create panels for each achievement the player wants shown on the HUD and assign achievements to each one
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//-----------------------------------------------------------------------------
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void CHudBaseAchievementTracker::UpdateAchievementItems()
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{
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IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr();
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if ( !pAchievementMgr )
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return;
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// $FIXME(hpe): needs split screen support; use playerSlot 0 for now; should we be using m_AchievementItem slot?
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int playerSlot = 0;
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int iCount = pAchievementMgr->GetAchievementCount();
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int iShown = 0;
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for ( int i = 0; i < iCount; ++i )
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{
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IAchievement* pCur = pAchievementMgr->GetAchievementByIndex( i, playerSlot );
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if ( !ShouldShowAchievement( pCur) )
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{
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// don't remove achievements that are still glowing (typically a just completed achievement)
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if ( pCur && m_AchievementItem.Count() > iShown && m_AchievementItem[iShown]->GetAchievementID() == pCur->GetAchievementID()
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&& m_AchievementItem[iShown]->GetGlow() > 0 )
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{
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iShown++;
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}
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continue;
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}
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if ( m_AchievementItem.Count() < iShown+1 )
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{
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CAchievementTrackerItem *pNewItem = CreateAchievementPanel();
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SETUP_PANEL( pNewItem );
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m_AchievementItem.AddToTail( pNewItem );
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}
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m_AchievementItem[iShown]->SetAchievement( pCur );
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m_AchievementItem[iShown]->SetSlot( iShown );
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m_AchievementItem[iShown]->SetVisible( true );
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iShown++;
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if ( iShown >= GetMaxAchievementsShown() )
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break;
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}
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// hide any extra panels we may have created from when the list was longer
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if ( iShown < m_AchievementItem.Count() )
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{
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for ( int i = m_AchievementItem.Count() - 1; i >= iShown ; i-- )
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{
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m_AchievementItem[i]->SetVisible( false );
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m_AchievementItem[i]->SetAchievement( NULL );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Layout all child panels vertically
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//-----------------------------------------------------------------------------
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void CHudBaseAchievementTracker::PerformLayout()
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{
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// make sure all children are laid out first
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for ( int i=0; i < m_AchievementItem.Count(); i++ )
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{
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m_AchievementItem[i]->InvalidateLayout( true );
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}
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int iCurrentY = 0;
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int x, y;
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for ( int i=0; i< m_AchievementItem.Count(); i++ )
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{
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m_AchievementItem[i]->GetPos( x, y );
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m_AchievementItem[i]->SetPos( x, iCurrentY );
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iCurrentY += m_AchievementItem[i]->GetTall() + m_iItemPadding;
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}
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}
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CAchievementTrackerItem* CHudBaseAchievementTracker::GetAchievementPanel( int i )
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{
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if ( i < 0 || i >= m_AchievementItem.Count() )
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return NULL;
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return m_AchievementItem[i];
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}
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//-----------------------------------------------------------------------------
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// Purpose: The child panels
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//-----------------------------------------------------------------------------
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CAchievementTrackerItem::CAchievementTrackerItem( vgui::Panel* pParent, const char *pElementName ) :
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BaseClass( pParent, pElementName )
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{
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m_pAchievementNameGlow = new vgui::Label( this, "AchievementNameGlow", "" );
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m_pAchievementName = new vgui::Label( this, "AchievementName", "" );
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m_pAchievementDesc = new vgui::Label( this, "AchievementDesc", "" );
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m_pProgressBarBackground = SETUP_PANEL( new ImagePanel( this, "ProgressBarBG" ) );
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m_pProgressBar = SETUP_PANEL( new ImagePanel( this, "ProgressBar" ) );
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m_iAchievementID = UNKNOWN_ACHIEVEMENT_ID;
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m_iLastPaintedAchievementID = UNKNOWN_ACHIEVEMENT_ID;
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m_iAccumulatedIncrement = 0;
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m_flShowIncrementsTime = 0;
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m_iLastCount = 0;
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m_iPadding = 1;
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}
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CAchievementTrackerItem::~CAchievementTrackerItem()
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{
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delete m_pAchievementName;
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delete m_pAchievementNameGlow;
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delete m_pAchievementDesc;
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delete m_pProgressBarBackground;
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delete m_pProgressBar;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAchievementTrackerItem::ApplySchemeSettings( IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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LoadControlSettings( "resource/UI/HudAchievementTrackerItem.res" );
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m_pAchievementDesc->SetVisible( hud_achievement_description.GetBool() );
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m_iLastPaintedAchievementID = UNKNOWN_ACHIEVEMENT_ID;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAchievementTrackerItem::PerformLayout()
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{
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BaseClass::PerformLayout();
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int x, y, w, t;
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m_pAchievementName->GetContentSize( w, t ); // needed in order to load up font for the name
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m_pAchievementNameGlow->GetContentSize( w, t ); // needed in order to load up font for the glow
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if ( hud_achievement_description.GetBool() )
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{
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m_pAchievementDesc->GetContentSize( w, t );
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m_pAchievementDesc->SetTall( t );
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m_pAchievementDesc->GetBounds( x, y, w, t );
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}
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else
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{
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m_pAchievementName->GetBounds( x, y, w, t );
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}
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if ( m_pProgressBarBackground->IsVisible() )
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{
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// put progress bar after description
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int bx, by;
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m_pProgressBarBackground->GetPos( bx, by );
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m_pProgressBarBackground->SetPos( bx, y + t + m_iPadding );
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SetTall( y + t + m_pProgressBarBackground->GetTall() + m_iPadding * 2 );
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}
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else
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{
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SetTall( y + t + m_iPadding );
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}
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m_iLastProgressBarCount = m_iLastProgressBarGoal = PROGRESS_BAR_NEEDS_UPDATE;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAchievementTrackerItem::SetAchievement( IAchievement* pAchievement )
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{
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if ( !pAchievement )
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{
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m_iAchievementID = UNKNOWN_ACHIEVEMENT_ID;
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m_iLastCount = 0;
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return;
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}
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if ( m_iAchievementID != pAchievement->GetAchievementID() )
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{
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m_iAchievementID = pAchievement->GetAchievementID();
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m_iLastCount = pAchievement->GetCount();
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UpdateAchievementDisplay();
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}
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}
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void CAchievementTrackerItem::OnThink()
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{
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UpdateAchievementDisplay();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make sure our labels and progress bar are up to date
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//-----------------------------------------------------------------------------
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void CAchievementTrackerItem::UpdateAchievementDisplay()
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{
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IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr();
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if ( !pAchievementMgr )
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return;
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// $FIXME(hpe): needs split screen support; use playerslot 0 for now
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int playerSlot = 0;
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CBaseAchievement* pAchievement = pAchievementMgr->GetAchievementByID( m_iAchievementID, playerSlot );
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if ( !pAchievement )
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return;
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if ( m_iAchievementID != m_iLastPaintedAchievementID )
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{
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// need to update labels
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m_pAchievementName->SetText( ACHIEVEMENT_LOCALIZED_NAME( pAchievement ) );
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m_pAchievementNameGlow->SetText( ACHIEVEMENT_LOCALIZED_NAME( pAchievement ) );
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m_pAchievementDesc->SetText( ACHIEVEMENT_LOCALIZED_DESC( pAchievement ) );
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m_pProgressBarBackground->SetVisible( pAchievement->GetGoal() > 1 );
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m_pProgressBar->SetVisible( pAchievement->GetGoal() > 1 );
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m_iLastPaintedAchievementID = m_iAchievementID;
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m_flGlow = 0.0f;
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m_flGlowTime = 0.0f;
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m_iAccumulatedIncrement = 0;
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//InvalidateLayout( true );
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GetParent()->InvalidateLayout( true );
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}
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if ( m_iAccumulatedIncrement > 0 && gpGlobals->curtime > m_flShowIncrementsTime )
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{
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ShowAccumulatedIncrements();
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}
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if ( pAchievement->GetCount() != m_iLastProgressBarCount || pAchievement->GetGoal() != m_iLastProgressBarGoal )
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{
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// need to update progress bar
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float flProgress = float ( pAchievement->GetCount() ) / float( pAchievement->GetGoal() );
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int x, y, w, t;
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m_pProgressBarBackground->GetBounds( x, y, w, t );
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m_pProgressBar->SetBounds( x, y, w * flProgress, t );
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m_iLastProgressBarCount = pAchievement->GetCount();
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m_iLastProgressBarGoal = pAchievement->GetGoal();
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AchievementIncremented( pAchievement->GetCount() );
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}
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if ( gpGlobals->curtime < m_flGlowTime )
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{
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m_flGlow = MIN( 1.0f, m_flGlow + gpGlobals->frametime * 5.0f );
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}
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else
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{
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m_flGlow = MAX( 0.0f, m_flGlow - gpGlobals->frametime * 5.0f );
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}
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m_pAchievementNameGlow->SetAlpha( m_flGlow * 255.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Achievement count has gone up, make it flash
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//-----------------------------------------------------------------------------
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void CAchievementTrackerItem::AchievementIncremented( int iNewCount )
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{
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int iIncrement = iNewCount - m_iLastCount;
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m_iLastCount = iNewCount;
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if ( iIncrement <= 0 )
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return;
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if ( m_iLastProgressBarGoal > 1500 )
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{
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// for achievements with very high counts, accumulate increments so we don't have too many +1s on screen
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// also don't play sounds as these achievements tend to increment constantly
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if ( m_flShowIncrementsTime < gpGlobals->curtime )
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{
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m_flShowIncrementsTime = gpGlobals->curtime + 2.0f;
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}
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m_iAccumulatedIncrement += iIncrement;
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}
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else
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{
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m_flGlowTime = gpGlobals->curtime + hud_achievement_glowtime.GetFloat();
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// create a floating +X to scroll up alongside this achievement
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if ( m_pProgressBarBackground->IsVisible() )
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{
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int px, py;
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GetPos( px, py );
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int x, y, w, t;
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m_pProgressBarBackground->GetBounds( x, y, w, t );
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x += w;
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new CFloatingAchievementNumber( iIncrement, px + x, py + y + ( t * 0.5f ), FN_DIR_RIGHT, GetParent() );
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}
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CLocalPlayerFilter filter;
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C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "Hud.AchievementIncremented" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Show all the increments we've accumulated
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//-----------------------------------------------------------------------------
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void CAchievementTrackerItem::ShowAccumulatedIncrements()
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{
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int px, py;
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GetPos( px, py );
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int x, y, w, t;
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m_pProgressBarBackground->GetBounds( x, y, w, t );
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x += w;
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new CFloatingAchievementNumber( m_iAccumulatedIncrement, px + x, py + y + ( t * 0.5f ), FN_DIR_RIGHT, GetParent() );
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m_iAccumulatedIncrement = 0;
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m_flGlowTime = gpGlobals->curtime + hud_achievement_glowtime.GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Floating numbers showing how much achievement progress bars have gone up
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//-----------------------------------------------------------------------------
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CFloatingAchievementNumber::CFloatingAchievementNumber( int iProgress, int x, int y, floating_number_directions iDir, vgui::Panel* pParent )
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: BaseClass( pParent, "FloatingAchievementNumber" )
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{
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m_iStartX = x;
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m_iStartY = y;
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m_iProgress = iProgress;
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m_fStartTime = gpGlobals->curtime;
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m_iDirection = iDir;
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char szLabel[64];
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Q_snprintf( szLabel, sizeof( szLabel ), "+%d", iProgress );
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m_pNumberLabel = new vgui::Label( this, "FloatingNumberLabel", szLabel );
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}
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CFloatingAchievementNumber::~CFloatingAchievementNumber()
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{
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delete m_pNumberLabel;
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}
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void CFloatingAchievementNumber::ApplySchemeSettings( vgui::IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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|
|
LoadControlSettings( "resource/UI/HudAchievementFloatingNumber.res" );
|
|
|
|
int fontHeight = surface()->GetFontTall( m_pNumberLabel->GetFont() );
|
|
SetPos( m_iStartX, m_iStartY - ( fontHeight * 0.5f ) );
|
|
m_pNumberLabel->SetAlpha( 0 );
|
|
GetAnimationController()->RunAnimationCommand( m_pNumberLabel, "alpha", 255, 0, 0.3, vgui::AnimationController::INTERPOLATOR_LINEAR );
|
|
|
|
switch ( m_iDirection )
|
|
{
|
|
default:
|
|
case FN_DIR_UP:
|
|
vgui::GetAnimationController()->RunAnimationCommand( this, "ypos", m_iStartY - m_iScrollDistance, 0, 2.0f, vgui::AnimationController::INTERPOLATOR_LINEAR );
|
|
break;
|
|
case FN_DIR_DOWN:
|
|
vgui::GetAnimationController()->RunAnimationCommand( this, "ypos", m_iStartY + m_iScrollDistance, 0, 2.0f, vgui::AnimationController::INTERPOLATOR_LINEAR );
|
|
break;
|
|
case FN_DIR_LEFT:
|
|
vgui::GetAnimationController()->RunAnimationCommand( this, "xpos", m_iStartX - m_iScrollDistance, 0, 2.0f, vgui::AnimationController::INTERPOLATOR_LINEAR );
|
|
break;
|
|
case FN_DIR_RIGHT:
|
|
vgui::GetAnimationController()->RunAnimationCommand( this, "xpos", m_iStartX + m_iScrollDistance, 0, 2.0f, vgui::AnimationController::INTERPOLATOR_LINEAR );
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Delete panel when floating number has faded out
|
|
//-----------------------------------------------------------------------------
|
|
void CFloatingAchievementNumber::OnThink()
|
|
{
|
|
if ( gpGlobals->curtime > m_fStartTime + 1.0f )
|
|
{
|
|
if ( m_pNumberLabel->GetAlpha() >= 255 )
|
|
{
|
|
m_pNumberLabel->SetAlpha( 254 );
|
|
GetAnimationController()->RunAnimationCommand( m_pNumberLabel, "alpha", 0, 0.0, 1.0f, vgui::AnimationController::INTERPOLATOR_LINEAR );
|
|
}
|
|
else if ( m_pNumberLabel->GetAlpha() <= 0 )
|
|
{
|
|
MarkForDeletion();
|
|
SetVisible( false );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Debug command to make one of the achievement panels flash as though it just went up
|
|
//-----------------------------------------------------------------------------
|
|
class CHudAchievementTracker;
|
|
void cc_TrackerAnim_f( const CCommand &args )
|
|
{
|
|
CHudBaseAchievementTracker *pTracker = ( CHudBaseAchievementTracker * )GET_HUDELEMENT( CHudAchievementTracker );
|
|
if ( !pTracker )
|
|
return;
|
|
|
|
CAchievementTrackerItem *pItem = pTracker->GetAchievementPanel( atoi(args[1]) );
|
|
if ( !pItem )
|
|
return;
|
|
|
|
pItem->AchievementIncremented( pItem->GetLastCount() + RandomInt(1, 1) );
|
|
}
|
|
|
|
ConCommand cc_TrackerAnim( "TrackerAnim", cc_TrackerAnim_f, "Test animation of the achievement tracker. Parameter is achievement number on HUD to flash", FCVAR_NONE );
|