Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui/ISurface.h>
#include "c_dod_team.h"
#include "c_dod_playerresource.h"
#include "c_dod_player.h"
#include "weapon_dodfireselect.h"
#include "dodcornercutpanel.h"
#include "dod_hud_playerstatus_fireselect.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CDoDHudFireSelect::CDoDHudFireSelect( vgui::Panel *parent, const char *name ) : vgui::EditablePanel( parent, name ) { m_pBackground = new CDoDCutEditablePanel( this, "FireSelectBackground" );
m_pIconMP44 = new CIconPanel( this, "Icon_MP44" ); m_pIconBAR = new CIconPanel( this, "Icon_BAR" );
m_pBulletLeft = new CIconPanel( this, "Bullet_Left" ); m_pBulletCenter = new CIconPanel( this, "Bullet_Center" ); m_pBulletRight = new CIconPanel( this, "Bullet_Right" );
m_pBulletRight->SetVisible( true ); }
void CDoDHudFireSelect::ApplySchemeSettings( vgui::IScheme *pScheme ) { LoadControlSettings( "resource/UI/HudPlayerStatusFireSelect.res" );
BaseClass::ApplySchemeSettings( pScheme ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudFireSelect::SetVisible( bool state ) { if ( m_pBackground && m_pBackground->IsVisible() != state ) { m_pBackground->SetVisible( state ); }
m_pBulletLeft->SetVisible( state ); m_pBulletCenter->SetVisible( state ); m_pBulletRight->SetVisible( state ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudFireSelect::OnThink() { BaseClass::OnThink();
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer(); if ( pPlayer ) { CWeaponDODBase *pWeapon = pPlayer->GetActiveDODWeapon(); if ( pWeapon ) { bool bSemiAutoWpn = false;
if ( pWeapon->IsA( WEAPON_MP44 ) ) { m_pIconBAR->SetVisible( false ); m_pIconMP44->SetVisible( true );
bSemiAutoWpn = true; } else if ( pWeapon->IsA( WEAPON_BAR ) ) { m_pIconBAR->SetVisible( true ); m_pIconMP44->SetVisible( false );
bSemiAutoWpn = true; } else { m_pIconBAR->SetVisible( false ); m_pIconMP44->SetVisible( false ); }
if ( bSemiAutoWpn ) { SetVisible( true );
CDODFireSelectWeapon *pFireSelect = dynamic_cast<CDODFireSelectWeapon *>(pWeapon);
if ( pFireSelect && pFireSelect->IsSemiAuto() ) { m_pBulletLeft->SetVisible( false ); m_pBulletCenter->SetVisible( false ); } else { m_pBulletLeft->SetVisible( true ); m_pBulletCenter->SetVisible( true ); } } else { SetVisible( false ); } } } }
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