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 "c_dod_team.h"
#include "c_dod_playerresource.h"
#include "c_dod_player.h"
#include "weapon_dodbase.h"
#include "dod_hud_playerstatus_weapon.h"
float GetScale( int nIconWidth, int nIconHeight, int nWidth, int nHeight );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDoDHudCurrentWeapon::Paint() { C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer(); if ( pPlayer ) { C_WeaponDODBase *pWeapon = pPlayer->GetActiveDODWeapon();
if ( pWeapon ) { const CHudTexture *pWpnSprite = pWeapon->GetSpriteActive();
if ( pWpnSprite ) { int x, y, w, h; GetBounds( x, y, w, h );
int spriteWidth = pWpnSprite->Width(), spriteHeight = pWpnSprite->Height(); float scale = GetScale( spriteWidth, spriteHeight, w, h );
spriteWidth *= scale; spriteHeight *= scale;
int xpos = ( w / 2.0f ) - ( spriteWidth / 2.0f ); int ypos = ( h / 2.0f ) - ( spriteHeight / 2.0f );
pWpnSprite->DrawSelf( xpos, ypos, spriteWidth, spriteHeight, Color( 255, 255, 255, 255 ) ); } } } }
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