Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_HUD_AMMOSTATUS_H
#define TF_HUD_AMMOSTATUS_H
#ifdef _WIN32
#pragma once
#endif
#define TF_MAX_GRENADES 4
#define TF_MAX_FILENAME_LENGTH 128
//-----------------------------------------------------------------------------
// Purpose: Displays weapon ammo data
//-----------------------------------------------------------------------------
class CTFHudWeaponAmmo : public CHudElement, public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CTFHudWeaponAmmo, vgui::EditablePanel );
public:
CTFHudWeaponAmmo( const char *pElementName );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void Reset();
virtual bool ShouldDraw( void );
protected:
virtual void OnThink();
private: void UpdateAmmoLabels( bool bPrimary, bool bReserve, bool bNoClip ); void ShowLowAmmoIndicator( void ); void SizeLowAmmoIndicator( float flCurrentAmount, float flMaxAmount ); void HideLowAmmoIndicator( void );
private:
float m_flNextThink;
CHandle<C_BaseCombatWeapon> m_hCurrentActiveWeapon; int m_nAmmo; int m_nAmmo2;
int m_nLowAmmoImageOrigX; int m_nLowAmmoImageOrigY; int m_nLowAmmoImageOrigW; int m_nLowAmmoImageOrigH;
CExLabel *m_pInClip; CExLabel *m_pInClipShadow; CExLabel *m_pInReserve; CExLabel *m_pInReserveShadow; CExLabel *m_pNoClip; CExLabel *m_pNoClipShadow; vgui::ImagePanel *m_pLowAmmoImage; };
#endif // TF_HUD_AMMOSTATUS_H
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