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 "halloween_offering_panel.h"
#include "cdll_client_int.h"
#include "ienginevgui.h"
#include "econ_item_tools.h"
#include "econ_ui.h"
#include <vgui_controls/AnimationController.h>
#include "clientmode_tf.h"
#include "softline.h"
#include "drawing_panel.h"
#include "tf_item_inventory.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHalloweenOfferingPanel::CHalloweenOfferingPanel( vgui::Panel *parent, CItemModelPanelToolTip* pTooltip ) : BaseClass( parent, pTooltip ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHalloweenOfferingPanel::~CHalloweenOfferingPanel( void ) {
}
//-----------------------------------------------------------------------------
void CHalloweenOfferingPanel::CreateSelectionPanel() { CHalloweenOfferingSelectionPanel *pSelectionPanel = new CHalloweenOfferingSelectionPanel( this ); m_hSelectionPanel = (CCollectionCraftingSelectionPanel*)pSelectionPanel; } //-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHalloweenOfferingPanel::OnCommand( const char *command ) { if ( FStrEq( "envelopesend", command ) ) { GCSDK::CProtoBufMsg<CMsgCraftHalloweenOffering> msg( k_EMsgGCCraftHalloweenOffering );
// Find the Garygoyle 'tool' item for this
static CSchemaItemDefHandle pItemDef_Gargoyle( "Activated Halloween Pass" ); Assert( pItemDef_Gargoyle ); if ( !pItemDef_Gargoyle ) return; // Find out if the user owns this item or not and place in the proper bucket
CPlayerInventory *pLocalInv = TFInventoryManager()->GetLocalInventory(); if ( !pLocalInv ) return;
const CEconItemView *pRefItem = pLocalInv->FindFirstItembyItemDef( pItemDef_Gargoyle->GetDefinitionIndex() ); if ( !pRefItem ) return;
msg.Body().set_tool_id( pRefItem->GetItemID() );
FOR_EACH_VEC( m_vecItemPanels, i ) { if ( m_vecItemPanels[ i ]->GetItem() == NULL ) return;
msg.Body().add_item_id( m_vecItemPanels[ i ]->GetItem()->GetItemID() ); } // Send if off
GCClientSystem()->BSendMessage( msg );
m_bWaitingForGCResponse = true; m_nFoundItemID.Purge(); m_timerResponse.Start( 5.f ); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "CollectionCrafting_LetterSend" ); return; }
BaseClass::OnCommand( command ); }
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