Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
//====== Copyright © 1996-2003, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "clientmode_csnormal.h"
#include "cs_gamerules.h"
#include "hud_numericdisplay.h"
class CHudArmor : public CHudElement, public CHudNumericDisplay
{
public:
DECLARE_CLASS_SIMPLE( CHudArmor, CHudNumericDisplay );
CHudArmor( const char *name );
virtual bool ShouldDraw();
virtual void Paint();
virtual void Init();
virtual void ApplySchemeSettings( IScheme *scheme );
private:
CHudTexture *m_pArmorIcon;
CHudTexture *m_pArmor_HelmetIcon;
CPanelAnimationVarAliasType( float, icon_xpos, "icon_xpos", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, icon_ypos, "icon_ypos", "2", "proportional_float" );
float icon_wide;
float icon_tall;
};
DECLARE_HUDELEMENT( CHudArmor );
CHudArmor::CHudArmor( const char *pName ) : CHudNumericDisplay( NULL, "HudArmor" ), CHudElement( pName )
{
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD );
}
void CHudArmor::Init()
{
SetIndent(true);
}
void CHudArmor::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
if( !m_pArmorIcon )
{
m_pArmorIcon = gHUD.GetIcon( "shield_bright" );
}
if( !m_pArmor_HelmetIcon )
{
m_pArmor_HelmetIcon = gHUD.GetIcon( "shield_kevlar_bright" );
}
if( m_pArmorIcon )
{
icon_tall = GetTall() - YRES(2);
float scale = icon_tall / (float)m_pArmorIcon->Height();
icon_wide = ( scale ) * (float)m_pArmorIcon->Width();
}
}
bool CHudArmor::ShouldDraw()
{
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pPlayer )
{
return !pPlayer->IsObserver();
}
else
{
return false;
}
}
void CHudArmor::Paint()
{
// Update the time.
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pPlayer )
{
if( pPlayer->HasHelmet() && (int)pPlayer->ArmorValue() > 0 )
{
if( m_pArmor_HelmetIcon )
{
m_pArmor_HelmetIcon->DrawSelf( icon_xpos, icon_ypos, icon_wide, icon_tall, GetFgColor() );
}
}
else
{
if( m_pArmorIcon )
{
m_pArmorIcon->DrawSelf( icon_xpos, icon_ypos, icon_wide, icon_tall, GetFgColor() );
}
}
SetDisplayValue( (int)pPlayer->ArmorValue() );
SetShouldDisplayValue( true );
BaseClass::Paint();
}
}