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e24041c64a
- Fix readyroom crosshairs not applying after leaving a team
135 lines
3.4 KiB
C++
135 lines
3.4 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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* Modified by Charles G. Cleveland
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*
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* $Workfile: ammohistory.h $
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* $Date: 2002/06/25 17:05:31 $
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*
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*-------------------------------------------------------------------------------
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* $Log: ammohistory.h,v $
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* Revision 1.3 2002/06/25 17:05:31 Flayra
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* - Weapon enabling/disabling works differently now
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*
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*===============================================================================
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****/
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//
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// ammohistory.h
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//
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// this is the max number of items in each bucket
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#define MAX_WEAPON_POSITIONS 10
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class WeaponsResource
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{
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public:
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WeaponsResource( void );
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~WeaponsResource( void );
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void Init( void );
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void Reset( void );
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void LoadWeaponSprites( WEAPON* wp, int custom );
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void LoadAllWeaponSprites( void );
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WEAPON* GetWeapon( int iId );
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WEAPON* GetWeaponSlot( int slot, int pos );
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WEAPON* GetFirstPos( int iSlot );
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WEAPON* GetNextActivePos( int iSlot, int iSlotPos );
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bool IsEnabled( WEAPON *p );
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bool IsSelectable( WEAPON *p );
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bool HasAmmo( WEAPON *p );
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int CountAmmo( int iId );
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int GetAmmo( int iId );
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void SetAmmo( int iId, int iCount );
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AVHHSPRITE* GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ); //TODO: fix bass-ackwards arrangement and store sprites with ammo types
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void AddWeapon( WEAPON* wp );
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void PickupWeapon( WEAPON* wp );
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void DropWeapon( WEAPON* wp );
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void DropAllWeapons( void );
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//CONSIDER: Should the selection functions be in the menu with the selection variables?
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void UserCmd_LastInv( void );
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void UserCmd_MovementOn( void );
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void UserCmd_MovementOff( void );
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void SetValidWeapon( void );
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void SetCurrentWeapon( WEAPON* wp );
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void SelectSlot( int iSlot, int fAdvance, int iDirection );
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void SetWeaponConfig(WEAPON* weapon, int specXhair = 0);
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friend CHudAmmo; //for iOldWeaponBits access
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private:
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WEAPON rgWeapons[MAX_WEAPONS]; // current weapon state
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WEAPON* rgSlots[MAX_WEAPON_SLOTS][MAX_WEAPON_POSITIONS]; // current weapon slot map
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WEAPON* lastWeapon; // client-side lastinv
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WEAPON* healSprayLastWeapon;
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bool healSprayAttack2Active;
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int riAmmo[MAX_AMMO_TYPES]; // current ammo counts
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int iOldWeaponBits;
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int crossLastWeapId;
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int lastSpecXhair;
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int lastPlayMode;
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};
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extern WeaponsResource gWR;
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#define MAX_HISTORY 12
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enum {
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HISTSLOT_EMPTY,
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HISTSLOT_AMMO,
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HISTSLOT_WEAP,
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HISTSLOT_ITEM,
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};
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class HistoryResource
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{
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private:
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struct HIST_ITEM {
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int type;
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float DisplayTime; // the time at which this item should be removed from the history
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int iCount;
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int iId;
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};
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HIST_ITEM rgAmmoHistory[MAX_HISTORY];
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public:
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void Init( void )
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{
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Reset();
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}
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void Reset( void )
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{
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memset( rgAmmoHistory, 0, sizeof rgAmmoHistory );
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}
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int iHistoryGap;
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int iCurrentHistorySlot;
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void AddToHistory( int iType, int iId, int iCount = 0 );
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void AddToHistory( int iType, const char *szName, int iCount = 0 );
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void CheckClearHistory( void );
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int DrawAmmoHistory( float flTime );
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};
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extern HistoryResource gHR;
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