diff --git a/mp/src/game/server/props.cpp b/mp/src/game/server/props.cpp index 0481b69eb..ac04dde58 100644 --- a/mp/src/game/server/props.cpp +++ b/mp/src/game/server/props.cpp @@ -5469,8 +5469,6 @@ void CPropDoorRotating::InputSetSpeed(inputdata_t &inputdata) DoorResume(); } -LINK_ENTITY_TO_CLASS( prop_sphere, CPhysSphere ); - // ------------------------------------------------------------------------------------------ // // Special version of func_physbox. diff --git a/sp/src/game/client/c_baseplayer.cpp b/sp/src/game/client/c_baseplayer.cpp index 80c941477..942f7a375 100644 --- a/sp/src/game/client/c_baseplayer.cpp +++ b/sp/src/game/client/c_baseplayer.cpp @@ -1059,7 +1059,7 @@ void C_BasePlayer::DetermineVguiInputMode( CUserCmd *pCmd ) SetVGuiScreenButtonState( m_pCurrentVguiScreen.Get(), pCmd->buttons ); // Kill all attack inputs if we're in vgui screen mode - pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2 | IN_VALIDVGUIINPUT); + pCmd->buttons &= ~(IN_ATTACK | IN_ATTACK2); return; } @@ -1129,7 +1129,7 @@ void C_BasePlayer::DetermineVguiInputMode( CUserCmd *pCmd ) //----------------------------------------------------------------------------- // Purpose: Input handling //----------------------------------------------------------------------------- -bool C_BasePlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd, bool bVguiUpdate ) +bool C_BasePlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd ) { // Allow the vehicle to clamp the view angles if ( IsInAVehicle() ) @@ -1183,27 +1183,7 @@ bool C_BasePlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd, bool bVg m_vecOldViewAngles = pCmd->viewangles; // Check to see if we're in vgui input mode... - if ( pCmd->buttons & IN_VALIDVGUIINPUT ) - { - if (bVguiUpdate) - { - bool tempvguimode = IsInVGuiInputMode(); - // Check to see if we're in vgui input mode... - DetermineVguiInputMode( pCmd ); - - if (tempvguimode == !IsInVGuiInputMode()) - { - if (IsInVGuiInputMode()) - { - engine->ClientCmd( "vguimode_true" ); - } - else - { - engine->ClientCmd( "vguimode_false" ); - } - } - } - } + DetermineVguiInputMode( pCmd ); return true; } diff --git a/sp/src/game/client/c_vguiscreen.cpp b/sp/src/game/client/c_vguiscreen.cpp index d25ed259e..adf8830c2 100644 --- a/sp/src/game/client/c_vguiscreen.cpp +++ b/sp/src/game/client/c_vguiscreen.cpp @@ -47,7 +47,6 @@ CLIENTEFFECT_REGISTER_END() // This is a cache of preloaded keyvalues. // ----------------------------------------------------------------------------- // -CUtlVector g_pVGUIScreens; CUtlDict g_KeyValuesCache; KeyValues* CacheKeyValuesForFile( const char *pFilename ) @@ -103,15 +102,11 @@ C_VGuiScreen::C_VGuiScreen() m_WriteZMaterial.Init( "engine/writez", TEXTURE_GROUP_VGUI ); m_OverlayMaterial.Init( m_WriteZMaterial ); - - g_pVGUIScreens.AddToTail( this ); } C_VGuiScreen::~C_VGuiScreen() { DestroyVguiScreen(); - - g_pVGUIScreens.FindAndRemove( this ); } //----------------------------------------------------------------------------- @@ -422,7 +417,7 @@ void C_VGuiScreen::ClientThink( void ) int py = (int)(v * m_nPixelHeight + 0.5f); // Generate mouse input commands -/* if ((px != m_nOldPx) || (py != m_nOldPy)) + if ((px != m_nOldPx) || (py != m_nOldPy)) { g_InputInternal->InternalCursorMoved( px, py ); m_nOldPx = px; @@ -448,23 +443,6 @@ void C_VGuiScreen::ClientThink( void ) { g_InputInternal->SetMouseCodeState( MOUSE_RIGHT, vgui::BUTTON_RELEASED ); g_InputInternal->InternalMouseReleased( MOUSE_RIGHT ); - }*/ - - for (int i = 0; i < pPanel->GetChildCount(); i++) - { - vgui::Button *child = dynamic_cast(pPanel->GetChild(i)); - if ( child ) - { - int x1, x2, y1, y2; - child->GetBounds( x1, y1, x2, y2 ); - - // Generate mouse input commands - if ( (m_nButtonState & IN_ATTACK) ) - { - if ( px >= x1 && px <= x1 + x2 && py >= y1 && py <= y1 + y2 ) - child->FireActionSignal(); - } - } } if ( m_bLoseThinkNextFrame == true ) @@ -707,89 +685,86 @@ C_BaseEntity *FindNearbyVguiScreen( const Vector &viewPosition, const QAngle &vi // X360TBD: Turn this on if feature actually used return NULL; } - + C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); - + Assert( pLocalPlayer ); - + if ( !pLocalPlayer ) return NULL; - + // Get the view direction... Vector lookDir; AngleVectors( viewAngle, &lookDir ); - + // Create a ray used for raytracing Vector lookEnd; VectorMA( viewPosition, 2.0f * VGUI_SCREEN_MODE_RADIUS, lookDir, lookEnd ); - + Ray_t lookRay; lookRay.Init( viewPosition, lookEnd ); - - + + // Look for vgui screens that are close to the player + CVGuiScreenEnumerator localScreens; + partition->EnumerateElementsInSphere( PARTITION_CLIENT_NON_STATIC_EDICTS, viewPosition, VGUI_SCREEN_MODE_RADIUS, false, &localScreens ); + Vector vecOut, vecViewDelta; - - + float flBestDist = 2.0f; C_VGuiScreen *pBestScreen = NULL; - - - for (int i = 0; i < g_pVGUIScreens.Count(); i++) + for (int i = localScreens.GetScreenCount(); --i >= 0; ) { - if (g_pVGUIScreens.IsValidIndex(i)) + C_VGuiScreen *pScreen = localScreens.GetVGuiScreen(i); + + if ( pScreen->IsAttachedToViewModel() ) + continue; + + // Don't bother with screens I'm behind... + // Hax - don't cancel backfacing with viewmodel attached screens. + // we can get prediction bugs that make us backfacing for one frame and + // it resets the mouse position if we lose focus. + if ( pScreen->IsBackfacing(viewPosition) ) + continue; + + // Don't bother with screens that are turned off + if (!pScreen->IsActive()) + continue; + + // FIXME: Should this maybe go into a derived class of some sort? + // Don't bother with screens on the wrong team + if (!pScreen->IsVisibleToTeam(nTeam)) + continue; + + if ( !pScreen->AcceptsInput() ) + continue; + + if ( pScreen->IsInputOnlyToOwner() && pScreen->GetPlayerOwner() != pLocalPlayer ) + continue; + + // Test perpendicular distance from the screen... + pScreen->GetVectors( NULL, NULL, &vecOut ); + VectorSubtract( viewPosition, pScreen->GetAbsOrigin(), vecViewDelta ); + float flPerpDist = DotProduct(vecViewDelta, vecOut); + if ( (flPerpDist < 0) || (flPerpDist > VGUI_SCREEN_MODE_RADIUS) ) + continue; + + // Perform a raycast to see where in barycentric coordinates the ray hits + // the viewscreen; if it doesn't hit it, you're not in the mode + float u, v, t; + if (!pScreen->IntersectWithRay( lookRay, &u, &v, &t )) + continue; + + // Barycentric test + if ((u < 0) || (v < 0) || (u > 1) || (v > 1)) + continue; + + if ( t < flBestDist ) { - C_VGuiScreen *pScreen = g_pVGUIScreens[i]; - - if ( pScreen->IsAttachedToViewModel() ) - continue; - - // Don't bother with screens I'm behind... - // Hax - don't cancel backfacing with viewmodel attached screens. - // we can get prediction bugs that make us backfacing for one frame and - // it resets the mouse position if we lose focus. - if ( pScreen->IsBackfacing(viewPosition) ) - continue; - - // Don't bother with screens that are turned off - if (!pScreen->IsActive()) - continue; - - // FIXME: Should this maybe go into a derived class of some sort? - // Don't bother with screens on the wrong team - if (!pScreen->IsVisibleToTeam(nTeam)) - continue; - - if ( !pScreen->AcceptsInput() ) - continue; - - if ( pScreen->IsInputOnlyToOwner() && pScreen->GetPlayerOwner() != pLocalPlayer ) - continue; - - // Test perpendicular distance from the screen... - pScreen->GetVectors( NULL, NULL, &vecOut ); - VectorSubtract( viewPosition, pScreen->GetAbsOrigin(), vecViewDelta ); - float flPerpDist = DotProduct(vecViewDelta, vecOut); - if ( (flPerpDist < 0) || (flPerpDist > VGUI_SCREEN_MODE_RADIUS) ) - continue; - - // Perform a raycast to see where in barycentric coordinates the ray hits - // the viewscreen; if it doesn't hit it, you're not in the mode - float u, v, t; - if (!pScreen->IntersectWithRay( lookRay, &u, &v, &t )) - continue; - - // Barycentric test - if ((u < 0) || (v < 0) || (u > 1) || (v > 1)) - continue; - - if ( t < flBestDist ) - { - flBestDist = t; - pBestScreen = pScreen; - } + flBestDist = t; + pBestScreen = pScreen; } } - + return pBestScreen; } @@ -892,34 +867,6 @@ vgui::Panel *CVGuiScreenPanel::CreateControlByName(const char *controlName) //----------------------------------------------------------------------------- void CVGuiScreenPanel::OnCommand( const char *command) { - if ( stricmp( command, "out1" ) == 0 - || stricmp( command, "out2" ) == 0 - || stricmp( command, "out3" ) == 0 - || stricmp( command, "out4" ) == 0 - || stricmp( command, "out5" ) == 0 - || stricmp( command, "out6" ) == 0 - || stricmp( command, "out7" ) == 0 - || stricmp( command, "out8" ) == 0 - || stricmp( command, "out9" ) == 0 - || stricmp( command, "out10" ) == 0 - || stricmp( command, "out11" ) == 0 - || stricmp( command, "out12" ) == 0 - || stricmp( command, "out13" ) == 0 - || stricmp( command, "out14" ) == 0 - || stricmp( command, "out15" ) == 0 - || stricmp( command, "out16" ) == 0 ) - { - char entindex[8]; - itoa( this->GetEntity()->entindex(), entindex, 10 ); //Radix is base 10 (decimal) - char newcommand[16] = { ' ' }; - strcat( newcommand, command ); - strcat( newcommand, " " ); - strcat( newcommand, entindex ); - engine->ClientCmd_Unrestricted( const_cast( newcommand ) ); - BaseClass::OnCommand( newcommand ); - return; - } - if ( Q_stricmp( command, "vguicancel" ) ) { engine->ClientCmd( const_cast( command ) ); diff --git a/sp/src/game/client/clientmode_shared.cpp b/sp/src/game/client/clientmode_shared.cpp index e32019e26..31510ae66 100644 --- a/sp/src/game/client/clientmode_shared.cpp +++ b/sp/src/game/client/clientmode_shared.cpp @@ -400,27 +400,16 @@ void ClientModeShared::Shutdown() // Purpose: // Input : frametime - // *cmd - -// bVguiUpdate - //----------------------------------------------------------------------------- -bool ClientModeShared::CreateMove( float flInputSampleTime, CUserCmd *cmd, bool bVguiUpdate ) +bool ClientModeShared::CreateMove( float flInputSampleTime, CUserCmd *cmd ) { // Let the player override the view. C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if(!pPlayer) return true; - - // Let the player at it - return pPlayer->CreateMove( flInputSampleTime, cmd, bVguiUpdate ); -} -//----------------------------------------------------------------------------- -// Purpose: -// Input : frametime - -// *cmd - -//----------------------------------------------------------------------------- -bool ClientModeShared::CreateMove( float flInputSampleTime, CUserCmd *cmd ) -{ - return CreateMove( flInputSampleTime, cmd, false ); + // Let the player at it + return pPlayer->CreateMove( flInputSampleTime, cmd ); } //----------------------------------------------------------------------------- diff --git a/sp/src/game/client/clientmode_shared.h b/sp/src/game/client/clientmode_shared.h index 211e5b0f1..27336964e 100644 --- a/sp/src/game/client/clientmode_shared.h +++ b/sp/src/game/client/clientmode_shared.h @@ -81,7 +81,6 @@ public: virtual void PostRender(); virtual void PostRenderVGui(); virtual void ProcessInput(bool bActive); - virtual bool CreateMove( float flInputSampleTime, CUserCmd *cmd, bool bVguiUpdate ) = 0; virtual bool CreateMove( float flInputSampleTime, CUserCmd *cmd ); virtual void Update(); diff --git a/sp/src/game/client/hl2/c_basehlplayer.cpp b/sp/src/game/client/hl2/c_basehlplayer.cpp index 5cf7eda92..3e1a3e0a6 100644 --- a/sp/src/game/client/hl2/c_basehlplayer.cpp +++ b/sp/src/game/client/hl2/c_basehlplayer.cpp @@ -627,9 +627,9 @@ void C_BaseHLPlayer::PerformClientSideNPCSpeedModifiers( float flFrameTime, CUse //----------------------------------------------------------------------------- // Purpose: Input handling //----------------------------------------------------------------------------- -bool C_BaseHLPlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd , bool bVguiUpdate ) +bool C_BaseHLPlayer::CreateMove( float flInputSampleTime, CUserCmd *pCmd ) { - bool bResult = BaseClass::CreateMove( flInputSampleTime, pCmd, bVguiUpdate ); + bool bResult = BaseClass::CreateMove( flInputSampleTime, pCmd ); if ( !IsInAVehicle() ) { diff --git a/sp/src/game/client/hl2/c_basehlplayer.h b/sp/src/game/client/hl2/c_basehlplayer.h index 6c9033626..c6507e955 100644 --- a/sp/src/game/client/hl2/c_basehlplayer.h +++ b/sp/src/game/client/hl2/c_basehlplayer.h @@ -46,7 +46,6 @@ public: bool IsSprinting() const { return m_fIsSprinting; } // Input handling - virtual bool CreateMove( float flInputSampleTime, CUserCmd *cmd, bool bVguiUpdate ) = 0; virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd ); void PerformClientSideObstacleAvoidance( float flFrameTime, CUserCmd *pCmd ); void PerformClientSideNPCSpeedModifiers( float flFrameTime, CUserCmd *pCmd ); diff --git a/sp/src/game/client/iclientmode.h b/sp/src/game/client/iclientmode.h index ceaded278..2b74f6253 100644 --- a/sp/src/game/client/iclientmode.h +++ b/sp/src/game/client/iclientmode.h @@ -86,7 +86,6 @@ public: virtual void StartMessageMode( int iMessageModeType ) = 0; virtual vgui::Panel *GetMessagePanel() = 0; virtual void OverrideMouseInput( float *x, float *y ) = 0; - virtual bool CreateMove( float flInputSampleTime, CUserCmd *cmd, bool bVguiUpdate ) = 0; virtual bool CreateMove( float flInputSampleTime, CUserCmd *cmd ) = 0; virtual void LevelInit( const char *newmap ) = 0; diff --git a/sp/src/game/client/in_main.cpp b/sp/src/game/client/in_main.cpp index 2c7010c9c..21eb30a02 100644 --- a/sp/src/game/client/in_main.cpp +++ b/sp/src/game/client/in_main.cpp @@ -1218,10 +1218,8 @@ void CInput::CreateMove ( int sequence_number, float input_sample_frametime, boo VectorCopy( m_angPreviousViewAngles, cmd->viewangles ); } - cmd->buttons |= IN_VALIDVGUIINPUT; - // Let the move manager override anything it wants to. - if ( g_pClientMode->CreateMove( input_sample_frametime, cmd, true ) ) + if ( g_pClientMode->CreateMove( input_sample_frametime, cmd ) ) { // Get current view angles after the client mode tweaks with it #ifdef SIXENSE diff --git a/sp/src/game/server/hl2/hl2_player.cpp b/sp/src/game/server/hl2/hl2_player.cpp index f0f43c7fa..e7583f5a2 100644 --- a/sp/src/game/server/hl2/hl2_player.cpp +++ b/sp/src/game/server/hl2/hl2_player.cpp @@ -867,12 +867,6 @@ void CHL2_Player::PreThink(void) // Update weapon's ready status UpdateWeaponPosture(); - // If we're in VGUI mode we should avoid shooting - if ( GetVGUIMode() ) - { - m_nButtons &= ~(IN_ATTACK|IN_ATTACK2); - } - // Disallow shooting while zooming if ( IsX360() ) { @@ -2941,17 +2935,6 @@ void CHL2_Player::UpdateWeaponPosture( void ) CBaseEntity *aimTarget = tr.m_pEnt; - if ( GetVGUIMode() ) - { - //We're over a friendly, drop our weapon - if ( Weapon_Lower() == false ) - { - //FIXME: We couldn't lower our weapon! - } - - return; - } - //If we're over something if ( aimTarget && !tr.DidHitWorld() ) { diff --git a/sp/src/game/server/player.cpp b/sp/src/game/server/player.cpp index ab8b6c405..0538f90a5 100644 --- a/sp/src/game/server/player.cpp +++ b/sp/src/game/server/player.cpp @@ -82,8 +82,6 @@ #include "weapon_physcannon.h" #endif -#include "vguiscreen.h" - ConVar autoaim_max_dist( "autoaim_max_dist", "2160" ); // 2160 = 180 feet ConVar autoaim_max_deflect( "autoaim_max_deflect", "0.99" ); @@ -5040,8 +5038,6 @@ void CBasePlayer::Spawn( void ) UpdateLastKnownArea(); m_weaponFiredTimer.Invalidate(); - - SetVGUImode( false ); } void CBasePlayer::Activate( void ) @@ -6548,377 +6544,6 @@ bool CBasePlayer::ClientCommand( const CCommand &args ) } return true; } - else if ( stricmp( cmd, "vguimode_true" ) == 0 ) - { - SetVGUImode( true ); - return true; - } - else if ( stricmp( cmd, "vguimode_false" ) == 0 ) - { - SetVGUImode( false ); - return true; - } - // And here begins the madness... - else if ( stricmp( cmd, "out1" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output1.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out2" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output2.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out3" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output3.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out4" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output4.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out5" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output5.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out6" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output6.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out7" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output7.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out8" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output8.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out9" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output9.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out10" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output10.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out11" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output11.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out12" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output12.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out13" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output13.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out14" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output14.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } - else if ( stricmp( cmd, "out15" ) == 0 ) - { - int entindex = atoi( args[1] ); - if ( entindex ) - { - IHandleEntity* hEnt = gEntList.LookupEntityByNetworkIndex( entindex ); - if ( hEnt ) - { - CVGuiScreen* screen = (CVGuiScreen *)gEntList.LookupEntity( hEnt->GetRefEHandle() ); - if ( screen ) - { - if ( screen->entindex() == entindex ) - { - screen->Output15.FireOutput( this, NULL ); - return true; - } - } - } - } - else - { - Warning( "No ent index specified for VGUI output\n" ); - } - } return false; } diff --git a/sp/src/game/server/player.h b/sp/src/game/server/player.h index 8e74274d2..ddbd44162 100644 --- a/sp/src/game/server/player.h +++ b/sp/src/game/server/player.h @@ -1213,9 +1213,6 @@ private: public: virtual unsigned int PlayerSolidMask( bool brushOnly = false ) const; // returns the solid mask for the given player, so bots can have a more-restrictive set - bool m_pVGUImode; - bool GetVGUIMode(void) {return m_pVGUImode;} - void SetVGUImode(bool newmode) { m_pVGUImode = newmode;} }; typedef CHandle CBasePlayerHandle; diff --git a/sp/src/game/server/vguiscreen.cpp b/sp/src/game/server/vguiscreen.cpp index 286f4af92..e049da22b 100644 --- a/sp/src/game/server/vguiscreen.cpp +++ b/sp/src/game/server/vguiscreen.cpp @@ -37,23 +37,6 @@ PRECACHE_REGISTER( vgui_screen ); //----------------------------------------------------------------------------- BEGIN_DATADESC( CVGuiScreen ) - DEFINE_OUTPUT( Output1, "Output1" ), - DEFINE_OUTPUT( Output2, "Output2" ), - DEFINE_OUTPUT( Output3, "Output3" ), - DEFINE_OUTPUT( Output4, "Output4" ), - DEFINE_OUTPUT( Output5, "Output5" ), - DEFINE_OUTPUT( Output6, "Output6" ), - DEFINE_OUTPUT( Output7, "Output7" ), - DEFINE_OUTPUT( Output8, "Output8" ), - DEFINE_OUTPUT( Output9, "Output9" ), - DEFINE_OUTPUT( Output10, "Output10" ), - DEFINE_OUTPUT( Output11, "Output11" ), - DEFINE_OUTPUT( Output12, "Output12" ), - DEFINE_OUTPUT( Output13, "Output13" ), - DEFINE_OUTPUT( Output14, "Output14" ), - DEFINE_OUTPUT( Output15, "Output15" ), - DEFINE_OUTPUT( Output16, "Output16" ), - DEFINE_CUSTOM_FIELD( m_nPanelName, &g_VguiScreenStringOps ), DEFINE_FIELD( m_nAttachmentIndex, FIELD_INTEGER ), // DEFINE_FIELD( m_nOverlayMaterial, FIELD_INTEGER ), diff --git a/sp/src/game/server/vguiscreen.h b/sp/src/game/server/vguiscreen.h index dc86ed676..cf7209165 100644 --- a/sp/src/game/server/vguiscreen.h +++ b/sp/src/game/server/vguiscreen.h @@ -76,24 +76,6 @@ private: CNetworkVar( EHANDLE, m_hPlayerOwner ); friend CVGuiScreen *CreateVGuiScreen( const char *pScreenClassname, const char *pScreenType, CBaseEntity *pAttachedTo, CBaseEntity *pOwner, int nAttachmentIndex ); - -public: - COutputEvent Output1; - COutputEvent Output2; - COutputEvent Output3; - COutputEvent Output4; - COutputEvent Output5; - COutputEvent Output6; - COutputEvent Output7; - COutputEvent Output8; - COutputEvent Output9; - COutputEvent Output10; - COutputEvent Output11; - COutputEvent Output12; - COutputEvent Output13; - COutputEvent Output14; - COutputEvent Output15; - COutputEvent Output16; }; diff --git a/sp/src/game/shared/in_buttons.h b/sp/src/game/shared/in_buttons.h index 78c070478..324868533 100644 --- a/sp/src/game/shared/in_buttons.h +++ b/sp/src/game/shared/in_buttons.h @@ -38,6 +38,4 @@ #define IN_GRENADE2 (1 << 24) // grenade 2 #define IN_ATTACK3 (1 << 25) -#define IN_VALIDVGUIINPUT (1 << 26) //bitflag for vgui fix - #endif // IN_BUTTONS_H