/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ typedef struct { string sSprite; vector vOrigin; } weaponsymbolinfo_t; weaponsymbolinfo_t wpSymbolTable[CS_WEAPON_COUNT] = { { "", [0,0] }, //WEAPON_NONE { "sprites/640hud10.spr_0.tga", [0,0.52734375] }, //WEAPON_KNIFE { "sprites/640hud1.spr_0.tga", [0,0.3515625] }, //WEAPON_USP45 { "sprites/640hud1.spr_0.tga", [0,0.17578125] }, //WEAPON_GLOCK18 { "sprites/640hud10.spr_0.tga", [0,0.3515625] }, //WEAPON_DEAGLE { "sprites/640hud12.spr_0.tga", [0,0.3515625] }, //WEAPON_P228 { "sprites/640hud14.spr_0.tga", [0,0.3515625] }, //WEAPON_ELITES { "sprites/640hud14.spr_0.tga", [0,0.52734375] }, //WEAPON_FIVESEVEN { "sprites/640hud1.spr_0.tga", [0,0.52734375] }, //WEAPON_M3 { "sprites/640hud12.spr_0.tga", [0,0.52734375] }, //WEAPON_XM1014 { "sprites/640hud1.spr_0.tga", [0,0.703125] }, //WEAPON_MP5 { "sprites/640hud12.spr_0.tga", [0,0] }, //WEAPON_P90 { "sprites/640hud16.spr_0.tga", [0,0] }, //WEAPON_UMP45 { "sprites/640hud14.spr_0.tga", [0,0] }, //WEAPON_MAC10 { "sprites/640hud5.spr_0.tga", [0,0] }, //WEAPON_TMP { "sprites/640hud10.spr_0.tga", [0,0] }, //WEAPON_AK47 { "sprites/640hud10.spr_0.tga", [0,0.17578125] }, //WEAPON_SG552 { "sprites/640hud2.spr_0.tga", [0,0.17578125] }, //WEAPON_M4A1 { "sprites/640hud14.spr_0.tga", [0,0.17578125] }, //WEAPON_AUG { "sprites/640hud12.spr_0.tga", [0,0.17578125] }, //WEAPON_SCOUT { "sprites/640hud2.spr_0.tga", [0,0.52734375] }, //WEAPON_AWP { "sprites/640hud2.spr_0.tga", [0,0.703125] }, //WEAPON_G3SG1 { "sprites/640hud14.spr_0.tga", [0,0.703125] }, //WEAPON_SG550 { "sprites/640hud3.spr_0.tga", [0,0] }, //WEAPON_PARA { "sprites/640hud1.spr_0.tga", [0,0] }, //WEAPON_C4BOMB { "sprites/640hud3.spr_0.tga", [0,0.3515625] }, //WEAPON_FLASHBANG { "sprites/640hud3.spr_0.tga", [0,0.17578125] }, //WEAPON_HEGRENADE { "sprites/640hud3.spr_0.tga", [0,0.52734375] } //WEAPON_SMOKEGRENADE }; vector vHUDSlotNumPos[4] = { [0.65625,0.28125], // 1 PRIMARY [0.734375,0.28125], // 2 SECONDARY [0.8125,0.28125], // 3 MELEE [0.65625,0.359375] // 4 GRENADE }; /* ================= HUD_DrawWeaponSelect_NextItem Checks and returns the next slot with a weapon in it ================= */ float HUD_DrawWeaponSelect_NextItem(float fSlot) { if (fSlot == SLOT_PRIMARY) { if (getstatf(STAT_SLOT_SECONDARY)) { return SLOT_SECONDARY; } else { return HUD_DrawWeaponSelect_NextItem(SLOT_SECONDARY); } } else if (fSlot == SLOT_SECONDARY) { if (getstatf(STAT_SLOT_MELEE)) { return SLOT_MELEE; } else { return HUD_DrawWeaponSelect_NextItem(SLOT_MELEE); } } else if (fSlot == SLOT_MELEE) { // This happens when we go into the slot for the first time pSeat->iHUDGrenades = 0; // Keep this order in order for the selection to work if (getstatf(STAT_SLOT_GRENADE)) { pSeat->iHUDGrenadesSelected = getstatf(STAT_SLOT_GRENADE); pSeat->iHUDGrenades++; } if (getstati_punf(STAT_ITEM_SMOKEGRENADE)) { pSeat->iHUDGrenadesSelected = WEAPON_SMOKEGRENADE; pSeat->iHUDGrenades++; } if (getstati_punf(STAT_ITEM_FLASHBANG)) { pSeat->iHUDGrenadesSelected = WEAPON_FLASHBANG; pSeat->iHUDGrenades++; } if (getstati_punf(STAT_ITEM_HEGRENADE)) { pSeat->iHUDGrenadesSelected = WEAPON_HEGRENADE; pSeat->iHUDGrenades++; } // If we have any grenades, proceed with that slot if (pSeat->iHUDGrenades) { return SLOT_GRENADE; } else { return HUD_DrawWeaponSelect_NextItem(SLOT_GRENADE); } } else { // If we're in the grenade slot, go down if (pSeat->iHUDGrenadesSelected == WEAPON_HEGRENADE) { // Do we have a flash bang? If yes, select that thing if (getstati_punf(STAT_ITEM_FLASHBANG)) { pSeat->iHUDGrenadesSelected = WEAPON_FLASHBANG; return SLOT_GRENADE; } else if (getstati_punf(STAT_ITEM_SMOKEGRENADE)) { pSeat->iHUDGrenadesSelected = WEAPON_SMOKEGRENADE; return SLOT_GRENADE; } else if (getstatf(STAT_SLOT_GRENADE)) { pSeat->iHUDGrenadesSelected = getstatf(STAT_SLOT_GRENADE); return SLOT_GRENADE; } } else if (pSeat->iHUDGrenadesSelected == WEAPON_FLASHBANG) { if (getstati_punf(STAT_ITEM_SMOKEGRENADE)) { pSeat->iHUDGrenadesSelected = WEAPON_SMOKEGRENADE; return SLOT_GRENADE; } else if (getstatf(STAT_SLOT_GRENADE)) { pSeat->iHUDGrenadesSelected = getstatf(STAT_SLOT_GRENADE); return SLOT_GRENADE; } } else if (pSeat->iHUDGrenadesSelected == WEAPON_SMOKEGRENADE) { if (getstatf(STAT_SLOT_GRENADE)) { pSeat->iHUDGrenadesSelected = getstatf(STAT_SLOT_GRENADE); return SLOT_GRENADE; } } if (getstatf(STAT_SLOT_PRIMARY)) { return SLOT_PRIMARY; } else { return HUD_DrawWeaponSelect_NextItem(SLOT_PRIMARY); } } } /* ================= HUD_DrawWeaponSelect_PreviousItem Checks and returns the previous slot with a weapon in it ================= */ float HUD_DrawWeaponSelect_PreviousItem(float fSlot) { if (fSlot == SLOT_PRIMARY) { pSeat->iHUDGrenades = 0; // Keep this order in order for the selection to work if (getstati_punf(STAT_ITEM_HEGRENADE)) { pSeat->iHUDGrenadesSelected = WEAPON_HEGRENADE; pSeat->iHUDGrenades++; } if (getstati_punf(STAT_ITEM_FLASHBANG)) { pSeat->iHUDGrenadesSelected = WEAPON_FLASHBANG; pSeat->iHUDGrenades++; } if (getstati_punf(STAT_ITEM_SMOKEGRENADE)) { pSeat->iHUDGrenadesSelected = WEAPON_SMOKEGRENADE; pSeat->iHUDGrenades++; } if (getstatf(STAT_SLOT_GRENADE)) { pSeat->iHUDGrenadesSelected = getstatf(STAT_SLOT_GRENADE); pSeat->iHUDGrenades++; } if (pSeat->iHUDGrenades) { return SLOT_GRENADE; } else { return HUD_DrawWeaponSelect_PreviousItem(SLOT_GRENADE); } } else if (fSlot == SLOT_SECONDARY) { if (getstatf(STAT_SLOT_PRIMARY)) { return SLOT_PRIMARY; } else { return HUD_DrawWeaponSelect_PreviousItem(SLOT_PRIMARY); } } else if (fSlot == SLOT_MELEE) { if (getstatf(STAT_SLOT_SECONDARY)) { return SLOT_SECONDARY; } else { return HUD_DrawWeaponSelect_PreviousItem(SLOT_SECONDARY); } } else { if (pSeat->iHUDGrenadesSelected == getstatf(STAT_SLOT_GRENADE)) { if (getstati_punf(STAT_ITEM_SMOKEGRENADE)) { pSeat->iHUDGrenadesSelected = WEAPON_SMOKEGRENADE; return SLOT_GRENADE; } else if (getstati_punf(STAT_ITEM_FLASHBANG)) { pSeat->iHUDGrenadesSelected = WEAPON_FLASHBANG; return SLOT_GRENADE; } else if (getstati_punf(STAT_ITEM_HEGRENADE)) { pSeat->iHUDGrenadesSelected = WEAPON_HEGRENADE; return SLOT_GRENADE; } } if (pSeat->iHUDGrenadesSelected == WEAPON_SMOKEGRENADE) { if (getstati_punf(STAT_ITEM_FLASHBANG)) { pSeat->iHUDGrenadesSelected = WEAPON_FLASHBANG; return SLOT_GRENADE; } else if (getstati_punf(STAT_ITEM_HEGRENADE)) { pSeat->iHUDGrenadesSelected = WEAPON_HEGRENADE; return SLOT_GRENADE; } } else if (pSeat->iHUDGrenadesSelected == WEAPON_FLASHBANG) { if (getstati_punf(STAT_ITEM_HEGRENADE)) { pSeat->iHUDGrenadesSelected = WEAPON_HEGRENADE; return SLOT_GRENADE; } } if (getstatf(STAT_SLOT_MELEE)) { return SLOT_MELEE; } else { return HUD_DrawWeaponSelect_PreviousItem(SLOT_MELEE); } } } /* ================= HUD_DrawWeaponSelect_GetWeapon Returns what weapon is in which slot ================= */ float HUD_DrawWeaponSelect_GetWeapon(float fSlot) { if (fSlot == SLOT_PRIMARY) { return getstatf(STAT_SLOT_PRIMARY); } else if (fSlot == SLOT_SECONDARY) { return getstatf(STAT_SLOT_SECONDARY); } else if (fSlot == SLOT_MELEE) { return getstatf(STAT_SLOT_MELEE); } else { return pSeat->iHUDGrenadesSelected; } } /* ================= HUD_DrawWeaponSelect_Forward Called via the invprev command ================= */ void HUD_DrawWeaponSelect_Forward(void) { if (!getstatf(STAT_SLOT_MELEE) && !getstatf(STAT_SLOT_MELEE) && !getstatf(STAT_SLOT_MELEE) && !getstatf(STAT_SLOT_MELEE)) { return; } if (pSeat->fHUDWeaponSelected == 0) { sound(self, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE); pSeat->fHUDWeaponSelected = HUD_DrawWeaponSelect_GetWeapon(HUD_DrawWeaponSelect_NextItem(wptTable[getstatf(STAT_ACTIVEWEAPON)].iSlot)); } else { sound(self, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE); pSeat->fHUDWeaponSelected = HUD_DrawWeaponSelect_GetWeapon(HUD_DrawWeaponSelect_NextItem(wptTable[pSeat->fHUDWeaponSelected].iSlot)); } pSeat->fHUDWeaponSelectTime = time + 3; } /* ================= HUD_DrawWeaponSelect_Back Called via the invnext command ================= */ void HUD_DrawWeaponSelect_Back(void) { if (!getstatf(STAT_SLOT_MELEE) && !getstatf(STAT_SLOT_MELEE) && !getstatf(STAT_SLOT_MELEE) && !getstatf(STAT_SLOT_MELEE)) { return; } if (pSeat->fHUDWeaponSelected == 0) { sound(self, CHAN_ITEM, "common/wpn_hudon.wav", 0.5, ATTN_NONE); pSeat->fHUDWeaponSelected = HUD_DrawWeaponSelect_GetWeapon(HUD_DrawWeaponSelect_PreviousItem(wptTable[getstatf(STAT_ACTIVEWEAPON)].iSlot)); } else { sound(self, CHAN_ITEM, "common/wpn_moveselect.wav", 0.5, ATTN_NONE); pSeat->fHUDWeaponSelected = HUD_DrawWeaponSelect_GetWeapon(HUD_DrawWeaponSelect_PreviousItem(wptTable[pSeat->fHUDWeaponSelected].iSlot)); } pSeat->fHUDWeaponSelectTime = time + 3; } /* ================= HUD_DrawWeaponSelect_Num Draws the numbers 1-4 on the selection display ================= */ void HUD_DrawWeaponSelect_Num(vector vPos, float fValue) { drawsubpic(vPos, [20,20], "sprites/640hud7.spr_0.tga", vHUDSlotNumPos[fValue], [0.078125, 0.078125], vHUDColor, 1, DRAWFLAG_ADDITIVE); } /* ================= HUD_DrawWeaponSelect Drawn every frame through HUD.c ================= */ void HUD_DrawWeaponSelect(void) { if (pSeat->fHUDWeaponSelectTime < time) { if (pSeat->fHUDWeaponSelected) { sound(self, CHAN_ITEM, "common/wpn_hudoff.wav", 0.5, ATTN_NONE); pSeat->fHUDWeaponSelected = 0; } return; } vector vSelectPos = vVideoMins + [160,12]; for (int i = 0; i < 4; i++) { HUD_DrawWeaponSelect_Num(vSelectPos, i); // Again, grenades are treated seperately if (i == SLOT_GRENADE) { if (wptTable[pSeat->fHUDWeaponSelected].iSlot == SLOT_GRENADE) { if (getstati_punf(STAT_ITEM_HEGRENADE)) { drawsubpic(vSelectPos + [0,20], [170,45], wpSymbolTable[WEAPON_HEGRENADE].sSprite, wpSymbolTable[WEAPON_HEGRENADE].vOrigin, [0.6640625, 0.17578125], vHUDColor, 1, DRAWFLAG_ADDITIVE); if (pSeat->iHUDGrenadesSelected == WEAPON_HEGRENADE) { drawsubpic(vSelectPos + [0,20], [170,45], "sprites/640hud3.spr_0.tga", [0,0.703125], [0.6640625, 0.17578125], vHUDColor, 1, DRAWFLAG_ADDITIVE); } vSelectPos_y += 45; } if (getstati_punf(STAT_ITEM_FLASHBANG)) { drawsubpic(vSelectPos + [0,20], [170,45], wpSymbolTable[WEAPON_FLASHBANG].sSprite, wpSymbolTable[WEAPON_FLASHBANG].vOrigin, [0.6640625, 0.17578125], vHUDColor, 1, DRAWFLAG_ADDITIVE); if (pSeat->iHUDGrenadesSelected == WEAPON_FLASHBANG) { drawsubpic(vSelectPos + [0,20], [170,45], "sprites/640hud3.spr_0.tga", [0,0.703125], [0.6640625, 0.17578125], vHUDColor, 1, DRAWFLAG_ADDITIVE); } vSelectPos_y += 45; } if (getstati_punf(STAT_ITEM_SMOKEGRENADE)) { drawsubpic(vSelectPos + [0,20], [170,45], wpSymbolTable[WEAPON_SMOKEGRENADE].sSprite, wpSymbolTable[WEAPON_SMOKEGRENADE].vOrigin, [0.6640625, 0.17578125], vHUDColor, 1, DRAWFLAG_ADDITIVE); if (pSeat->iHUDGrenadesSelected == WEAPON_SMOKEGRENADE) { drawsubpic(vSelectPos + [0,20], [170,45], "sprites/640hud3.spr_0.tga", [0,0.703125], [0.6640625, 0.17578125], vHUDColor, 1, DRAWFLAG_ADDITIVE); } vSelectPos_y += 45; } if (getstatf(STAT_SLOT_GRENADE)) { drawsubpic(vSelectPos + [0,20], [170,45], wpSymbolTable[getstatf(STAT_SLOT_GRENADE)].sSprite, wpSymbolTable[getstatf(STAT_SLOT_GRENADE)].vOrigin, [0.6640625, 0.17578125], vHUDColor, 1, DRAWFLAG_ADDITIVE); if (pSeat->iHUDGrenadesSelected == getstatf(STAT_SLOT_GRENADE)) { drawsubpic(vSelectPos + [0,20], [170,45], "sprites/640hud3.spr_0.tga", [0,0.703125], [0.6640625, 0.17578125], vHUDColor, 1, DRAWFLAG_ADDITIVE); } vSelectPos_y += 45; } } } else { if (wptTable[pSeat->fHUDWeaponSelected].iSlot == i) { drawsubpic(vSelectPos + [0,20], [170,45], wpSymbolTable[pSeat->fHUDWeaponSelected].sSprite, wpSymbolTable[pSeat->fHUDWeaponSelected].vOrigin, [0.6640625, 0.17578125], vHUDColor, 1, DRAWFLAG_ADDITIVE); drawsubpic(vSelectPos + [0,20], [170,45], "sprites/640hud3.spr_0.tga", [0,0.703125], [0.6640625, 0.17578125], vHUDColor, 1, DRAWFLAG_ADDITIVE); vSelectPos_x += 170; } else { vSelectPos_x += 20; } } } } var float fHUDWeaponLast; /* ================= HUD_DrawWeaponSelect_Trigger Called by CSQC_Input_Frame when conditions are met ================= */ void HUD_DrawWeaponSelect_Trigger(void) { fHUDWeaponLast = getstatf(STAT_ACTIVEWEAPON); sendevent("PlayerSwitchWeapon", "f", pSeat->fHUDWeaponSelected); sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.5f, ATTN_NONE); pSeat->fHUDWeaponSelectTime = 0; pSeat->fHUDWeaponSelected = 0; } /* ================= HUD_DrawWeaponSelect_Last Returns the last weapon we've used ================= */ void HUD_DrawWeaponSelect_Last(void) { sendevent("PlayerSwitchWeapon", "f", fHUDWeaponLast); fHUDWeaponLast = getstatf(STAT_ACTIVEWEAPON); }