Added orbituaries Added monetary rewards for objectives Fixed weapons not switching/drawing after buying new ones Added $16.000 salary cap Fixed func_breakables always starting with 100HP Fixed something about the doors Fixed the Buymenu Exit button trying to buy ammunition Fixed spawning behaviour between switching teams and modes Fixed VIPs being able to switch teams midsession Changed gamedir loading behaviour (attempts to read cstrike, then opencs)
146 lines
4.7 KiB
C
146 lines
4.7 KiB
C
/*
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OpenCS Project
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Copyright (C) 2015 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "VGUI.h"
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vector HUD_GetChatColor( float fTeam ) {
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if ( fTeam == TEAM_CT ) {
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return '0.45 0.60 0.75';
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} else if ( fTeam == TEAM_T ) {
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return '0.75 0.1875 0.1875';
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} else {
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return '0.75 0.75 0.75';
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}
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}
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// Returns whether or not our mouse cursor hovers over a region
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float VGUI_CheckMouse( vector vPos, vector vReg ) {
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vector vSMins, vSMaxs;
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vSMins = vPos;
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vSMaxs = vPos;
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vSMins_x = vPos_x;
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vSMaxs_y = vPos_y - 1;
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vSMaxs_x = vPos_x + vReg_x;
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vSMaxs_y = vPos_y + vReg_y;
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if ( vMousePos_x >= vSMins_x && vMousePos_x <= vSMaxs_x ) {
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if (vMousePos_y >= vSMins_y && vMousePos_y <= vSMaxs_y ) {
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return 1;
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}
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}
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return 0;
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}
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// Draws window with outline, border and title
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void VGUI_Window( string sTitle, vector vPos, vector vSize ) {
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vector v1, v2, v3;
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// Draw the background
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drawfill( vPos, vSize - '1 1 0', VGUI_WINDOW_BGCOLOR, VGUI_WINDOW_BGALPHA );
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// Draw the outline START
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v1_x = vPos_x + vSize_x;
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v1_y = vPos_y;
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drawline( 1.0, vPos - '1 0 0', v1, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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v2_x = vPos_x;
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v2_y = vPos_y + vSize_y;
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drawline( 1.0, vPos, v2, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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v3 = vPos + vSize;
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drawline( 1.0, v1, v3, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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drawline( 1.0, v2, v3, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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// Draw the outline END
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// Draw the window title
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drawstring( vPos + '16 16 0', sTitle, '16 16 0', VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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drawline( 1.0, vPos + '0 48 0', v1 + '0 48 0', VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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}
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// Draws a button, returns whether or not a mouse is hovering over it (for inheritance' sake)
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float VGUI_Button( string sLabel, void() vFunction, vector vPos, vector vSize ) {
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vector v1, v2, v3, v4;
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// Draw the outline START
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v1_x = vPos_x + vSize_x;
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v1_y = vPos_y;
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drawline( 1.0, vPos - '1 0 0', v1, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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v2_x = vPos_x;
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v2_y = vPos_y + vSize_y;
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drawline( 1.0, vPos, v2, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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v3 = vPos + vSize;
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drawline( 1.0, v1, v3, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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drawline( 1.0, v2, v3, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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// Draw the outline END
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// Draw the button label
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v4_x = vPos_x + 16;
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v4_y = vPos_y + ( ( vSize_y / 2 ) - 4 );
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if( VGUI_CheckMouse( vPos, vSize ) ) {
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if ( fMouseClick == TRUE ) {
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vFunction();
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fMouseClick = FALSE;
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}
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drawstring( v4, sLabel, '8 8 0', VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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drawline( 1.0, v4 + '0 10 0', v4 + '0 10 0' + [ (strlen( sLabel ) * 8 ), 0 ], VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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return TRUE;
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} else {
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drawstring( v4, sLabel, '8 8 0', VGUI_WINDOW_FGCOLOR * 0.8, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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}
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return FALSE;
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}
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void VGUI_FakeButton( string sLabel, vector vPos, vector vSize ) {
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vector v1, v2, v3, v4;
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// Draw the outline START
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v1_x = vPos_x + vSize_x;
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v1_y = vPos_y;
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drawline( 1.0, vPos - '1 0 0', v1, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA * 0.5, DRAWFLAG_ADDITIVE );
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v2_x = vPos_x;
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v2_y = vPos_y + vSize_y;
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drawline( 1.0, vPos, v2, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA * 0.5, DRAWFLAG_ADDITIVE );
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v3 = vPos + vSize;
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drawline( 1.0, v1, v3, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA * 0.5, DRAWFLAG_ADDITIVE );
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drawline( 1.0, v2, v3, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA * 0.5, DRAWFLAG_ADDITIVE );
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// Draw the outline END
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// Draw the button label
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v4_x = vPos_x + 16;
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v4_y = vPos_y + ( ( vSize_y / 2 ) - 4 );
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drawstring( v4, sLabel, '8 8 0', VGUI_WINDOW_FGCOLOR * 0.5, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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}
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// Wrapper for simple VGUI Text labels
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void VGUI_Text( string sText, vector vPos, vector vSize ) {
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drawstring( vPos, sText, vSize, VGUI_WINDOW_FGCOLOR, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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}
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