420 lines
12 KiB
C++
420 lines
12 KiB
C++
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: This is an entity that represents a vgui screen
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "vguiscreen.h"
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#include "networkstringtable_gamedll.h"
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#include "saverestore_stringtable.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// This is an entity that represents a vgui screen
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//-----------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CVGuiScreen, DT_VGuiScreen)
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SendPropFloat(SENDINFO(m_flWidth), 0, SPROP_NOSCALE ),
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SendPropFloat(SENDINFO(m_flHeight), 0, SPROP_NOSCALE ),
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SendPropIntWithMinusOneFlag(SENDINFO(m_nAttachmentIndex), 6 ),
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SendPropInt(SENDINFO(m_nPanelName), MAX_VGUI_SCREEN_STRING_BITS, SPROP_UNSIGNED ),
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SendPropInt(SENDINFO(m_fScreenFlags), VGUI_SCREEN_MAX_BITS, SPROP_UNSIGNED ),
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SendPropInt(SENDINFO(m_nOverlayMaterial), MAX_MATERIAL_STRING_BITS, SPROP_UNSIGNED ),
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SendPropEHandle(SENDINFO(m_hPlayerOwner)),
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END_SEND_TABLE();
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LINK_ENTITY_TO_CLASS( vgui_screen, CVGuiScreen );
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LINK_ENTITY_TO_CLASS( vgui_screen_team, CVGuiScreen );
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PRECACHE_REGISTER( vgui_screen );
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//-----------------------------------------------------------------------------
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// Save/load
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//-----------------------------------------------------------------------------
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BEGIN_DATADESC( CVGuiScreen )
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DEFINE_CUSTOM_FIELD( m_nPanelName, &g_VguiScreenStringOps ),
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DEFINE_FIELD( m_nAttachmentIndex, FIELD_INTEGER ),
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// DEFINE_FIELD( m_nOverlayMaterial, FIELD_INTEGER ),
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DEFINE_FIELD( m_fScreenFlags, FIELD_INTEGER ),
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DEFINE_KEYFIELD( m_flWidth, FIELD_FLOAT, "width" ),
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DEFINE_KEYFIELD( m_flHeight, FIELD_FLOAT, "height" ),
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DEFINE_KEYFIELD( m_strOverlayMaterial, FIELD_STRING, "overlaymaterial" ),
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DEFINE_FIELD( m_hPlayerOwner, FIELD_EHANDLE ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
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DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CVGuiScreen::CVGuiScreen()
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{
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m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING;
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m_hPlayerOwner = NULL;
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}
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//-----------------------------------------------------------------------------
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// Read in worldcraft data...
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//-----------------------------------------------------------------------------
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bool CVGuiScreen::KeyValue( const char *szKeyName, const char *szValue )
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{
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//!! temp hack, until worldcraft is fixed
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// strip the # tokens from (duplicate) key names
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char *s = (char *)strchr( szKeyName, '#' );
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if ( s )
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{
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*s = '\0';
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}
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if ( FStrEq( szKeyName, "panelname" ))
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{
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SetPanelName( szValue );
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return true;
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}
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// NOTE: Have to do these separate because they set two values instead of one
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if( FStrEq( szKeyName, "angles" ) )
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{
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Assert( GetMoveParent() == NULL );
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QAngle angles;
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UTIL_StringToVector( angles.Base(), szValue );
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// Because the vgui screen basis is strange (z is front, y is up, x is right)
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// we need to rotate the typical basis before applying it
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VMatrix mat, rotation, tmp;
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MatrixFromAngles( angles, mat );
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MatrixBuildRotationAboutAxis( rotation, Vector( 0, 1, 0 ), 90 );
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MatrixMultiply( mat, rotation, tmp );
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MatrixBuildRotateZ( rotation, 90 );
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MatrixMultiply( tmp, rotation, mat );
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MatrixToAngles( mat, angles );
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SetAbsAngles( angles );
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return true;
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}
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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//-----------------------------------------------------------------------------
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// Precache...
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//-----------------------------------------------------------------------------
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void CVGuiScreen::Precache()
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{
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BaseClass::Precache();
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if ( m_strOverlayMaterial != NULL_STRING )
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{
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PrecacheMaterial( STRING(m_strOverlayMaterial) );
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}
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}
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//-----------------------------------------------------------------------------
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// Spawn...
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//-----------------------------------------------------------------------------
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void CVGuiScreen::Spawn()
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{
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Precache();
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// This has no model, but we want it to transmit if it's in the PVS anyways
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AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
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m_nAttachmentIndex = 0;
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SetSolid( SOLID_OBB );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetActualSize( m_flWidth, m_flHeight );
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m_fScreenFlags.Set( VGUI_SCREEN_ACTIVE );
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m_takedamage = DAMAGE_NO;
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AddFlag( FL_NOTARGET );
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}
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//-----------------------------------------------------------------------------
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// Spawn...
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//-----------------------------------------------------------------------------
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void CVGuiScreen::Activate()
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{
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BaseClass::Activate();
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if ( m_nOverlayMaterial == OVERLAY_MATERIAL_INVALID_STRING && m_strOverlayMaterial != NULL_STRING )
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{
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SetOverlayMaterial( STRING(m_strOverlayMaterial) );
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}
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}
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void CVGuiScreen::OnRestore()
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{
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UpdateTransmitState();
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BaseClass::OnRestore();
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}
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void CVGuiScreen::SetAttachmentIndex( int nIndex )
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{
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m_nAttachmentIndex = nIndex;
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}
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void CVGuiScreen::SetOverlayMaterial( const char *pMaterial )
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{
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int iMaterial = GetMaterialIndex( pMaterial );
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if ( iMaterial == 0 )
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{
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m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING;
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}
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else
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{
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m_nOverlayMaterial = iMaterial;
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}
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}
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bool CVGuiScreen::IsActive() const
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{
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return (m_fScreenFlags & VGUI_SCREEN_ACTIVE) != 0;
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}
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void CVGuiScreen::SetActive( bool bActive )
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{
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if (bActive != IsActive())
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{
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if (!bActive)
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{
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m_fScreenFlags &= ~VGUI_SCREEN_ACTIVE;
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}
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else
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{
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m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ACTIVE );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CVGuiScreen::IsAttachedToViewModel() const
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{
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return (m_fScreenFlags & VGUI_SCREEN_ATTACHED_TO_VIEWMODEL) != 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bAttached -
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//-----------------------------------------------------------------------------
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void CVGuiScreen::SetAttachedToViewModel( bool bAttached )
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{
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if (bAttached != IsActive())
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{
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if (!bAttached)
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{
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m_fScreenFlags &= ~VGUI_SCREEN_ATTACHED_TO_VIEWMODEL;
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}
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else
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{
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m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ATTACHED_TO_VIEWMODEL );
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// attached screens have different transmit rules
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DispatchUpdateTransmitState();
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}
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// attached screens have different transmit rules
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DispatchUpdateTransmitState();
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}
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}
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void CVGuiScreen::SetTransparency( bool bTransparent )
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{
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if (!bTransparent)
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{
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m_fScreenFlags &= ~VGUI_SCREEN_TRANSPARENT;
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}
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else
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{
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m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_TRANSPARENT );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVGuiScreen::InputSetActive( inputdata_t &inputdata )
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{
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SetActive( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CVGuiScreen::InputSetInactive( inputdata_t &inputdata )
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{
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SetActive( false );
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}
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bool CVGuiScreen::IsVisibleOnlyToTeammates() const
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{
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return (m_fScreenFlags & VGUI_SCREEN_VISIBLE_TO_TEAMMATES) != 0;
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}
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void CVGuiScreen::MakeVisibleOnlyToTeammates( bool bActive )
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{
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if (bActive != IsVisibleOnlyToTeammates())
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{
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if (!bActive)
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{
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m_fScreenFlags &= ~VGUI_SCREEN_VISIBLE_TO_TEAMMATES;
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}
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else
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{
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m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_VISIBLE_TO_TEAMMATES );
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}
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}
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}
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bool CVGuiScreen::IsVisibleToTeam( int nTeam )
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{
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// FIXME: Should this maybe go into a derived class of some sort?
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// Don't bother with screens on the wrong team
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if ( IsVisibleOnlyToTeammates() && (nTeam > 0) )
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{
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// Hmmm... sort of a hack...
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CBaseEntity *pOwner = GetOwnerEntity();
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if ( pOwner && (nTeam != pOwner->GetTeamNumber()) )
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Screens attached to view models only go to client if viewmodel is being sent, too.
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// Input : *recipient -
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// *pvs -
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// clientArea -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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int CVGuiScreen::UpdateTransmitState()
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{
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if ( IsAttachedToViewModel() )
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{
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// only send to the owner, or someone spectating the owner.
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return SetTransmitState( FL_EDICT_FULLCHECK );
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}
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else if ( GetMoveParent() )
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{
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// Let the parent object trigger the send. This is more efficient than having it call CBaseEntity::ShouldTransmit
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// for all the vgui screens in the map.
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return SetTransmitState( FL_EDICT_PVSCHECK );
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}
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else
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{
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return BaseClass::UpdateTransmitState();
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}
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}
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int CVGuiScreen::ShouldTransmit( const CCheckTransmitInfo *pInfo )
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{
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Assert( IsAttachedToViewModel() );
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CBaseEntity *pViewModel = GetOwnerEntity();
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if ( pViewModel )
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{
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return pViewModel->ShouldTransmit( pInfo );
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}
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return BaseClass::ShouldTransmit( pInfo );
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}
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//-----------------------------------------------------------------------------
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// Convert the panel name into an integer
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//-----------------------------------------------------------------------------
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void CVGuiScreen::SetPanelName( const char *pPanelName )
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{
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m_nPanelName = g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pPanelName );
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}
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const char *CVGuiScreen::GetPanelName() const
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{
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return g_pStringTableVguiScreen->GetString( m_nPanelName );
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}
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//-----------------------------------------------------------------------------
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// Sets the screen size + resolution
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//-----------------------------------------------------------------------------
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void CVGuiScreen::SetActualSize( float flWidth, float flHeight )
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{
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m_flWidth = flWidth;
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m_flHeight = flHeight;
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Vector mins, maxs;
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mins.Init( 0.0f, 0.0f, -0.1f );
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maxs.Init( 0.0f, 0.0f, 0.1f );
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if (flWidth > 0)
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maxs.x = flWidth;
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else
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mins.x = flWidth;
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if (flHeight > 0)
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maxs.y = flHeight;
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else
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mins.y = flHeight;
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UTIL_SetSize( this, mins, maxs );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CVGuiScreen::SetPlayerOwner( CBasePlayer *pPlayer, bool bOwnerOnlyInput /* = false */ )
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{
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m_hPlayerOwner = pPlayer;
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if ( bOwnerOnlyInput )
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{
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m_fScreenFlags.Set( VGUI_SCREEN_ONLY_USABLE_BY_OWNER );
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}
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}
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//-----------------------------------------------------------------------------
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// Precaches a vgui screen
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//-----------------------------------------------------------------------------
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void PrecacheVGuiScreen( const char *pScreenType )
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{
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g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pScreenType );
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}
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//-----------------------------------------------------------------------------
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// Creates a vgui screen, attaches it to another player
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//-----------------------------------------------------------------------------
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CVGuiScreen *CreateVGuiScreen( const char *pScreenClassname, const char *pScreenType, CBaseEntity *pAttachedTo, CBaseEntity *pOwner, int nAttachmentIndex )
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{
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Assert( pAttachedTo );
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CVGuiScreen *pScreen = (CVGuiScreen *)CBaseEntity::Create( pScreenClassname, vec3_origin, vec3_angle, pAttachedTo );
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pScreen->SetPanelName( pScreenType );
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pScreen->FollowEntity( pAttachedTo );
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pScreen->SetOwnerEntity( pOwner );
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pScreen->SetAttachmentIndex( nAttachmentIndex );
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return pScreen;
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}
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void DestroyVGuiScreen( CVGuiScreen *pVGuiScreen )
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{
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if (pVGuiScreen)
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{
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UTIL_Remove( pVGuiScreen );
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}
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}
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