635 lines
19 KiB
C++
635 lines
19 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Weapon selection handling
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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 "weapon_selection.h"
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#include "hud_macros.h"
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#include "history_resource.h"
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#include "menu.h"
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#include "in_buttons.h"
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#include <KeyValues.h>
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#include "filesystem.h"
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#include "iinput.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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#define HISTORY_DRAW_TIME "5"
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ConVar hud_drawhistory_time( "hud_drawhistory_time", HISTORY_DRAW_TIME, 0 );
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ConVar hud_fastswitch( "hud_fastswitch", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX );
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//-----------------------------------------------------------------------------
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// Purpose: Weapon Selection commands
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//-----------------------------------------------------------------------------
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot1, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot2, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot3, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot4, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot5, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot6, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot7, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot8, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot9, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot0, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Slot10, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, Close, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, NextWeapon, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, PrevWeapon, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME(CBaseHudWeaponSelection, LastWeapon, "CHudWeaponSelection");
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HOOK_COMMAND( slot1, Slot1 );
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HOOK_COMMAND( slot2, Slot2 );
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HOOK_COMMAND( slot3, Slot3 );
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HOOK_COMMAND( slot4, Slot4 );
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HOOK_COMMAND( slot5, Slot5 );
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HOOK_COMMAND( slot6, Slot6 );
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HOOK_COMMAND( slot7, Slot7 );
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HOOK_COMMAND( slot8, Slot8 );
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HOOK_COMMAND( slot9, Slot9 );
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HOOK_COMMAND( slot0, Slot0 );
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HOOK_COMMAND( slot10, Slot10 );
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HOOK_COMMAND( cancelselect, Close );
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HOOK_COMMAND( invnext, NextWeapon );
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HOOK_COMMAND( invprev, PrevWeapon );
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HOOK_COMMAND( lastinv, LastWeapon );
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// instance info
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CBaseHudWeaponSelection *CBaseHudWeaponSelection::s_pInstance[MAX_SPLITSCREEN_PLAYERS];
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CBaseHudWeaponSelection *CBaseHudWeaponSelection::GetInstance()
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{
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return s_pInstance[GET_ACTIVE_SPLITSCREEN_SLOT()];
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}
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CBaseHudWeaponSelection *GetHudWeaponSelection()
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{
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return CBaseHudWeaponSelection::GetInstance();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CBaseHudWeaponSelection::CBaseHudWeaponSelection( const char *pElementName ) : CHudElement( pElementName )
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{
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s_pInstance[GET_ACTIVE_SPLITSCREEN_SLOT()] = this;
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SetHiddenBits( HIDEHUD_WEAPONSELECTION | HIDEHUD_NEEDSUIT | HIDEHUD_PLAYERDEAD | HIDEHUD_INVEHICLE );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::Init(void)
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{
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Reset();
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// Initialise the weapons resource
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gWR.Init();
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m_flSelectionTime = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::Reset(void)
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{
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gWR.Reset();
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// Start hidden
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m_bSelectionVisible = false;
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m_flSelectionTime = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::UpdateSelectionTime( void )
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{
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m_flSelectionTime = gpGlobals->curtime;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::VidInit(void)
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{
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// If we've already loaded weapons, let's get new sprites
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gWR.LoadAllWeaponSprites();
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// set spacing of pickup history
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CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
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if( pHudHR )
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{
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pHudHR->SetHistoryGap( 21 );
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}
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::OnThink( void )
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{
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// Don't allow weapon selection if we're frozen in place
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() )
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{
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if ( IsInSelectionMode() )
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{
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CancelWeaponSelection();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Think used for selection of weapon menu item.
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::ProcessInput()
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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// Check to see if the player is in VGUI mode...
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if ( pPlayer->IsInVGuiInputMode() && !pPlayer->IsInViewModelVGuiInputMode() )
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{
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// If so, close weapon selection when they press fire
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if ( GetHud().m_iKeyBits & IN_ATTACK )
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{
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if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() )
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{
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// Swallow the button
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GetHud().m_iKeyBits &= ~IN_ATTACK;
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input->ClearInputButton( IN_ATTACK );
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}
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engine->ClientCmd( "cancelselect\n" );
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}
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return;
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}
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// Has the player selected a weapon?
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if ( GetHud().m_iKeyBits & (IN_ATTACK | IN_ATTACK2) )
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{
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if ( IsWeaponSelectable() )
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{
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if ( HUDTYPE_PLUS != hud_fastswitch.GetInt() )
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{
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// Swallow the button
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GetHud().m_iKeyBits &= ~(IN_ATTACK | IN_ATTACK2);
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input->ClearInputButton( IN_ATTACK );
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input->ClearInputButton( IN_ATTACK2 );
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}
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// select weapon
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SelectWeapon();
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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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//-----------------------------------------------------------------------------
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bool CBaseHudWeaponSelection::IsInSelectionMode()
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{
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return m_bSelectionVisible;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::OpenSelection( void )
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{
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m_bSelectionVisible = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::HideSelection( void )
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{
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m_bSelectionVisible = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns whether a weapon can be selected in the HUD, based on hud type
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//-----------------------------------------------------------------------------
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bool CBaseHudWeaponSelection::CanBeSelectedInHUD( C_BaseCombatWeapon *pWeapon )
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{
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// Xbox: In plus type, weapons without ammo can still be selected in the HUD
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if( HUDTYPE_PLUS == hud_fastswitch.GetInt() )
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{
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return pWeapon->VisibleInWeaponSelection();
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}
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if ( !pWeapon->VisibleInWeaponSelection() )
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{
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return false;
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}
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// All other current hud types
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return pWeapon->CanBeSelected();
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}
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//-----------------------------------------------------------------------------
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// Purpose: handles keyboard input
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//-----------------------------------------------------------------------------
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int CBaseHudWeaponSelection::KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding )
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{
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if (IsInSelectionMode() && pszCurrentBinding && !stricmp(pszCurrentBinding, "cancelselect"))
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{
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HideSelection();
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// returning 0 indicates, we've handled it, no more action needs to be taken
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return 0;
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}
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if ( down >= 1 && keynum >= KEY_1 && keynum <= KEY_9 )
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{
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if ( HandleHudMenuInput( keynum - KEY_0 ) )
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return 0;
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}
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// let someone else handle it
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return 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: called when a weapon has been picked up
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
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{
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// add to pickup history
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CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
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if ( pHudHR )
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{
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pHudHR->AddToHistory( pWeapon );
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}
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}
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//------------------------------------------------------------------------
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// Command Handlers
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//------------------------------------------------------------------------
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void CBaseHudWeaponSelection::UserCmd_Slot1(void)
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{
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if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
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{
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UserCmd_LastWeapon();
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}
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else
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{
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SelectSlot( 1 );
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}
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}
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void CBaseHudWeaponSelection::UserCmd_Slot2(void)
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{
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if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
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{
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UserCmd_NextWeapon();
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}
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else
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{
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SelectSlot( 2 );
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}
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}
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void CBaseHudWeaponSelection::UserCmd_Slot3(void)
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{
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if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
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{
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engine->ClientCmd( "phys_swap" );
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}
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else
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{
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SelectSlot( 3 );
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}
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}
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void CBaseHudWeaponSelection::UserCmd_Slot4(void)
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{
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if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() )
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{
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UserCmd_PrevWeapon();
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}
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else
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{
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SelectSlot( 4 );
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}
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}
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void CBaseHudWeaponSelection::UserCmd_Slot5(void)
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{
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SelectSlot( 5 );
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}
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void CBaseHudWeaponSelection::UserCmd_Slot6(void)
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{
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SelectSlot( 6 );
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}
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void CBaseHudWeaponSelection::UserCmd_Slot7(void)
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{
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SelectSlot( 7 );
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}
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void CBaseHudWeaponSelection::UserCmd_Slot8(void)
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{
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SelectSlot( 8 );
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}
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void CBaseHudWeaponSelection::UserCmd_Slot9(void)
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{
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SelectSlot( 9 );
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}
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void CBaseHudWeaponSelection::UserCmd_Slot0(void)
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{
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SelectSlot( 0 );
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}
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void CBaseHudWeaponSelection::UserCmd_Slot10(void)
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{
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SelectSlot( 10 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the CHudMenu should take slot1, etc commands
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//-----------------------------------------------------------------------------
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bool CBaseHudWeaponSelection::IsHudMenuTakingInput()
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{
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CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu );
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return ( pHudMenu && pHudMenu->IsMenuOpen() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the CHudMenu handles the slot command
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//-----------------------------------------------------------------------------
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bool CBaseHudWeaponSelection::HandleHudMenuInput( int iSlot )
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{
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CHudMenu *pHudMenu = GET_HUDELEMENT( CHudMenu );
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if ( !pHudMenu || !pHudMenu->IsMenuOpen() )
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return false;
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pHudMenu->SelectMenuItem( iSlot );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the weapon selection hud should be hidden because
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// the CHudMenu is open
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//-----------------------------------------------------------------------------
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bool CBaseHudWeaponSelection::IsHudMenuPreventingWeaponSelection()
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{
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// Don't allow weapon selection if we're frozen in place
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer->GetFlags() & FL_FROZEN || pPlayer->IsPlayerDead() )
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return true;
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return IsHudMenuTakingInput();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Menu Selection Code
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::SelectSlot( int iSlot )
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{
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// A menu may be overriding weapon selection commands
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if ( HandleHudMenuInput( iSlot ) )
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{
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return;
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}
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// If we're not allowed to draw, ignore weapon selections
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if ( !BaseClass::ShouldDraw() )
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{
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return;
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}
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UpdateSelectionTime();
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SelectWeaponSlot( iSlot );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Close the weapon selection
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::UserCmd_Close(void)
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{
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CancelWeaponSelection();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Selects the next item in the weapon menu
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::UserCmd_NextWeapon(void)
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{
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// If we're not allowed to draw, ignore weapon selections
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if ( !BaseClass::ShouldDraw() )
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return;
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CycleToNextWeapon();
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if( hud_fastswitch.GetInt() > 0 )
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{
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SelectWeapon();
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}
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UpdateSelectionTime();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Selects the previous item in the menu
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::UserCmd_PrevWeapon(void)
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{
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// If we're not allowed to draw, ignore weapon selections
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if ( !BaseClass::ShouldDraw() )
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return;
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CycleToPrevWeapon();
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if( hud_fastswitch.GetInt() > 0 )
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{
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SelectWeapon();
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}
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UpdateSelectionTime();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Switches the last weapon the player was using
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::UserCmd_LastWeapon(void)
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{
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// If we're not allowed to draw, ignore weapon selections
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if ( !BaseClass::ShouldDraw() )
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return;
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/*
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if ( IsHudMenuPreventingWeaponSelection() )
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{
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return;
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}
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*/
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SwitchToLastWeapon();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Switches the last weapon the player was using
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::SwitchToLastWeapon( void )
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{
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// Get the player's last weapon
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return;
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input->MakeWeaponSelection( player->GetLastWeapon() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::SetWeaponSelected( void )
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{
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Assert( GetSelectedWeapon() );
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// Mark selection so that it's placed into next CUserCmd created
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input->MakeWeaponSelection( GetSelectedWeapon() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Player has chosen to draw the currently selected weapon
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::SelectWeapon( void )
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{
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if ( !GetSelectedWeapon() )
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{
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engine->ClientCmd( "cancelselect\n" );
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return;
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}
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return;
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// Don't allow selections of weapons that can't be selected (out of ammo, etc)
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if ( !GetSelectedWeapon()->CanBeSelected() )
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{
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player->EmitSound( "Player.DenyWeaponSelection" );
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}
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else
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{
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SetWeaponSelected();
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m_hSelectedWeapon = NULL;
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engine->ClientCmd( "cancelselect\n" );
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// Play the "weapon selected" sound
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player->EmitSound( "Player.WeaponSelected" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Abort selecting a weapon
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//-----------------------------------------------------------------------------
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void CBaseHudWeaponSelection::CancelWeaponSelection( void )
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{
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C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !player )
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return;
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// Fastswitches happen in a single frame, so the Weapon Selection HUD Element isn't visible
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// yet, but it's going to be next frame. We need to ask it if it thinks it's going to draw,
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// instead of checking it's IsActive flag.
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if ( ShouldDraw() )
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{
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HideSelection();
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m_hSelectedWeapon = NULL;
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// Play the "close weapon selection" sound
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player->EmitSound( "Player.WeaponSelectionClose" );
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}
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else
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{
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engine->ClientCmd("escape");
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the first weapon for a given slot.
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|
//-----------------------------------------------------------------------------
|
|
C_BaseCombatWeapon *CBaseHudWeaponSelection::GetFirstPos( int iSlot )
|
|
{
|
|
int iLowestPosition = MAX_WEAPON_POSITIONS;
|
|
C_BaseCombatWeapon *pFirstWeapon = NULL;
|
|
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
return NULL;
|
|
|
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
|
{
|
|
C_BaseCombatWeapon *pWeapon = player->GetWeapon( i );
|
|
if ( !pWeapon )
|
|
continue;
|
|
|
|
if ( ( pWeapon->GetSlot() == iSlot ) && (pWeapon->VisibleInWeaponSelection()) )
|
|
{
|
|
// If this weapon is lower in the slot than the current lowest, it's our new winner
|
|
if ( pWeapon->GetPosition() <= iLowestPosition )
|
|
{
|
|
iLowestPosition = pWeapon->GetPosition();
|
|
pFirstWeapon = pWeapon;
|
|
}
|
|
}
|
|
}
|
|
|
|
return pFirstWeapon;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
C_BaseCombatWeapon *CBaseHudWeaponSelection::GetNextActivePos( int iSlot, int iSlotPos )
|
|
{
|
|
if ( iSlotPos >= MAX_WEAPON_POSITIONS || iSlot >= MAX_WEAPON_SLOTS )
|
|
return NULL;
|
|
|
|
int iLowestPosition = MAX_WEAPON_POSITIONS;
|
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
|
|
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
|
if ( !player )
|
|
return NULL;
|
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
|
{
|
|
C_BaseCombatWeapon *pWeapon = player->GetWeapon( i );
|
|
if ( !pWeapon )
|
|
continue;
|
|
|
|
if ( CanBeSelectedInHUD( pWeapon ) && pWeapon->GetSlot() == iSlot )
|
|
{
|
|
// If this weapon is lower in the slot than the current lowest, and above our desired position, it's our new winner
|
|
if ( pWeapon->GetPosition() <= iLowestPosition && pWeapon->GetPosition() >= iSlotPos )
|
|
{
|
|
iLowestPosition = pWeapon->GetPosition();
|
|
pNextWeapon = pWeapon;
|
|
}
|
|
}
|
|
}
|
|
|
|
return pNextWeapon;
|
|
}
|