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Part IV (Adding an ammo indicator to the HUD)
By: Mazor (mazor@spudgunmod.net)
My code is in RED
Half-Life code is in BLUE
Comments are in GREEN
Open the hud.h file, find the CHudAmmo class... add these variables under the PUBLIC defines:
// Mazor
int m_iClip;
int m_iAmmo1;
int m_iAmmo2;
// Mazor
Ok, now, you can close the hud.h file
Now open up ammo.cpp
Find the CHudAmmo::Draw(float flTime) function
Right at the end, before the return 1; add this:
// Mazor
m_iClip = pw->iClip;
m_iAmmo1 = gWR.CountAmmo(pw->AmmoType);
m_iAmmo2 = gWR.CountAmmo(pw->Ammo2Type);
// Mazor
Now, whenever you need to access the variables from the new HUD, you can use them just like any other variable like I showed before, eg: player health.
Here is how you access your new variables:
// Mazor
gHUD.m_Ammo->m_iClip // that is the player's current clip ammount for the current weapon
gHUD.m_Ammo->m_iAmmo1 // the total ammo count of the primary ammo for the current weapon
gHUD.m_Ammo->m_iAmmo2 // the total ammo count of the secondary ammo for the current weapon
// Mazor
If you don't know how to turn those into a VGUI label, you can do one of two things, you can either look back in the second tutorial in the VGUI HUD series or you can read up on VGUI over at the Half-Life Coding Index under the Client Tutorials section.
Any Q's, e-mail me: mazor@spudgunmod.net