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https://github.com/alliedmodders/hl2sdk.git
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Added original SDK code for Alien Swarm.
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96
game/client/hud_element_helper.cpp
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96
game/client/hud_element_helper.cpp
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Helper for the CHudElement class to add themselves to the list of hud elements
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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 "hud_element_helper.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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// Start with empty list
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CHudElementHelper *CHudElementHelper::m_sHelpers = NULL;
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//-----------------------------------------------------------------------------
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// Purpose: Constructs a technology factory
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// Input : pfnCreate - fn Ptr to the constructor for this element
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// depth - determines position in the creation list, 100 is farthest into the screen
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// 0 is nearest, default is 50
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//
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//-----------------------------------------------------------------------------
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CHudElementHelper::CHudElementHelper( CHudElement *( *pfnCreate )( void ), int depth, int flags /* = 0 */ )
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{
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//Insert into the list based on depth
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//List is empty, or element belongs at front, insert here
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if( m_sHelpers == NULL || depth >= m_sHelpers->m_iDepth )
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{
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m_pNext = m_sHelpers;
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m_sHelpers = this;
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}
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else
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{
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//Scan to insert in decreasing depth order
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CHudElementHelper *pPrev = m_sHelpers;
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CHudElementHelper *pCurrent = m_sHelpers->m_pNext;
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while( pCurrent != NULL && depth < pCurrent->m_iDepth )
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{
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pPrev = pCurrent;
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pCurrent = pCurrent->m_pNext;
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}
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pPrev->m_pNext = this;
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m_pNext = pCurrent;
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}
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m_iDepth = depth;
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m_iFlags = flags;
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// Set attributes
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assert( pfnCreate );
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m_pfnCreate = pfnCreate;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns next object in list
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// Output : CHudElementHelper
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//-----------------------------------------------------------------------------
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CHudElementHelper *CHudElementHelper::GetNext( void )
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{
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return m_pNext;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Static class creation factory
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// Searches list of registered factories for a match and then instances the
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// requested technology by name
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// Input : *name -
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// Output : CBaseTFTechnology
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//-----------------------------------------------------------------------------
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void CHudElementHelper::CreateAllElements( void )
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{
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// Start of list
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CHudElementHelper *p = m_sHelpers;
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while ( p )
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{
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// only create this element in slot 0
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if ( ( p->m_iFlags & HUDELEMENT_SS_FULLSCREEN_ONLY ) && ( GET_ACTIVE_SPLITSCREEN_SLOT() != 0 ) )
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{
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p = p->m_pNext;
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continue;
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}
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// Dispatch creation function directly
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CHudElement *( *fCreate )( void ) = p->m_pfnCreate;
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CHudElement *newElement = (fCreate)();
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if ( newElement )
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{
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GetHud().AddHudElement( newElement );
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}
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p = p->GetNext();
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}
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}
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