Adding a Scope

You can use the code and ideas in this tutorial to add a HUD-based sniper scope to your game, for use by any weapon that you see fit :) As an example, I've added it alongside the existing zoom functionality of the HL2 crossbow, but as you'll see, you can tell it to display from any part of your code.
Prerequisites
The only prerequisite for this tutorial is that you have already created a sniper scope texture (e.g. a big black square/rectangle with a transparent circle in the middle of it) which has an appropriate .VMT file. Here's one I made earlier:
...you also need to setup this material to be loaded as a hud texture; do this by adding the following to scripts/hud_textures.txt
"sprites/640_hud" { TextureData { "scope" { "file" "scope" "x" "0" "y" "0" "width" "512" "height" "512" } ... } }
The HUD Element
This element displays your scope texture on the HUD. Just add the following code to hud_scope.cpp, which you should create somewhere in your game's client project.
#include "cbase.h" #include "hudelement.h" #include "hud_macros.h" #include "iclientmode.h" #include "c_basehlplayer.h" #include <vgui/IScheme.h> #include <vgui_controls/Panel.h> // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" /** * Simple HUD element for displaying a sniper scope on screen */ class CHudScope : public vgui::Panel, public CHudElement { DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel ); public: CHudScope( const char *pElementName ); void Init(); void MsgFunc_ShowScope( bf_read &msg ); protected: virtual void ApplySchemeSettings(vgui::IScheme *scheme); virtual void Paint( void ); private: bool m_bShow; CHudTexture* m_pScope; }; DECLARE_HUDELEMENT( CHudScope ); DECLARE_HUD_MESSAGE( CHudScope, ShowScope ); using namespace vgui; /** * Constructor - generic HUD element initialization stuff. Make sure our 2 member variables * are instantiated. */ CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope") { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); m_bShow = false; m_pScope = 0; // Scope will not show when the player is dead SetHiddenBits( HIDEHUD_PLAYERDEAD ); } /** * Hook up our hud message, and make sure we are not showing the scope */ void CHudScope::Init() { HOOK_HUD_MESSAGE( CHudScope, ShowScope ); m_bShow = false; } /** * Load in the scope material here */ void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme ) { BaseClass::ApplySchemeSettings(scheme); SetPaintBackgroundEnabled(false); SetPaintBorderEnabled(false); if (!m_pScope) { m_pScope = gHUD.GetIcon("scope"); } } /** * Simple - if we want to show the scope, draw it. Otherwise don't. */ void CHudScope::Paint( void ) { if (m_bShow) { // This will draw the scope at the origin of this HUD element, and // stretch it to the width and height of the element. As long as the // HUD element is set up to cover the entire screen, so will the scope m_pScope->DrawSelf(0, 0, GetWide(), GetTall(), Color(255,255,255,255)); // Hide the crosshair if (g_pLocalPlayer) { g_pLocalPlayer->m_Local.m_iHideHUD |= HIDEHUD_CROSSHAIR; } } else if ((g_pLocalPlayer->m_Local.m_iHideHUD & HIDEHUD_CROSSHAIR) != 0) { g_pLocalPlayer->m_Local.m_iHideHUD &= ~HIDEHUD_CROSSHAIR; } } /** * Callback for our message - set the show variable to whatever * boolean value is received in the message */ void CHudScope::MsgFunc_ShowScope(bf_read &msg) { m_bShow = msg.ReadByte(); }
Then you need to declare your HUD element in scripts/HudLayout.res with the following lines:
HudScope { "fieldName" "HudScope" "xpos" "0" "ypos" "0" "wide" "640" "tall" "480" "visible" "1" "enabled" "1" "PaintBackgroundType" "0" }
This will make the element cover the entire screen.
Telling the HUD Element When to Show
For this, I used a HUD (aka User) message which I called ShowScope. To enable this, add the following line to your user messages registration code (e.g. hl2_usermessages.cpp or similar), in the RegisterUserMessages() function:
usermessages->Register( "ShowScope", 1); // show the sniper scope
Then all you need to do is fire off this message with either a true or false value (1 or 0) to show or hide the scope. For example, change the CWeaponCrossbow::ToggleZoom() function to the following:
void CWeaponCrossbow::ToggleZoom( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer == NULL ) return; if ( m_bInZoom ) { if ( pPlayer->SetFOV( this, 0, 0.2f ) ) { m_bInZoom = false; // Send a message to hide the scope CSingleUserRecipientFilter filter(pPlayer); UserMessageBegin(filter, "ShowScope"); WRITE_BYTE(0); MessageEnd(); } } else { if ( pPlayer->SetFOV( this, 20, 0.1f ) ) { m_bInZoom = true; // Send a message to Show the scope CSingleUserRecipientFilter filter(pPlayer); UserMessageBegin(filter, "ShowScope"); WRITE_BYTE(1); MessageEnd(); } } }
Making a Weapon Zoom
I got a request to add a section about actually adding zoom functionality to a weapon in the first place. Here's what you need to do - most of this code is lifted straight from CWeaponCrossbow. For the purpose of this tutorial, I'm adding zoom to the .357 Magnum as a secondary fire (like the crossbow). If you want to implement it in a weapon which already uses the IN_ATTACK2 key to perform a secondary attack, you'll need to define and use a separate key for this.
To a very basic weapon like the .357, you need to add one boolean field and 5 new functions to acheive the zoom function like the crossbow. Bare in mind that many weapons (like the pistol) already define one or more of these functions, and all you need to do is add to it.
public: bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL ); // Required so that you know to un-zoom when switching weapons void ItemPostFrame( void ); // Called every frame during normal weapon idle void ItemBusyFrame( void ); // Called when the weapon is 'busy' e.g. reloading protected: void ToggleZoom( void ); // If the weapon is zoomed, un-zoom and vice versa void CheckZoomToggle( void ); // Check if the secondary attack button has been pressed bool m_bInZoom; // Set to true when you are zooming, false when not
You would then add the following definitions for those functions (again, just add the relevant code to functions if they already exist):
/** * Check for weapon being holstered so we can disable scope zoom */ bool CWeapon357::Holster(CBaseCombatWeapon *pSwitchingTo /* = NULL */) { if ( m_bInZoom ) { ToggleZoom(); } return BaseClass::Holster( pSwitchingTo ); } /** * Check the status of the zoom key every frame to see if player is still zoomed in */ void CWeapon357::ItemPostFrame() { // Allow zoom toggling CheckZoomToggle(); BaseClass::ItemPostFrame(); } /** * Check the status of the zoom key every frame to see if player is still zoomed in */ void CWeapon357::ItemBusyFrame( void ) { // Allow zoom toggling even when we're reloading CheckZoomToggle(); BaseClass::ItemBusyFrame(); } /** * Check if the zoom key was pressed in the last input tick */ void CWeapon357::CheckZoomToggle( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer && (pPlayer->m_afButtonPressed & IN_ATTACK2)) { ToggleZoom(); } } /** * If we're zooming, stop. If we're not, start. */ void CWeapon357::ToggleZoom( void ) { CBasePlayer *pPlayer = ToBasePlayer( GetOwner() ); if ( pPlayer == NULL ) return; if ( m_bInZoom ) { // Narrowing the Field Of View here is what gives us the zoomed effect if ( pPlayer->SetFOV( this, 0, 0.2f ) ) { m_bInZoom = false; // Send a message to hide the scope CSingleUserRecipientFilter filter(pPlayer); UserMessageBegin(filter, "ShowScope"); WRITE_BYTE(0); MessageEnd(); } } else { if ( pPlayer->SetFOV( this, 20, 0.1f ) ) { m_bInZoom = true; // Send a message to Show the scope CSingleUserRecipientFilter filter(pPlayer); UserMessageBegin(filter, "ShowScope"); WRITE_BYTE(1); MessageEnd(); } } }
Andy aka zoolicious
An alternative way to add a scope (in HL2) is to allow firing while zooming. Whilst it applies to all weapons, it is far easier to implement.
In HL2_Player.cpp comment out the following block of code (line 523):
if ( m_nButtons & IN_ZOOM ) { //FIXME: Held weapons like the grenade get sad when this happens m_nButtons &= ~(IN_ATTACK|IN_ATTACK2); }
Jeremy aka Jeremy.006