Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Displays HUD elements about health and armor
//
//=====================================================================================//
#ifndef SFHUDWEAPONPANEL_H_
#define SFHUDWEAPONPANEL_H_
#include "hud.h"
#include "hud_element_helper.h"
#include "scaleformui/scaleformui.h"
#include "sfhudflashinterface.h"
#include "cs_gamerules.h"
#include "c_cs_player.h"
class SFHudWeaponPanel : public SFHudFlashInterface { public: explicit SFHudWeaponPanel( const char *value ); virtual ~SFHudWeaponPanel();
// These overload the CHudElement class
virtual void ProcessInput( void ); virtual void LevelInit( void ); virtual void LevelShutdown( void ); virtual void SetActive( bool bActive ); virtual bool ShouldDraw( void );
virtual void Init( void ) { SetVisible( true ); } virtual void Reset( void ) { SetVisible( true ); }
// these overload the ScaleformFlashInterfaceMixin class
virtual void FlashReady( void ); virtual bool PreUnloadFlash( void );
virtual void FireGameEvent( IGameEvent *event );
protected: void ShowPanel( bool value ); void SetVisible( bool bVisible ); void LockSlot( bool wantItLocked, bool& currentlyLocked );
protected: SFVALUE m_PanelHandle; SFVALUE m_CurrentWeaponImageHandle; SFVALUE m_CurrentWeaponTextHandle; SFVALUE m_AmmoTextClipHandle; SFVALUE m_AmmoTextTotalHandle; SFVALUE m_AmmoAnimationHandle; SFVALUE m_BurstIcons_Burst; SFVALUE m_BurstIcons_Single; SFVALUE m_WeaponPenetration1; SFVALUE m_WeaponPenetration2; SFVALUE m_WeaponPenetration3; SFVALUE m_UpgradeKill1; SFVALUE m_UpgradeKill2; SFVALUE m_UpgradeKillText; SFVALUE m_BombHandle; SFVALUE m_DefuseHandle; SFVALUE m_BombZoneHandle; SFVALUE m_WeaponItemName;
int m_PrevAmmoClipCount; int m_PrevAmmoTotalCount; int m_PrevAmmoType; int m_PrevWeaponID; int m_PrevTRGunGameUpgradePoints; bool m_bHiddenNoAmmo; // we hid the panel because our current weapon has no ammo at all
bool m_bCarryingC4; // player is carrying the bomb
bool m_bCarryingDefuse; // player is carrying a defuse kit
bool m_bInBombZone ; // player is in the bomb zone
int m_lastEntityIndex; int m_LastNumRoundKills; int m_lastKillEaterCount; };
#endif /* SFHUDWEAPONPANEL_H_ */
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