Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

79 lines
2.3 KiB

//========= 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_ */