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