Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "clientmode_csnormal.h"
#include "c_cs_player.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
class CHudFlashbang : public CHudElement, public vgui::Panel { public: DECLARE_CLASS_SIMPLE( CHudFlashbang, vgui::Panel );
virtual bool ShouldDraw(); virtual void Paint();
CHudFlashbang( const char *name );
private:
int m_iAdditiveWhiteID; };
DECLARE_HUDELEMENT( CHudFlashbang );
CHudFlashbang::CHudFlashbang( const char *pName ) : vgui::Panel( NULL, "HudFlashbang" ), CHudElement( pName ) { SetParent( g_pClientMode->GetViewport() ); m_iAdditiveWhiteID = 0;
SetHiddenBits( HIDEHUD_PLAYERDEAD ); }
// the flashbang effect cannot be drawn in the HUD, because this lets the user skip its effect
// by hitting Escape, or by setting "cl_drawhud 0".
bool CHudFlashbang::ShouldDraw() { return true; }
// the flashbang effect cannot be drawn in the HUD, because this lets the user skip its effect
// by hitting Escape, or by setting "cl_drawhud 0".
void CHudFlashbang::Paint() { return; }
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