Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef TF_HUD_MEDICCALLERS_H
#define TF_HUD_MEDICCALLERS_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include <game/client/iviewport.h>
#include <vgui/IScheme.h>
#include "hud.h"
#include "hudelement.h"
#include "tf_imagepanel.h"
#include "c_tf_player.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTFMedicCallerPanel : public vgui::EditablePanel, public CGameEventListener { DECLARE_CLASS_SIMPLE( CTFMedicCallerPanel, vgui::EditablePanel ); public: CTFMedicCallerPanel( vgui::Panel *parent, const char *name ); ~CTFMedicCallerPanel( void );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout( void ); virtual void OnTick( void ); virtual void PaintBackground( void ); virtual void Paint( void );
virtual const char *GetControlSettingFile() const { return "resource/UI/MedicCallerPanel.res"; } void GetCallerPosition( const Vector &vecDelta, float flRadius, float *xpos, float *ypos, float *flRotation ); void SetEntity( C_BaseEntity *pEntity, float flDuration, Vector &vecOffset ); void SetMedicCallerType( MedicCallerType nType ); static void AddMedicCaller( C_BaseEntity *pEntity, float flDuration, Vector &vecOffset, MedicCallerType nType = CALLER_TYPE_NORMAL ); virtual void FireGameEvent( IGameEvent *event );
protected: C_BaseEntity *GetEntity() const { return m_hEntity; }
private: IMaterial *m_pArrowMaterial; float m_flRemoveAt; Vector m_vecOffset; CHandle<C_BaseEntity> m_hEntity; int m_iDrawArrow; bool m_bOnscreen; bool m_bBurning; bool m_bBleeding; float m_flPanelScale; int m_nCallerType; };
#endif // TF_HUD_MEDICCALLERS_H
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