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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's CObjectSentrygun
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_FUNC_RESOURCE_H
#define C_FUNC_RESOURCE_H
#include "commanderoverlay.h"
#include "hud_minimap.h"
//-----------------------------------------------------------------------------
// Purpose: A resource zone
//-----------------------------------------------------------------------------
class C_ResourceZone : public C_BaseEntity
{
DECLARE_CLASS( C_ResourceZone, C_BaseEntity );
public:
DECLARE_PREDICTABLE();
DECLARE_CLIENTCLASS();
DECLARE_ENTITY_PANEL();
DECLARE_MINIMAP_PANEL();
C_ResourceZone();
virtual void SetDormant( bool bDormant );
virtual void OnDataChanged( DataUpdateType_t updateType );
const char *GetTargetDescription( void ) const;
public:
float m_flClientResources; // Amount of resources left
int m_nResourcesLeft;
};
//-----------------------------------------------------------------------------
// Purpose: A resource chunk spawning point in a resource zone
//-----------------------------------------------------------------------------
class C_ResourceSpawner : public C_BaseAnimating
{
DECLARE_CLASS( C_ResourceSpawner, C_BaseAnimating );
public:
DECLARE_CLIENTCLASS();
C_ResourceSpawner();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ReceiveMessage( int classID, bf_read &msg );
virtual void SpawnEffect( bool bSpawningChunk );
virtual void ClientThink( void );
public:
bool m_bActive;
};
#endif // C_FUNC_RESOURCE_H
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