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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