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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef IUSESMORTARPANEL_H
#define IUSESMORTARPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "hud_minimap.h"
// Derive from this if your entity wants to use the mortar firing panel
class IUsesMortarPanel
{
public:
// Get the data from this mortar needed by the panel
virtual void GetMortarData( float *flClientMortarYaw, bool *bAllowedToFire, float *flPower, float *flFiringPower, float *flFiringAccuracy, int *iFiringState ) = 0;
// Tell the server the mortar's been rotated
virtual void SendYawCommand( void ) = 0;
// Panel's overriding client yaw
virtual void ForceClientYawCountdown( float flTime ) = 0;
// Start firing
virtual void ClickFire( void ) = 0;
};
// Mortar firing panel
class CMortarMinimapPanel : public CMinimapPanel
{
public:
DECLARE_CLASS( CMortarMinimapPanel, CMinimapPanel );
CMortarMinimapPanel( vgui::Panel *pParent, const char *pElementName );
virtual ~CMortarMinimapPanel();
void InitMortarMinimap( C_BaseEntity *pMortar );
C_BaseEntity *GetMortar() const;
virtual void Paint();
void OnMousePressed( vgui::MouseCode code );
void OnCursorMoved( int x, int y );
void OnMouseReleased( vgui::MouseCode code );
public:
EHANDLE m_hMortar;
BitmapImage m_MortarButtonUp;
BitmapImage m_MortarButtonDown;
BitmapImage m_MortarButtonCantFire;
BitmapImage m_MortarDirectionImage;
bool m_bMouseDown;
bool m_bFireButtonDown;
int m_LastX, m_LastY;
// The red-black fade material for the slider.
int m_nTextureId;
int m_nTextureId_CantFire;
};
#endif // IUSESMORTARPANEL_H
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