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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- class idTarget_EndLevel : public idEntity {
- public:
- CLASS_PROTOTYPE( idTarget_EndLevel );
- void Spawn( void );
- ~idTarget_EndLevel();
- void Draw();
- // the endLevel will be responsible for drawing the entire screen
- // when it is active
- void PlayerCommand( int buttons );
- // when an endlevel is active, plauer buttons get sent here instead
- // of doing anything to the player, which will allow moving to
- // the next level
- const char *ExitCommand();
- // the game will check this each frame, and return it to the
- // session when there is something to give
- private:
- idStr exitCommand;
- idVec3 initialViewOrg;
- idVec3 initialViewAngles;
- // set when the player triggers the exit
- idUserInterface *gui;
- bool buttonsReleased;
- // don't skip out until buttons are released, then pressed
- bool readyToExit;
- bool noGui;
- void Event_Trigger( idEntity *activator );
- };
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