EndLevel.h 2.3 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667
  1. /*
  2. ===========================================================================
  3. Doom 3 GPL Source Code
  4. Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
  5. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
  6. Doom 3 Source Code is free software: you can redistribute it and/or modify
  7. it under the terms of the GNU General Public License as published by
  8. the Free Software Foundation, either version 3 of the License, or
  9. (at your option) any later version.
  10. Doom 3 Source Code is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. GNU General Public License for more details.
  14. You should have received a copy of the GNU General Public License
  15. along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
  16. 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.
  17. 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.
  18. ===========================================================================
  19. */
  20. class idTarget_EndLevel : public idEntity {
  21. public:
  22. CLASS_PROTOTYPE( idTarget_EndLevel );
  23. void Spawn( void );
  24. ~idTarget_EndLevel();
  25. void Draw();
  26. // the endLevel will be responsible for drawing the entire screen
  27. // when it is active
  28. void PlayerCommand( int buttons );
  29. // when an endlevel is active, plauer buttons get sent here instead
  30. // of doing anything to the player, which will allow moving to
  31. // the next level
  32. const char *ExitCommand();
  33. // the game will check this each frame, and return it to the
  34. // session when there is something to give
  35. private:
  36. idStr exitCommand;
  37. idVec3 initialViewOrg;
  38. idVec3 initialViewAngles;
  39. // set when the player triggers the exit
  40. idUserInterface *gui;
  41. bool buttonsReleased;
  42. // don't skip out until buttons are released, then pressed
  43. bool readyToExit;
  44. bool noGui;
  45. void Event_Trigger( idEntity *activator );
  46. };