Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_HUD_PASSTIME_RETICLE_H
#define TF_HUD_PASSTIME_RETICLE_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "Color.h"
#include "fx_quad.h"
//-----------------------------------------------------------------------------
CFXQuad *CreateReticleSprite( const char *pModelName, float scale, float spinSpeed );
class C_FuncPasstimeGoal;
//-----------------------------------------------------------------------------
class C_PasstimeReticle
{
public:
virtual ~C_PasstimeReticle();
void OnClientThink();
protected:
C_PasstimeReticle() {}
virtual bool Update() = 0;
void AddSprite( CFXQuad *pEnt );
void SetAllOrigins( const Vector& pos );
void SetAllNormals( const Vector& normal );
void SetAllAlphas( byte a );
void SetAllScales( float s );
void SetOrigin( int i, const Vector& pos );
void SetNormal( int i, const Vector& normal );
void SetAlpha( int i, byte a );
void SetRgba( int i, byte r, byte g, byte b, byte a );
void SetScale( int i, float s );
CUtlVector<CFXQuad*> m_pSprites;
private:
// noncopyable
C_PasstimeReticle( const C_PasstimeReticle& ) = delete;
C_PasstimeReticle( C_PasstimeReticle&& ) = delete;
C_PasstimeReticle& operator=( const C_PasstimeReticle& ) = delete;
C_PasstimeReticle& operator=( C_PasstimeReticle&& ) = delete;
};
//-----------------------------------------------------------------------------
class C_PasstimeBallReticle : public C_PasstimeReticle
{
public:
C_PasstimeBallReticle();
private:
virtual bool Update() OVERRIDE;
};
//-----------------------------------------------------------------------------
class C_PasstimeGoalReticle : public C_PasstimeReticle
{
public:
C_PasstimeGoalReticle( C_FuncPasstimeGoal *pGoal );
private:
virtual bool Update() OVERRIDE;
CHandle<C_FuncPasstimeGoal> m_hGoal;
};
//-----------------------------------------------------------------------------
class C_PasstimePassReticle : public C_PasstimeReticle
{
public:
C_PasstimePassReticle();
private:
virtual bool Update() OVERRIDE;
void FindPassHintTarget( C_TFPlayer *pLocalPlayer );
float m_flTargetScore;
CHandle<C_BaseEntity> m_hTarget;
};
//-----------------------------------------------------------------------------
class C_PasstimeBounceReticle : public C_PasstimeReticle
{
public:
C_PasstimeBounceReticle();
void Show( const Vector& pos, const Vector& normal );
void Hide();
private:
virtual bool Update() OVERRIDE;
};
//-----------------------------------------------------------------------------
class C_PasstimePlayerReticle : public C_PasstimeReticle
{
public:
C_PasstimePlayerReticle( C_TFPlayer *pPlayer );
private:
virtual bool Update() OVERRIDE;
CHandle<C_TFPlayer> m_hPlayer;
};
//-----------------------------------------------------------------------------
class C_PasstimeAskForBallReticle : public C_PasstimeReticle
{
public:
C_PasstimeAskForBallReticle( C_TFPlayer *pPlayer );
private:
virtual bool Update() OVERRIDE;
CHandle<C_TFPlayer> m_hPlayer;
};
#endif // TF_HUD_PASSTIME_RETICLE_H