//========= 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