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: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef VGUI_IMAGEHEALTHPANEL_H
#define VGUI_IMAGEHEALTHPANEL_H
#include "vgui_EntityPanel.h"
#include "vgui_EntityImagePanel.h"
#include "vgui_HealthBar.h"
#include "vgui_bitmappanel.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class C_BaseEntity;
class KeyValues;
class BitmapImage;
//-----------------------------------------------------------------------------
// This is a base class for a panel which always is rendered on top of an entity
//-----------------------------------------------------------------------------
class CEntityImageHealthPanel : public CEntityPanel
{
public:
DECLARE_CLASS( CEntityImageHealthPanel, CEntityPanel );
// constructor
CEntityImageHealthPanel( vgui::Panel *parent, const char *panelName );
~CEntityImageHealthPanel();
// initialization
bool Init( KeyValues* pInitData, C_BaseEntity* pEntity );
// called when we're ticked...
virtual void OnTick();
virtual bool ShouldDraw( void );
virtual void ComputeAndSetSize( void );
private:
CHealthBarPanel *m_CommanderHealthBar;
CHealthBarPanel *m_NormalHealthBar;
CHealthBarPanel *m_ResourceLevelBar;
CEntityTeamImagePanel *m_pImagePanel;
};
#endif // VGUI_IMAGEHEALTHPANEL_H